Fixing merge errors.
Testmerge ready.
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@@ -46,7 +46,7 @@
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nutrition_ratio = 0.8
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else
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nutrition_ratio = 1
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if(has_trait(TRAIT_HIGH_BLOOD))
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if(HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
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nutrition_ratio *= 1.2
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if(satiety > 80)
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nutrition_ratio *= 1.25
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@@ -322,7 +322,7 @@
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/mob/living/proc/ResetBloodVol()
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if (src.has_trait(TRAIT_HIGH_BLOOD))
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if (HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
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blood_ratio = 1.2
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H.handle_blood()
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return
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@@ -913,13 +913,13 @@
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return bodyparts.len > 2 && ..()
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/mob/living/carbon/proc/hypnosis_vulnerable()//unused atm, but added in case
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if(src.has_trait(TRAIT_MINDSHIELD))
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if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
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return FALSE
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if(hallucinating())
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return TRUE
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if(IsSleeping())
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return TRUE
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if(src.has_trait(TRAIT_DUMB))
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if(HAS_TRAIT(src, TRAIT_DUMB))
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return TRUE
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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if(mood)
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@@ -48,7 +48,7 @@
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to_chat(src, "<span class='notice'>Your tongue moves on it's own in response to the liquid.</span>")
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say("The pH is appropriately [round(from.pH, 1)].")
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return
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if (!has_trait(TRAIT_AGEUSIA)) //I'll let you get away with not having 1 damage.
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if (!HAS_TRAIT(src, TRAIT_AGEUSIA)) //I'll let you get away with not having 1 damage.
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switch(from.pH)
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if(11.5 to INFINITY)
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to_chat(src, "<span class='warning'>You taste a strong alkaline flavour!</span>")
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