diff --git a/code/modules/mob/living/carbon/monkey/life.dm b/code/modules/mob/living/carbon/monkey/life.dm
index a90c2c33f3..93f31a6451 100644
--- a/code/modules/mob/living/carbon/monkey/life.dm
+++ b/code/modules/mob/living/carbon/monkey/life.dm
@@ -1,172 +1,172 @@
-
-
-/mob/living/carbon/monkey
-
-
-/mob/living/carbon/monkey/Life()
- set invisibility = 0
-
- if (notransform)
- return
-
- if(..())
-
- if(!client)
- if(stat == CONSCIOUS)
- if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
- if(!resisting && prob(MONKEY_RESIST_PROB))
- resisting = TRUE
- walk_to(src,0)
- resist()
- else if(resisting)
- resisting = FALSE
- else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
- if(prob(25) && canmove && isturf(loc) && !pulledby)
- step(src, pick(GLOB.cardinals))
- else if(prob(1))
- emote(pick("scratch","jump","roll","tail"))
- else
- walk_to(src,0)
-
-/mob/living/carbon/monkey/handle_mutations_and_radiation()
- if(radiation)
- var/ooga_chance = (radiation - RAD_MOB_MUTATE) / 25
- if(ooga_chance > 0 && prob(ooga_chance))
- gorillize()
- return
- if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
- if(!IsKnockdown())
- emote("collapse")
- Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
- to_chat(src, "You feel weak.")
- if(radiation > RAD_MOB_MUTATE)
- if(prob(1))
- to_chat(src, "You mutate!")
- randmutb()
- emote("gasp")
- domutcheck()
- if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
- vomit(10, TRUE)
- return ..()
-
-/mob/living/carbon/monkey/handle_breath_temperature(datum/gas_mixture/breath)
- if(abs(BODYTEMP_NORMAL - breath.temperature) > 50)
- switch(breath.temperature)
- if(-INFINITY to 120)
- adjustFireLoss(3)
- if(120 to 200)
- adjustFireLoss(1.5)
- if(200 to 260)
- adjustFireLoss(0.5)
- if(360 to 400)
- adjustFireLoss(2)
- if(400 to 1000)
- adjustFireLoss(3)
- if(1000 to INFINITY)
- adjustFireLoss(8)
-
-/mob/living/carbon/monkey/handle_environment(datum/gas_mixture/environment)
- if(!environment)
- return
-
- var/loc_temp = get_temperature(environment)
-
- if(stat != DEAD)
- adjust_bodytemperature(natural_bodytemperature_stabilization())
-
- if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
- if(loc_temp < bodytemperature)
- adjust_bodytemperature(max((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
- else
- adjust_bodytemperature(min((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
-
-
- if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTHEAT))
- switch(bodytemperature)
- if(360 to 400)
- throw_alert("temp", /obj/screen/alert/hot, 1)
- apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
- if(400 to 460)
- throw_alert("temp", /obj/screen/alert/hot, 2)
- apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
- if(460 to INFINITY)
- throw_alert("temp", /obj/screen/alert/hot, 3)
- if(on_fire)
- apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
- else
- apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
-
- else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTCOLD))
- if(!istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
- switch(bodytemperature)
- if(200 to 260)
- throw_alert("temp", /obj/screen/alert/cold, 1)
- apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
- if(120 to 200)
- throw_alert("temp", /obj/screen/alert/cold, 2)
- apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
- if(-INFINITY to 120)
- throw_alert("temp", /obj/screen/alert/cold, 3)
- apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
- else
- clear_alert("temp")
-
- else
- clear_alert("temp")
-
- //Account for massive pressure differences
-
- var/pressure = environment.return_pressure()
- var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
- switch(adjusted_pressure)
- if(HAZARD_HIGH_PRESSURE to INFINITY)
- adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
- throw_alert("pressure", /obj/screen/alert/highpressure, 2)
- if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
- throw_alert("pressure", /obj/screen/alert/highpressure, 1)
- if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
- clear_alert("pressure")
- if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
- throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
- else
- adjustBruteLoss( LOW_PRESSURE_DAMAGE )
- throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
-
- return
-
-/mob/living/carbon/monkey/handle_random_events()
- if (prob(1) && prob(2))
- emote("scratch")
-
-/mob/living/carbon/monkey/has_smoke_protection()
- if(wear_mask)
- if(wear_mask.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
- return 1
-
-/mob/living/carbon/monkey/handle_fire()
- . = ..()
- if(on_fire)
-
- //the fire tries to damage the exposed clothes and items
- var/list/burning_items = list()
- //HEAD//
- var/obj/item/clothing/head_clothes = null
- if(wear_mask)
- head_clothes = wear_mask
- if(wear_neck)
- head_clothes = wear_neck
- if(head)
- head_clothes = head
- if(head_clothes)
- burning_items += head_clothes
-
- if(back)
- burning_items += back
-
- for(var/X in burning_items)
- var/obj/item/I = X
- if(!(I.resistance_flags & FIRE_PROOF))
- I.take_damage(fire_stacks, BURN, "fire", 0)
-
- adjust_bodytemperature(BODYTEMP_HEATING_MAX)
- SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire)
+
+
+/mob/living/carbon/monkey
+
+
+/mob/living/carbon/monkey/Life()
+ set invisibility = 0
+
+ if (notransform)
+ return
+
+ if(..())
+
+ if(!client)
+ if(stat == CONSCIOUS)
+ if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
+ if(!resisting && prob(MONKEY_RESIST_PROB))
+ resisting = TRUE
+ walk_to(src,0)
+ resist()
+ else if(resisting)
+ resisting = FALSE
+ else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
+ if(prob(25) && canmove && isturf(loc) && !pulledby)
+ step(src, pick(GLOB.cardinals))
+ else if(prob(1))
+ emote(pick("scratch","jump","roll","tail"))
+ else
+ walk_to(src,0)
+
+/mob/living/carbon/monkey/handle_mutations_and_radiation()
+ if(radiation)
+ var/ooga_chance = (radiation - RAD_MOB_MUTATE) / 25
+ if(ooga_chance > 0 && prob(ooga_chance))
+ gorillize()
+ return
+ if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
+ if(!IsKnockdown())
+ emote("collapse")
+ Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
+ to_chat(src, "You feel weak.")
