should be ready.
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@@ -119,7 +119,7 @@
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cuff_resist(I)
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/mob/living/carbon/monkey/proc/should_target(var/mob/living/L)
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if(has_trait(TRAIT_PACIFISM))
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if(HAS_TRAIT(src, TRAIT_PACIFISM))
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return FALSE
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if(enemies[L])
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@@ -143,7 +143,7 @@
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pickupTimer = 0
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else
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INVOKE_ASYNC(src, .proc/walk2derpless, pickupTarget.loc)
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if(Adjacent(pickupTarget) || Adjacent(pickupTarget.loc)) // next to target
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if(Adjacent(pickupTarget) || Adjacent(pickupTarget.loc)) // next to target
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drop_all_held_items() // who cares about these items, i want that one!
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if(isturf(pickupTarget.loc)) // on floor
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equip_item(pickupTarget)
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@@ -167,7 +167,7 @@
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battle_screech()
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retaliate(L)
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return TRUE
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else
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else
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bodyDisposal = locate(/obj/machinery/disposal/) in around
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if(bodyDisposal)
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target = L
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@@ -81,7 +81,7 @@
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adjust_bodytemperature(min((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
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if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !has_trait(TRAIT_RESISTHEAT))
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if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTHEAT))
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switch(bodytemperature)
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if(360 to 400)
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throw_alert("temp", /obj/screen/alert/hot, 1)
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@@ -96,7 +96,7 @@
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else
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apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
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else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !has_trait(TRAIT_RESISTCOLD))
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else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTCOLD))
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if(!istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
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switch(bodytemperature)
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if(200 to 260)
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@@ -147,7 +147,7 @@
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threatcount += 4 //trigger look_for_perp() since they're nonhuman and very likely hostile
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//mindshield implants imply trustworthyness
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if(has_trait(TRAIT_MINDSHIELD))
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if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
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threatcount -= 1
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return threatcount
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@@ -19,7 +19,7 @@
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if(!HD) //Decapitated
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return
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if(has_trait(TRAIT_HUSK))
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if(HAS_TRAIT(src, TRAIT_HUSK))
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return
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var/hair_hidden = 0
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