carbons and humans
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@@ -18,32 +18,21 @@
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#define THERMAL_PROTECTION_HAND_LEFT 0.025
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#define THERMAL_PROTECTION_HAND_LEFT 0.025
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#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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/mob/living/carbon/human/Life(seconds, times_fired)
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/mob/living/carbon/human/BiologicalLife(seconds, times_fired)
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set invisibility = 0
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if(!(. = ..()))
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if (mob_transforming)
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return
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return
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handle_active_genes()
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//heart attack stuff
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handle_heart()
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dna.species.spec_life(src) // for mutantraces
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return (stat != DEAD) && !QDELETED(src)
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. = ..()
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/mob/living/carbon/human/PhysicalLife(seconds, times_fired)
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if(!(. = ..()))
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if (QDELETED(src))
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return
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return 0
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if(.) //not dead
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handle_active_genes()
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if(stat != DEAD)
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//heart attack stuff
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handle_heart()
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//Update our name based on whether our face is obscured/disfigured
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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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name = get_visible_name()
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dna.species.spec_life(src) // for mutantraces
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if(stat != DEAD)
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return 1
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/mob/living/carbon/human/calculate_affecting_pressure(pressure)
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/mob/living/carbon/human/calculate_affecting_pressure(pressure)
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var/headless = !get_bodypart(BODY_ZONE_HEAD) //should the mob be perennially headless (see dullahans), we only take the suit into account, so they can into space.
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var/headless = !get_bodypart(BODY_ZONE_HEAD) //should the mob be perennially headless (see dullahans), we only take the suit into account, so they can into space.
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if (wear_suit && istype(wear_suit, /obj/item/clothing) && (headless || (head && istype(head, /obj/item/clothing))))
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if (wear_suit && istype(wear_suit, /obj/item/clothing) && (headless || (head && istype(head, /obj/item/clothing))))
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@@ -1,24 +1,13 @@
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/mob/living/carbon/Life()
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/mob/living/carbon/BiologicalLife(seconds, times_fired)
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set invisibility = 0
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if(stat == DEAD)
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return FALSE
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if(mob_transforming)
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return
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if(damageoverlaytemp)
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damageoverlaytemp = 0
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update_damage_hud()
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//Reagent processing needs to come before breathing, to prevent edge cases.
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//Reagent processing needs to come before breathing, to prevent edge cases.
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handle_organs()
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handle_organs()
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if(!(. = ..()))
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. = ..()
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if (QDELETED(src))
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return
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return
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handle_blood()
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if(.) //not dead
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// handle_blood *could* kill us.
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handle_blood()
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// we should probably have a better system for if we need to check for death or something in the future hmw
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if(stat != DEAD)
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if(stat != DEAD)
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var/bprv = handle_bodyparts()
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var/bprv = handle_bodyparts()
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if(bprv & BODYPART_LIFE_UPDATE_HEALTH)
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if(bprv & BODYPART_LIFE_UPDATE_HEALTH)
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@@ -35,12 +24,17 @@
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stop_sound_channel(CHANNEL_HEARTBEAT)
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stop_sound_channel(CHANNEL_HEARTBEAT)
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handle_death()
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handle_death()
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rot()
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rot()
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. = FALSE
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//Updates the number of stored chemicals for powers
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//Updates the number of stored chemicals for powers
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handle_changeling()
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handle_changeling()
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if(stat != DEAD)
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/mob/living/carbon/PhysicalLife(seconds, times_fired)
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return 1
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if(!(. = ..()))
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return
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if(damageoverlaytemp)
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damageoverlaytemp = 0
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update_damage_hud()
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//Procs called while dead
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//Procs called while dead
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/mob/living/carbon/proc/handle_death()
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/mob/living/carbon/proc/handle_death()
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