initial commit - cross reference with 5th port - obviously has compile errors
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//This only assumes that the mob has a body and face with at least one mouth.
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//Things like airguitar can be done without arms, and the flap thing makes so little sense it's a keeper.
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//Intended to be called by a higher up emote proc if the requested emote isn't in the custom emotes.
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/mob/living/emote(act, m_type=1, message = null)
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if(stat)
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return
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var/param = null
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if (findtext(act, "-", 1, null)) //Removes dashes for npcs "EMOTE-PLAYERNAME" or something like that, I ain't no AI coder. It's not for players. -Sum99
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var/t1 = findtext(act, "-", 1, null)
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param = copytext(act, t1 + 1, length(act) + 1)
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act = copytext(act, 1, t1)
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act = lowertext(act)
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switch(act)//Hello, how would you like to order? Alphabetically!
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if ("aflap")
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if (!src.restrained())
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message = "<B>[src]</B> flaps its wings ANGRILY!"
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m_type = 2
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if ("blush","blushes")
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message = "<B>[src]</B> blushes."
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m_type = 1
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if ("bow","bows")
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if (!src.buckled)
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> bows to [param]."
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else
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message = "<B>[src]</B> bows."
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m_type = 1
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if ("burp","burps")
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message = "<B>[src]</B> burps."
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m_type = 2
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if ("choke","chokes")
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message = "<B>[src]</B> chokes!"
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m_type = 2
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if ("cross","crosses")
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message = "<B>[src]</B> crosses their arms."
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m_type = 2
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if ("chuckle","chuckles")
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message = "<B>[src]</B> chuckles."
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m_type = 2
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if ("collapse","collapses")
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Paralyse(2)
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message = "<B>[src]</B> collapses!"
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m_type = 2
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if ("cough","coughs")
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message = "<B>[src]</B> coughs!"
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m_type = 2
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if ("dance","dances")
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if (!src.restrained())
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message = "<B>[src]</B> dances around happily."
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m_type = 1
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if ("deathgasp","deathgasps")
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message = "<B>[src]</B> seizes up and falls limp, its eyes dead and lifeless..."
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m_type = 1
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if ("drool","drools")
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message = "<B>[src]</B> drools."
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m_type = 1
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if ("faint","faints")
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message = "<B>[src]</B> faints."
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if(sleeping)
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return //Can't faint while asleep
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SetSleeping(10) //Short-short nap
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m_type = 1
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if ("flap","flaps")
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if (!src.restrained())
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message = "<B>[src]</B> flaps its wings."
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m_type = 2
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if ("flip","flips")
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if (!restrained() || !resting || !sleeping)
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src.SpinAnimation(7,1)
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m_type = 2
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if ("frown","frowns")
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message = "<B>[src]</B> frowns."
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m_type = 1
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if ("gag","gags")
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message = "<B>[src]</B> gags!"
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m_type = 2
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if ("gasp","gasps")
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message = "<B>[src]</B> gasps!"
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m_type = 2
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if ("giggle","giggles")
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message = "<B>[src]</B> giggles."
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m_type = 2
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if ("glare","glares")
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> glares at [param]."
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else
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message = "<B>[src]</B> glares."
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if ("grin","grins")
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message = "<B>[src]</B> grins."
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m_type = 1
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if ("groan","groans")
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message = "<B>[src]</B> groans!"
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m_type = 1
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if ("grimace","grimaces")
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message = "<B>[src]</B> grimaces."
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m_type = 1
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if ("jump","jumps")
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message = "<B>[src]</B> jumps!"
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m_type = 1
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if ("kiss","kisses") //S-so forward uwa~
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> blows a kiss to [param]." //I was gonna make this <B>[src]</B> kisses [param] but then I imagined dealing with an ahelp about someone spamming it and following certain players around and I had a miniature stroke.
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else
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message = "<B>[src]</B> blows a kiss."
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if ("laugh","laughs")
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message = "<B>[src]</B> laughs."
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m_type = 2
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if ("look","looks")
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> looks at [param]."
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else
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message = "<B>[src]</B> looks."
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m_type = 1
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if ("me")
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if(jobban_isbanned(src, "emote"))
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src << "You cannot send custom emotes (banned)"
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return
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if (src.client)
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if(client.prefs.muted & MUTE_IC)
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src << "You cannot send IC messages (muted)."
