Adds stasis beds
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@@ -6,11 +6,12 @@
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SHOULD_NOT_SLEEP(TRUE)
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if(mob_transforming)
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return
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handle_traits() // eye, ear, brain damages
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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. = SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_PHYSICAL))
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PhysicalLife(seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL))
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if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL) && !IS_IN_STASIS())
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BiologicalLife(seconds, times_fired)
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// CODE BELOW SHOULD ONLY BE THINGS THAT SHOULD HAPPEN NO MATTER WHAT AND CAN NOT BE SUSPENDED!
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@@ -69,9 +70,6 @@
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handle_block_parry(seconds)
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// These two MIGHT need to be moved to base Life() if we get any in the future that's a "physical" effect that needs to fire even while in stasis.
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handle_traits() // eye, ear, brain damages
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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return TRUE
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/**
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