rewrites pickle handling
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@@ -7,10 +7,10 @@
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maxHealth = 100
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icon = 'icons/mob/32x64.dmi'
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icon_state = "pickle"
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del_on_death = TRUE
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deathmessage = "The pickle implodes into its own existential dread and disappears!"
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friendly_verb_continuous = "tickles"
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friendly_verb_simple = "tickle"
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del_on_death = TRUE
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var/mob/living/original_body
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/mob/living/simple_animal/pickle/UnarmedAttack(atom/A)
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@@ -19,11 +19,10 @@
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var/mob/laugher = A
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laugher.emote("laugh")
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/mob/living/simple_animal/pickle/Destroy(force, kill_body = TRUE)
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/mob/living/simple_animal/pickle/death()
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..()
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if(original_body)
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if(kill_body)
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original_body.adjustOrganLoss(ORGAN_SLOT_BRAIN, 200) //to be fair, you have to have a very high iq to understand-
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original_body.adjustOrganLoss(ORGAN_SLOT_BRAIN, 200) //to be fair, you have to have a very high iq to understand-
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original_body.forceMove(get_turf(src))
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if(mind)
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mind.transfer_to(original_body)
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..()
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@@ -585,7 +585,13 @@
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/mob/living/proc/turn_into_pickle()
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//if they're already a pickle, turn them back instead
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if(istype(src, /mob/living/simple_animal/pickle))
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qdel(src, FALSE) //this means the body inside the pickle will be dropped without killing it
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//turn them back from being a pickle, but release them alive
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var/mob/living/simple_animal/pickle/existing_pickle = src
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if(existing_pickle.original_body)
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existing_pickle.original_body.forceMove(get_turf(src))
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if(mind)
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mind.transfer_to(existing_pickle.original_body)
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qdel(src)
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else
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//make a new pickle on the tile and move their mind into it if possible
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var/mob/living/simple_animal/pickle/new_pickle = new /mob/living/simple_animal/pickle(get_turf(src))
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