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@@ -78,7 +78,7 @@
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animate(effect, alpha = 0, pixel_x = px * 1.5, pixel_y = py * 1.5, time = 3, flags = ANIMATION_PARALLEL | ANIMATION_RELATIVE)
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/obj/item/shield/proc/bash_target(mob/living/user, mob/living/target, bashdir, harmful)
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if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
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if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(target, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
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// unified stun absorption system when lol
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target.visible_message("<span class='warning'>[user] slams [target] with [src], but [target] doesn't falter!</span>", "<span class='userdanger'>[user] slams you with [src], but it barely fazes you!</span>")
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return FALSE
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@@ -22,7 +22,7 @@
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/mob/living/carbon/Moved()
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. = ..()
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if(. && (movement_type & FLOATING)) //floating is easy
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if(. && !CHECK_BITFIELD(movement_type, FLOATING)) //floating is easy
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if(HAS_TRAIT(src, TRAIT_NOHUNGER))
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set_nutrition(NUTRITION_LEVEL_FED - 1) //just less than feeling vigorous
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else if(nutrition && stat != DEAD)
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@@ -1397,7 +1397,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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////////////
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/datum/species/proc/handle_digestion(mob/living/carbon/human/H)
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if(HAS_TRAIT(src, TRAIT_NOHUNGER))
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if(HAS_TRAIT(H, TRAIT_NOHUNGER))
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return //hunger is for BABIES
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//The fucking TRAIT_FAT mutation is the dumbest shit ever. It makes the code so difficult to work with
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