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@@ -84,7 +84,7 @@
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//It is called from your coffin on close (by you only)
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if(poweron_masquerade == TRUE || owner.current.AmStaked())
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return FALSE
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owner.current.adjustStaminaLoss(-3 * (regenRate * 4) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
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owner.current.adjustStaminaLoss(-3 * (regenRate * 2) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
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owner.current.adjustCloneLoss(-1 * (regenRate * 4) * mult, 0)
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owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (regenRate * 4) * mult) //adjustBrainLoss(-1 * (regenRate * 4) * mult, 0)
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// No Bleeding
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@@ -477,7 +477,8 @@
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var/datum/antagonist/bloodsucker/V = H.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(V || T) //We dont want vassals or vampires affected by this
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return
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H.hallucination = 5
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H.hallucination = 20
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle)
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// OTHER THINGS TO USE: HUMAN BLOOD. /obj/effect/decal/cleanable/blood
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/obj/item/restraints/legcuffs/beartrap/bloodsucker
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@@ -39,7 +39,7 @@
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// NOTE: We use . = FALSE so that we can break cuffs AND throw off our attacker in one use!
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//return TRUE
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/datum/action/bloodsucker/targeted/brawn/CheckValidTarget(atom/A)
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return isliving(A) || istype(A, /obj/machinery/door))
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return isliving(A) || istype(A, /obj/machinery/door)
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/datum/action/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
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// DEFAULT CHECKS (Distance)
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