ok
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@@ -235,32 +235,32 @@
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return P
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//Blanket
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/mob/living/proc/AllImmobility(amount, updating)
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Paralyze(amount, FALSE)
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DefaultCombatKnockdown(amount, FALSE)
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Stun(amount, FALSE)
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Immobilize(amount, FALSE)
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/mob/living/proc/AllImmobility(amount, updating, ignore_canstun = FALSE)
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_MOBILITYFLAGTEMPORARY_Paralyze(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_Knockdown(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_Stun(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_Immobilize(amount, FALSE, ignore_canstun)
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if(updating)
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update_mobility()
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/mob/living/proc/SetAllImmobility(amount, updating)
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SetParalyzed(amount, FALSE)
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SetKnockdown(amount, FALSE)
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SetStun(amount, FALSE)
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SetImmobilized(amount, FALSE)
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/mob/living/proc/SetAllImmobility(amount, updating, ignore_canstun = FALSE)
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_MOBILITYFLAGTEMPORARY_SetParalyzed(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_SetKnockdown(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_SetStun(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_SetImmobilized(amount, FALSE, ignore_canstun)
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if(updating)
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update_mobility()
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/mob/living/proc/AdjustAllImmobility(amount, updating)
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AdjustParalyzed(amount, FALSE)
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AdjustKnockdown(amount, FALSE)
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AdjustStun(amount, FALSE)
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AdjustImmobilized(amount, FALSE)
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/mob/living/proc/AdjustAllImmobility(amount, updating, ignore_canstun = FALSE)
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_MOBILITYFLAGTEMPORARY_AdjustParalyzed(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_AdjustKnockdown(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_AdjustStun(amount, FALSE, ignore_canstun)
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_MOBILITYFLAGTEMPORARY_AdjustImmobilized(amount, FALSE, ignore_canstun)
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if(updating)
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update_mobility()
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//////////////////UNCONSCIOUS
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsUnconscious() //If we're unconscious
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/mob/living/proc/IsUnconscious() //If we're unconscious
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return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountUnconscious() //How many deciseconds remain in our unconsciousness
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@@ -269,7 +269,7 @@
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return U.duration - world.time
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return 0
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_Unconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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/mob/living/proc/Unconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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@@ -280,7 +280,7 @@
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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/mob/living/proc/SetUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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@@ -294,7 +294,7 @@
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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/mob/living/proc/AdjustUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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@@ -307,16 +307,16 @@
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/////////////////////////////////// SLEEPING ////////////////////////////////////
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsSleeping() //If we're asleep
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/mob/living/proc/IsSleeping() //If we're asleep
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return has_status_effect(STATUS_EFFECT_SLEEPING)
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountSleeping() //How many deciseconds remain in our sleep
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/mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(S)
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return S.duration - world.time
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return 0
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_Sleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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/mob/living/proc/Sleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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@@ -327,7 +327,7 @@
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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/mob/living/proc/SetSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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@@ -341,7 +341,7 @@
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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/mob/living/proc/AdjustSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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