HEEY
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@@ -803,7 +803,7 @@
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hud_used.staminas?.update_icon_state()
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hud_used.staminabuffer?.update_icon_state()
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/mob/living/carbon/human/fully_heal(admin_revive = 0)
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/mob/living/carbon/human/fully_heal(admin_revive = FALSE)
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if(admin_revive)
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regenerate_limbs()
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regenerate_organs()
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@@ -135,7 +135,7 @@
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RegisterSignal(owner, COMSIG_CLICK_SHIFT, .proc/examinate_check)
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RegisterSignal(src, COMSIG_ATOM_HEARER_IN_VIEW, .proc/include_owner)
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RegisterSignal(owner, COMSIG_LIVING_REGENERATE_LIMBS, .proc/unlist_head)
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RegisterSignal(owner, COMSIG_LIVING_FULLY_HEAL, .proc/retrieve_head)
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RegisterSignal(owner, COMSIG_LIVING_REVIVE, .proc/retrieve_head)
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/obj/item/dullahan_relay/proc/examinate_check(atom/source, mob/user)
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if(user.client.eye == src)
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@@ -148,8 +148,9 @@
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/obj/item/dullahan_relay/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
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excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
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/obj/item/dullahan_relay/proc/retrieve_head(datum/source, admin_revive = FALSE)
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if(admin_revive) //retrieving the owner's head for ahealing purposes.
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//Retrieving the owner's head for better ahealing.
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/obj/item/dullahan_relay/proc/retrieve_head(datum/source, full_heal, admin_revive)
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if(admin_revive)
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var/obj/item/bodypart/head/H = loc
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var/turf/T = get_turf(owner)
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if(H && istype(H) && T && !(H in owner.GetAllContents()))
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@@ -482,7 +482,8 @@
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med_hud_set_status()
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//proc used to ressuscitate a mob
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/mob/living/proc/revive(full_heal = 0, admin_revive = 0)
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/mob/living/proc/revive(full_heal = FALSE, admin_revive = FALSE)
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SEND_SIGNAL(src, COMSIG_LIVING_REVIVE, full_heal, admin_revive)
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if(full_heal)
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fully_heal(admin_revive)
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if(stat == DEAD && can_be_revived()) //in some cases you can't revive (e.g. no brain)
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@@ -528,11 +529,6 @@
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fire_stacks = 0
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confused = 0
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update_canmove()
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var/datum/component/mood/mood = GetComponent(/datum/component/mood)
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if (mood)
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QDEL_LIST_ASSOC_VAL(mood.mood_events)
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mood.sanity = SANITY_GREAT
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mood.update_mood()
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//Heal all organs
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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@@ -540,8 +536,6 @@
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for(var/organ in C.internal_organs)
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var/obj/item/organ/O = organ
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O.setOrganDamage(0)
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SEND_SIGNAL(src, COMSIG_LIVING_FULLY_HEAL, admin_revive)
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//proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
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/mob/living/proc/can_be_revived()
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