+ if(radiation > RAD_MOB_MUTATE)
+ if(prob(1))
+ to_chat(src, "You mutate!")
+ randmutb()
+ emote("gasp")
+ domutcheck()
+ if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
+ vomit(10, TRUE)
+ return ..()
+
+/mob/living/carbon/monkey/handle_breath_temperature(datum/gas_mixture/breath)
+ if(abs(BODYTEMP_NORMAL - breath.temperature) > 50)
+ switch(breath.temperature)
+ if(-INFINITY to 120)
+ adjustFireLoss(3)
+ if(120 to 200)
+ adjustFireLoss(1.5)
+ if(200 to 260)
+ adjustFireLoss(0.5)
+ if(360 to 400)
+ adjustFireLoss(2)
+ if(400 to 1000)
+ adjustFireLoss(3)
+ if(1000 to INFINITY)
+ adjustFireLoss(8)
+
+/mob/living/carbon/monkey/handle_environment(datum/gas_mixture/environment)
+ if(!environment)
+ return
+
+ var/loc_temp = get_temperature(environment)
+
+ if(stat != DEAD)
+ adjust_bodytemperature(natural_bodytemperature_stabilization())
+
+ if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
+ if(loc_temp < bodytemperature)
+ adjust_bodytemperature(max((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
+ else
+ adjust_bodytemperature(min((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
+
+
+ if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTHEAT))
+ switch(bodytemperature)
+ if(360 to 400)
+ throw_alert("temp", /obj/screen/alert/hot, 1)
+ apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
+ if(400 to 460)
+ throw_alert("temp", /obj/screen/alert/hot, 2)
+ apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
+ if(460 to INFINITY)
+ throw_alert("temp", /obj/screen/alert/hot, 3)
+ if(on_fire)
+ apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
+ else
+ apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
+
+ else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTCOLD))
+ if(!istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
+ switch(bodytemperature)
+ if(200 to 260)
+ throw_alert("temp", /obj/screen/alert/cold, 1)
+ apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
+ if(120 to 200)
+ throw_alert("temp", /obj/screen/alert/cold, 2)
+ apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
+ if(-INFINITY to 120)
+ throw_alert("temp", /obj/screen/alert/cold, 3)
+ apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
+ else
+ clear_alert("temp")
+
+ else
+ clear_alert("temp")
+
+ //Account for massive pressure differences
+
+ var/pressure = environment.return_pressure()
+ var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
+ switch(adjusted_pressure)
+ if(HAZARD_HIGH_PRESSURE to INFINITY)
+ adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
+ throw_alert("pressure", /obj/screen/alert/highpressure, 2)
+ if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
+ throw_alert("pressure", /obj/screen/alert/highpressure, 1)
+ if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
+ clear_alert("pressure")
+ if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
+ throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
+ else
+ adjustBruteLoss( LOW_PRESSURE_DAMAGE )
+ throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
+
+ return
+
+/mob/living/carbon/monkey/handle_random_events()
+ if (prob(1) && prob(2))
+ emote("scratch")
+
+/mob/living/carbon/monkey/has_smoke_protection()
+ if(wear_mask)
+ if(wear_mask.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
+ return 1
+
+/mob/living/carbon/monkey/handle_fire()
+ . = ..()
+ if(on_fire)
+
+ //the fire tries to damage the exposed clothes and items
+ var/list/burning_items = list()
+ //HEAD//
+ var/obj/item/clothing/head_clothes = null
+ if(wear_mask)
+ head_clothes = wear_mask
+ if(wear_neck)
+ head_clothes = wear_neck
+ if(head)
+ head_clothes = head
+ if(head_clothes)
+ burning_items += head_clothes
+
+ if(back)
+ burning_items += back
+
+ for(var/X in burning_items)
+ var/obj/item/I = X
+ if(!(I.resistance_flags & FIRE_PROOF))
+ I.take_damage(fire_stacks, BURN, "fire", 0)
+
+ adjust_bodytemperature(BODYTEMP_HEATING_MAX)
+ SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire)