[Ready Again]Refactors disabilities into lists, allowing for independent disability sources
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@@ -536,9 +536,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.adjust_blurriness(15)
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if(M.stat != DEAD)
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to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
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if(!(M.disabilities & (NEARSIGHT | BLIND)))
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if(M.become_nearsighted())
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to_chat(M, "<span class='danger'>You become nearsighted!</span>")
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if(!(M.has_disability(BLIND) || M.has_disability(NEARSIGHT)))
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to_chat(M, "<span class='danger'>You become nearsighted!</span>")
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M.become_nearsighted(EYE_DAMAGE)
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if(prob(50))
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if(M.stat != DEAD)
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if(M.drop_all_held_items())
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@@ -547,8 +547,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.Unconscious(20)
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M.Knockdown(40)
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if (prob(eyes.eye_damage - 10 + 1))
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if(M.become_blind())
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to_chat(M, "<span class='danger'>You go blind!</span>")
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M.become_blind(EYE_DAMAGE)
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to_chat(M, "<span class='danger'>You go blind!</span>")
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/obj/item/clean_blood()
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. = ..()
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