Makes conversions mute victims that are deciding their fate, fixes conversions requiring three cultists to sacrifice a refusing victim
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@@ -250,14 +250,18 @@ structure_check() searches for nearby cultist structures required for the invoca
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currentconversionman = convertee
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conversiontimeout = world.time + (10 SECONDS)
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convertee.Stun(100)
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convertee.add_trait(TRAIT_MUTE, "conversionrune")
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conversionresult = FALSE
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while(world.time < conversiontimeout && convertee && !conversionresult)
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stoplag(1)
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currentconversionman = null
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if(convertee && get_turf(convertee) != get_turf(src))
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if(!convertee)
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return FALSE
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if(!conversionresult && convertee)
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do_sacrifice(convertee, invokers)
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convertee.remove_trait(TRAIT_MUTE, "conversionrune")
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if(get_turf(convertee) != get_turf(src))
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return FALSE
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if(!conversionresult)
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do_sacrifice(convertee, invokers, TRUE)
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return FALSE
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var/brutedamage = convertee.getBruteLoss()
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var/burndamage = convertee.getFireLoss()
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@@ -279,7 +283,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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H.cultslurring = 0
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return 1
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/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers)
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/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers, force_a_sac)
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var/mob/living/first_invoker = invokers[1]
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if(!first_invoker)
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return FALSE
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