let's fix arousal huh
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@@ -41,9 +41,6 @@
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update_damage_overlays()
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else
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adjustStaminaLoss(damage_amount, forced = forced)
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//citadel code
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if(AROUSAL)
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adjustArousalLoss(damage_amount)
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return TRUE
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@@ -39,10 +39,6 @@
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//Stuff jammed in your limbs hurts
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handle_embedded_objects()
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if(stat != DEAD)
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//process your dick energy
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handle_arousal(times_fired)
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//Update our name based on whether our face is obscured/disfigured
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name = get_visible_name()
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@@ -323,12 +323,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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for(var/datum/disease/A in C.diseases)
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A.cure(FALSE)
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//CITADEL EDIT
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if(NOAROUSAL in species_traits)
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C.canbearoused = FALSE
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else
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if(C.client)
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C.canbearoused = C.client.prefs.arousable
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(NOGENITALS in H.dna.species.species_traits)
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@@ -1586,8 +1580,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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"<span class='notice'>You slap [user == target ? "yourself" : "\the [target]"] in the face! </span>",\
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"You hear a slap."
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)
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if (!HAS_TRAIT(target, TRAIT_NYMPHO))
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stop_wagging_tail(target)
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user.do_attack_animation(target, ATTACK_EFFECT_FACE_SLAP)
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user.adjustStaminaLossBuffered(3)
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return FALSE
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@@ -1602,14 +1594,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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"<span class='danger'>\The [user] slaps \the [target]'s ass!</span>",\
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"<span class='notice'>You slap [user == target ? "your" : "\the [target]'s"] ass!</span>",\
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"You hear a slap."
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)
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if (target.canbearoused)
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target.adjustArousalLoss(5)
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if (target.getArousalLoss() >= 100 && ishuman(target) && HAS_TRAIT(target, TRAIT_MASO) && target.has_dna())
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target.mob_climax(forced_climax=TRUE)
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if (!HAS_TRAIT(target, TRAIT_NYMPHO))
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stop_wagging_tail(target)
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)
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return FALSE
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else if(attacker_style && attacker_style.disarm_act(user,target))
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return 1
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@@ -1962,10 +1947,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(BP)
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if(damage > 0 ? BP.receive_damage(damage_amount, 0) : BP.heal_damage(abs(damage_amount), 0))
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H.update_damage_overlays()
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if(HAS_TRAIT(H, TRAIT_MASO))
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H.adjustArousalLoss(damage_amount, 0)
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if (H.getArousalLoss() >= 100 && ishuman(H) && H.has_dna())
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H.mob_climax(forced_climax=TRUE)
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else//no bodypart, we deal damage with a more general method.
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H.adjustBruteLoss(damage_amount)
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@@ -1996,8 +1977,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(BRAIN)
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var/damage_amount = forced ? damage : damage * hit_percent * H.physiology.brain_mod
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_amount)
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if(AROUSAL) //Citadel edit - arousal
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H.adjustArousalLoss(damage * hit_percent)
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return 1
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/datum/species/proc/on_hit(obj/item/projectile/P, mob/living/carbon/human/H)
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