Fixes, PLEASE CHECK HEADPATS IN MOODULAR.
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@@ -131,5 +131,5 @@
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mood_change = -2
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timeout = 600
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/datum/mood_event/sad_empath/add_effects(mob/sadtarget)
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/datum/mood_event/sad_empath/add_effects(mob/sadtarget)
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description = "<span class='warning'>[sadtarget.name] seems upset...</span>\n"
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@@ -81,21 +81,21 @@
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mood_change = 3
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timeout = 3000
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/datum/mood_event/betterhug/add_effects(mob/friend)
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/datum/mood_event/betterhug/add_effects(mob/friend)
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description = "<span class='nicegreen'>[friend.name] was very nice to me.</span>\n"
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/datum/mood_event/besthug
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/datum/mood_event/besthug
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description = "<span class='nicegreen'>Someone is great to be around, they make me feel so happy!</span>\n"
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mood_change = 5
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timeout = 3000
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/datum/mood_event/besthug/add_effects(mob/friend)
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/datum/mood_event/besthug/add_effects(mob/friend)
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description = "<span class='nicegreen'>[friend.name] is great to be around, [friend.p_they()] makes me feel so happy!</span>\n"
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/datum/mood_event/sad_empath
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/datum/mood_event/happy_empath
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description = "<span class='warning'>Someone seems happy!</span>\n"
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mood_change = 2
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timeout = 600
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/datum/mood_event/sad_empath/add_effects(mob/sadtarget)
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description = "<span class='warning'>[sadtarget.name]'s happiness is infectious!</span>\n"
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/datum/mood_event/happy_empath/add_effects(var/mob/happytarget)
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description = "<span class='warning'>[happytarget.name]'s happiness is infectious!</span>\n"
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@@ -277,6 +277,12 @@
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M.visible_message("<span class='notice'>[M] gives [H] a pat on the head to make [p_them()] feel better!</span>", \
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"<span class='notice'>You give [H] a pat on the head to make [p_them()] feel better!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
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if(M.has_trait(TRAIT_FRIENDLY))
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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if (mood.sanity >= SANITY_GREAT)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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else if (mood.sanity >= SANITY_DISTURBED)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
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if(H.dna.species.can_wag_tail(H))
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if("tail_human" in pref_species.default_features)
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if(H.dna.features["tail_human"] == "None")
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@@ -307,11 +313,11 @@
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"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
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if(M.has_trait(TRAIT_FRIENDLY))
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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if (mood.sanity >= SANITY_GREAT)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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else if (mood.sanity >= SANITY_DISTURBED)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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if (mood.sanity >= SANITY_GREAT)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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else if (mood.sanity >= SANITY_DISTURBED)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
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AdjustStun(-60)
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AdjustKnockdown(-60)
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@@ -281,7 +281,7 @@
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if(91.01 to INFINITY)
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msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
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if(user.has_trait(TRAIT_EMPATH) && !appears_dead && (src != user))
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if(has_trait(TRAIT_EMPATH) && !appears_dead && (src != user))
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if (a_intent != INTENT_HELP)
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msg += "[t_He] seem[p_s()] to be on guard.\n"
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if (getOxyLoss() >= 10)
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@@ -292,8 +292,8 @@
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if(mood.sanity <= SANITY_DISTURBED)
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msg += "[t_He] seem[p_s()] distressed.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
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if(mood.sanity >= SANITY_GREAT)
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msg += "[t_He] seem[p_s()] to be doing well!\n"
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if(mood.mood >= 5) //So roundstart people aren't all "happy"
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msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src)
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if (has_trait(TRAIT_BLIND))
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msg += "[t_He] appear[p_s()] to be staring off into space.\n"
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