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return
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if (src.client.handle_spam_prevention(message,MUTE_IC))
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return
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if(!(message))
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return
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else
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message = "<B>[src]</B> [message]"
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if ("nod","nods")
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message = "<B>[src]</B> nods."
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m_type = 1
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if ("point","points")
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if (!src.restrained())
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var/atom/M = null
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if (param)
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for (var/atom/A as mob|obj|turf in view())
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if (param == A.name)
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M = A
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break
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if (!M)
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message = "<B>[src]</B> points."
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else
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pointed(M)
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m_type = 1
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if ("pout","pouts")
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message = "<B>[src]</B> pouts."
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m_type = 2
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if ("scream","screams")
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message = "<B>[src]</B> screams!"
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m_type = 2
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if ("scowl","scowls")
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message = "<B>[src]</B> scowls."
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m_type = 1
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if ("shake","shakes")
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message = "<B>[src]</B> shakes its head."
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m_type = 1
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if ("sigh","sighs")
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message = "<B>[src]</B> sighs."
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m_type = 2
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if ("sit","sits")
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message = "<B>[src]</B> sits down."
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m_type = 1
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if ("smile","smiles")
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message = "<B>[src]</B> smiles."
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m_type = 1
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if ("sneeze","sneezes")
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message = "<B>[src]</B> sneezes."
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m_type = 2
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if ("smug","smugs")
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message = "<B>[src]</B> grins smugly."
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m_type = 2
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if ("sniff","sniffs")
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message = "<B>[src]</B> sniffs."
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m_type = 2
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if ("snore","snores")
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message = "<B>[src]</B> snores."
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m_type = 2
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if ("stare","stares")
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> stares at [param]."
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else
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message = "<B>[src]</B> stares."
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if ("stretch","stretches")
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message = "<B>[src]</B> stretches their arms."
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m_type = 2
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if ("sulk","sulks")
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message = "<B>[src]</B> sulks down sadly."
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m_type = 1
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if ("surrender","surrenders")
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message = "<B>[src]</B> puts their hands on their head and falls to the ground, they surrender!"
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if(sleeping)
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return //Can't surrender while asleep.
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Weaken(20) //So you can't resist.
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m_type = 1
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if ("faint","faints")
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message = "<B>[src]</B> faints."
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if(sleeping)
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return //Can't faint while asleep
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SetSleeping(10) //Short-short nap
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m_type = 1
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if ("sway","sways")
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message = "<B>[src]</B> sways around dizzily."
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m_type = 1
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if ("tremble","trembles")
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message = "<B>[src]</B> trembles in fear!"
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m_type = 1
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if ("twitch","twitches")
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message = "<B>[src]</B> twitches violently."
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m_type = 1
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if ("twitch_s")
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message = "<B>[src]</B> twitches."
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m_type = 1
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if ("wave","waves")
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message = "<B>[src]</B> waves."
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m_type = 1
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if ("whimper","whimpers")
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message = "<B>[src]</B> whimpers."
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m_type = 2
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if ("wsmile","wsmiles")
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message = "<B>[src]</B> smiles weakly."
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m_type = 2
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if ("yawn","yawns")
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message = "<B>[src]</B> yawns."
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m_type = 2
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if ("help")
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src << "Help for emotes. You can use these emotes with say \"*emote\":\n\naflap, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, cross, dance, deathgasp, drool, flap, frown, gasp, giggle, glare-(none)/mob, grin, grimace, groan, jump, kiss, laugh, look, me, nod, point-atom, scream, shake, sigh, sit, smile, sneeze, sniff, snore, stare-(none)/mob, stretch, sulk, surrender, sway, tremble, twitch, twitch_s, wave, whimper, wsmile, yawn"
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else
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src << "<span class='notice'>Unusable emote '[act]'. Say *help for a list.</span>"
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if (message)
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log_emote("[name]/[key] : [message]")
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//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
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// Maybe some people are okay with that.
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for(var/mob/M in dead_mob_list)
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if(!M.client || istype(M, /mob/new_player))
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continue //skip monkeys, leavers and new players
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var/T = get_turf(src)
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if(M.stat == DEAD && M.client && (M.client.prefs.chat_toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T,null)))
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M.show_message(message)
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if (m_type & 1)
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visible_message(message)
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else if (m_type & 2)
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audible_message(message)
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