Conflicts!!!
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@@ -3,48 +3,48 @@
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#define POWER_RESTORATION_SEARCH_APC 2
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#define POWER_RESTORATION_APC_FOUND 3
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/mob/living/silicon/ai/Life()
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if (stat == DEAD)
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/mob/living/silicon/ai/BiologicalLife(seconds, times_fired)
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if(!(. = ..()))
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return
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else //I'm not removing that shitton of tabs, unneeded as they are. -- Urist
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//I'm not removing that shitton of tabs, unneeded as they are. -- Urist
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//Being dead doesn't mean your temperature never changes
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update_gravity(mob_has_gravity())
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update_gravity(mob_has_gravity())
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handle_status_effects()
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handle_status_effects()
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if(malfhack && malfhack.aidisabled)
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deltimer(malfhacking)
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// This proc handles cleanup of screen notifications and
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// messenging the client
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malfhacked(malfhack)
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if(malfhack && malfhack.aidisabled)
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deltimer(malfhacking)
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// This proc handles cleanup of screen notifications and
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// messenging the client
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malfhacked(malfhack)
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if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
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view_core()
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if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
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view_core()
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if(machine)
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machine.check_eye(src)
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if(machine)
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machine.check_eye(src)
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// Handle power damage (oxy)
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if(aiRestorePowerRoutine)
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// Lost power
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adjustOxyLoss(1)
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else
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// Gain Power
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if(getOxyLoss())
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adjustOxyLoss(-1)
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// Handle power damage (oxy)
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if(aiRestorePowerRoutine)
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// Lost power
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adjustOxyLoss(1)
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else
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// Gain Power
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if(getOxyLoss())
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adjustOxyLoss(-1)
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if(!lacks_power())
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var/area/home = get_area(src)
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if(home.powered(EQUIP))
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home.use_power(1000, EQUIP)
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if(!lacks_power())
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var/area/home = get_area(src)
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if(home.powered(EQUIP))
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home.use_power(1000, EQUIP)
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if(aiRestorePowerRoutine >= POWER_RESTORATION_SEARCH_APC)
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ai_restore_power()
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return
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if(aiRestorePowerRoutine >= POWER_RESTORATION_SEARCH_APC)
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ai_restore_power()
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return
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else if(!aiRestorePowerRoutine)
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ai_lose_power()
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else if(!aiRestorePowerRoutine)
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ai_lose_power()
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/mob/living/silicon/ai/proc/lacks_power()
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var/turf/T = get_turf(src)
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