should be ready.
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@@ -45,7 +45,7 @@
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/obj/item/clothing/glasses/proc/thermal_overload()
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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if(!(H.has_trait(TRAIT_BLIND)))
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if(!(HAS_TRAIT(H, TRAIT_BLIND)))
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if(H.glasses == src)
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to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
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H.flash_act(visual = 1)
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@@ -66,7 +66,7 @@
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var/obj/item/organ/heart/heart = M.getorganslot(ORGAN_SLOT_HEART)
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var/obj/item/organ/lungs/lungs = M.getorganslot(ORGAN_SLOT_LUNGS)
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if(!(M.stat == DEAD || (M.has_trait(TRAIT_FAKEDEATH))))
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if(!(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH))))
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if(heart && istype(heart))
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heart_strength = "<span class='danger'>an unstable</span>"
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if(heart.beating)
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@@ -13,7 +13,7 @@
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(!(H.has_trait(TRAIT_CLUMSY)) && !(H.mind && H.mind.assigned_role == "Clown"))
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if(!(HAS_TRAIT(H, TRAIT_CLUMSY)) && !(H.mind && H.mind.assigned_role == "Clown"))
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return
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if(slot == SLOT_SHOES)
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spells = new
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