kek
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@@ -43,7 +43,7 @@
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SSdisease.active_diseases += DD //Add it to the active diseases list, now that it's actually in a mob and being processed.
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//Copy properties over. This is so edited diseases persist.
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var/list/skipped = list("affected_mob","holder","carrier","stage","type","parent_type","vars","transformed")
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var/list/skipped = list("affected_mob","holder","carrier","stage","type","parent_type","vars","transformed","symptoms")
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for(var/V in DD.vars)
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if(V in skipped)
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continue
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@@ -92,7 +92,7 @@
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switch(target_zone)
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if(1)
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if(isobj(H.head) && !istype(H.head, /obj/item/weapon/paper))
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if(isobj(H.head) && !istype(H.head, /obj/item/paper))
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Cl = H.head
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passed = prob((Cl.permeability_coefficient*100) - 1)
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if(passed && isobj(H.wear_mask))
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@@ -57,9 +57,7 @@
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symptoms = GenerateSymptoms(0, 2)
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else
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for(var/datum/symptom/S in D.symptoms)
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var/datum/symptom/new_symp = new S.type
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new_symp.name = S.name
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new_symp.neutered = S.neutered
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var/datum/symptom/new_symp = S.Copy()
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symptoms += new_symp
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Refresh()
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@@ -19,7 +19,7 @@
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to_chat(affected_mob, "<span class='danger'>You feel a slight shock course through your body.</span>")
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if(prob(2))
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for(var/obj/M in orange(2,affected_mob))
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if(!M.anchored && (M.flags & CONDUCT))
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if(!M.anchored && (M.flags_1 & CONDUCT_1))
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step_towards(M,affected_mob)
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for(var/mob/living/silicon/S in orange(2,affected_mob))
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if(isAI(S))
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@@ -32,7 +32,7 @@
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to_chat(affected_mob, "<span class='danger'>You feel like clowning around.</span>")
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if(prob(4))
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for(var/obj/M in orange(4,affected_mob))
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if(!M.anchored && (M.flags & CONDUCT))
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if(!M.anchored && (M.flags_1 & CONDUCT_1))
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var/i
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var/iter = rand(1,2)
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for(i=0,i<iter,i++)
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@@ -51,7 +51,7 @@
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to_chat(affected_mob, "<span class='danger'>You query upon the nature of miracles.</span>")
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if(prob(8))
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for(var/obj/M in orange(6,affected_mob))
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if(!M.anchored && (M.flags & CONDUCT))
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if(!M.anchored && (M.flags_1 & CONDUCT_1))
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var/i
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var/iter = rand(1,3)
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for(i=0,i<iter,i++)
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@@ -78,7 +78,7 @@ STI KALY - blind
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else
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var/mob/living/carbon/H = affected_mob
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if(prob(chance))
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var/obj/item/weapon/staff/S = new(H)
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var/obj/item/staff/S = new(H)
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if(!H.put_in_hands(S))
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qdel(S)
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