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Gets rid of skip_some_updates (#19284)
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@@ -82,19 +82,11 @@
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//Handle any species related components we may have. Ex: Shadekin, Xenochimera, etc. Not STAT checked because those do statchecks in their own code.
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handle_species_components()
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if(skip_some_updates())
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return //We go ahead and process them 5 times for HUD images and other stuff though.
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//Update our name based on whether our face is obscured/disfigured
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name = get_visible_name()
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pulse = handle_pulse()
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/mob/living/carbon/human/proc/skip_some_updates()
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if(life_tick > 5 && timeofdeath && (timeofdeath < 5 || world.time - timeofdeath > 6000)) //We are long dead, or we're junk mobs spawned like the clowns on the clown shuttle
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return 1
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return 0
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/mob/living/carbon/human/breathe()
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if(!inStasisNow())
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..()
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@@ -1231,8 +1223,6 @@
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//DO NOT CALL handle_statuses() from this proc, it's called from living/Life() as long as this returns a true value.
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/mob/living/carbon/human/handle_regular_status_updates()
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if(skip_some_updates())
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return 0
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if(SEND_SIGNAL(src, COMSIG_CHECK_FOR_GODMODE) & COMSIG_GODMODE_CANCEL)
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return 0 // Cancelled by a component
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