should be ready.
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@@ -43,7 +43,7 @@
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holder.update_icon()
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/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(user.has_trait(TRAIT_CLUMSY) && prob(50))
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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flash_carbon(user, user, 15, 0)
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return FALSE
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return TRUE
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@@ -18,7 +18,7 @@
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
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pulse(FALSE)
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update_icon()
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@@ -38,7 +38,7 @@
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.has_trait(TRAIT_PIERCEIMMUNE))
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if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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armed = FALSE
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update_icon()
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@@ -70,7 +70,7 @@
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if(!armed)
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to_chat(user, "<span class='notice'>You arm [src].</span>")
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else
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if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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@@ -87,7 +87,7 @@
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
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if(armed)
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if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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