patching some combat mode edge cases and issues.
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@@ -789,6 +789,8 @@
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if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
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stat = UNCONSCIOUS
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blind_eyes(1)
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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else
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if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
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stat = SOFT_CRIT
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@@ -7,13 +7,15 @@
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if(!gibbed)
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emote("deathgasp")
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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. = ..()
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for(var/T in get_traumas())
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var/datum/brain_trauma/BT = T
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BT.on_death()
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if(SSticker.mode)
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SSticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
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@@ -63,3 +65,8 @@
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var/obj/item/bodypart/BP = X
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BP.drop_limb()
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BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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return ..()
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@@ -651,7 +651,7 @@ Difficulty: Very Hard
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L.heal_overall_damage(heal_power, heal_power)
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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/mob/living/simple_animal/hostile/lightgeist/ghostize(can_reenter_corpse = TRUE, special = FALSE)
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/mob/living/simple_animal/hostile/lightgeist/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
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. = ..()
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if(.)
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death()
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