Fixes the linters and adds a proper async
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@@ -93,7 +93,7 @@ GLOBAL_VAR_INIT(floor_cluwnes, 0)
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Acquire_Victim()
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if(stage && !manifested)
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On_Stage()
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INVOKE_ASYNC(src, .proc/On_Stage)
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if(stage == STAGE_ATTACK)
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playsound(src, 'sound/misc/cluwne_breathing.ogg', 75, 1)
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