limbs
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@@ -211,24 +211,27 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
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H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
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/datum/quirk/paraplegic/on_spawn()
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if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
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quirk_holder.buckled.unbuckle_mob(quirk_holder)
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if(quirk_holder.client)
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modified_limbs = quirk_holder.client.prefs.modified_limbs
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if(!(modified_limbs[BODY_ZONE_L_LEG] == LOADOUT_LIMB_AMPUTATED && modified_limbs[BODY_ZONE_R_LEG] == LOADOUT_LIMB_AMPUTATED && !character.has_quirk(/datum/quirk/paraplegic) && !isjellyperson(character))
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if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
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quirk_holder.buckled.unbuckle_mob(quirk_holder)
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var/turf/T = get_turf(quirk_holder)
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var/obj/structure/chair/spawn_chair = locate() in T
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var/turf/T = get_turf(quirk_holder)
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var/obj/structure/chair/spawn_chair = locate() in T
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var/obj/vehicle/ridden/wheelchair/wheels = new(T)
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if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
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wheels.setDir(spawn_chair.dir)
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var/obj/vehicle/ridden/wheelchair/wheels = new(T)
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if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
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wheels.setDir(spawn_chair.dir)
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wheels.buckle_mob(quirk_holder)
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wheels.buckle_mob(quirk_holder)
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// During the spawning process, they may have dropped what they were holding, due to the paralysis
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// So put the things back in their hands.
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// During the spawning process, they may have dropped what they were holding, due to the paralysis
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// So put the things back in their hands.
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for(var/obj/item/I in T)
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if(I.fingerprintslast == quirk_holder.ckey)
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quirk_holder.put_in_hands(I)
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for(var/obj/item/I in T)
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if(I.fingerprintslast == quirk_holder.ckey)
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quirk_holder.put_in_hands(I)
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/datum/quirk/poor_aim
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name = "Poor Aim"
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@@ -244,42 +247,6 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
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mob_trait = TRAIT_PROSOPAGNOSIA
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medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
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/datum/quirk/prosthetic_limb
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name = "Prosthetic Limb"
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desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
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value = -1
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var/slot_string = "limb"
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/datum/quirk/prosthetic_limb/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/limb_slot
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if(HAS_TRAIT(H, TRAIT_PARA))//Prevent paraplegic legs being replaced
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limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)
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else
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limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
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var/obj/item/bodypart/prosthetic
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switch(limb_slot)
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if(BODY_ZONE_L_ARM)
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prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
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slot_string = "left arm"
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if(BODY_ZONE_R_ARM)
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prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
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slot_string = "right arm"
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if(BODY_ZONE_L_LEG)
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prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder)
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slot_string = "left leg"
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if(BODY_ZONE_R_LEG)
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prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder)
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slot_string = "right leg"
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prosthetic.replace_limb(H)
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qdel(old_part)
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H.regenerate_icons()
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/datum/quirk/prosthetic_limb/post_add()
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to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
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you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
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/datum/quirk/insanity
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name = "Reality Dissociation Syndrome"
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desc = "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties. <b>This is not a license to grief.</b>"
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