spawn instead of sleep
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@@ -903,23 +903,24 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
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M.do_jitter_animation(10)
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addtimer(CALLBACK(M, /mob/living/carbon.proc/do_jitter_animation, 10), 40) //jitter immediately, then again after 4 and 8 seconds
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addtimer(CALLBACK(M, /mob/living/carbon.proc/do_jitter_animation, 10), 80)
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sleep(100) //so the ghost has time to re-enter
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spawn(100) //so the ghost has time to re-enter
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!(C.dna && C.dna.species && (NOBLOOD in C.dna.species.species_traits)))
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C.blood_volume = max(C.blood_volume, BLOOD_VOLUME_NORMAL) //so you don't instantly re-die from a lack of blood
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for(var/organ in C.internal_organs)
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var/obj/item/organ/O = organ
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if(O.damage > O.maxHealth/2)
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O.setOrganDamage(O.maxHealth/2) //so you don't instantly die from organ damage when being revived
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!(C.dna && C.dna.species && (NOBLOOD in C.dna.species.species_traits)))
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C.blood_volume = max(C.blood_volume, BLOOD_VOLUME_NORMAL) //so you don't instantly re-die from a lack of blood
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for(var/organ in C.internal_organs)
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var/obj/item/organ/O = organ
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O.setOrganDamage(0) //so you don't near-instantly re-die because your heart has decayed to the point of complete failure
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M.adjustOxyLoss(-20, 0)
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M.adjustToxLoss(-20, 0)
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M.updatehealth()
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if(M.revive(full_heal = FALSE, admin_revive = FALSE))
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M.emote("gasp")
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log_combat(M, M, "revived", src)
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M.adjustOxyLoss(-20, 0)
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M.adjustToxLoss(-20, 0)
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M.updatehealth()
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if(M.revive(full_heal = FALSE, admin_revive = FALSE))
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M.grab_ghost()
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M.emote("gasp")
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log_combat(M, M, "revived", src)
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..()
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