Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit616
This commit is contained in:
@@ -632,6 +632,13 @@
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if(M.name == XRAY)
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sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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see_in_dark = max(see_in_dark, 8)
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if(HAS_TRAIT(src, TRAIT_THERMAL_VISION))
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sight |= (SEE_MOBS)
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lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
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if(HAS_TRAIT(src, TRAIT_XRAY_VISION))
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sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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see_in_dark = max(see_in_dark, 8)
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if(see_override)
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see_invisible = see_override
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@@ -71,6 +71,7 @@
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L.embedded_objects |= I
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.forceMove(src)
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I.embedded()
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L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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@@ -104,7 +105,8 @@
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var/basebloodychance = affecting.brute_dam + totitemdamage
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if(prob(basebloodychance))
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I.add_mob_blood(src)
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bleed(totitemdamage)
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var/turf/location = get_turf(src)
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add_splatter_floor(location)
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if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(src)
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@@ -262,11 +264,11 @@
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jitteriness += 1000 //High numbers for violent convulsions
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do_jitter_animation(jitteriness)
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stuttering += 2
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if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && (flags & SHOCK_NOSTUN))
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if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
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Stun(40)
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spawn(20)
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jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
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if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && (flags & SHOCK_NOSTUN))
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if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
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DefaultCombatKnockdown(60)
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return shock_damage
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@@ -45,31 +45,11 @@
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if(spec_return)
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return spec_return
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if(mind)
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if (mind.martial_art && mind.martial_art.dodge_chance)
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if(!lying && dna && !dna.check_mutation(HULK))
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if(prob(mind.martial_art.dodge_chance))
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var/static/dodgemessages = list("dodges under",0,-4,"dodges to the right of",-4,0,"dodges to the left of",4,0,"jumps over",0,4)
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var/pick = pick(1,4,7,10)
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var/oldx = pixel_x
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var/oldy = pixel_y
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animate(src,pixel_x = pixel_x + dodgemessages[pick+1],pixel_y = pixel_y + dodgemessages[pick+2],time=3)
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animate(src,pixel_x = oldx,pixel_y = oldy,time=2)
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visible_message("<span class='danger'>[src] [dodgemessages[pick]] the projectile!</span>", "<span class='userdanger'>You dodge the projectile!</span>")
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return BULLET_ACT_FORCE_PIERCE
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if(mind.martial_art && !incapacitated(FALSE, TRUE) && mind.martial_art.can_use(src) && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
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if(prob(mind.martial_art.deflection_chance))
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if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
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if(mind.martial_art.deflection_chance >= 100) //if they can NEVER be hit, lets clue sec in ;)
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visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
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else
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visible_message("<span class='danger'>[src] deflects the projectile!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
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playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
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if(mind.martial_art.reroute_deflection)
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P.firer = src
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P.setAngle(rand(0, 360))//SHING
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return BULLET_ACT_FORCE_PIERCE
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if(mind) //martial art stuff
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if(mind.martial_art && mind.martial_art.can_use(src)) //Some martial arts users can deflect projectiles!
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var/martial_art_result = mind.martial_art.on_projectile_hit(src, P, def_zone)
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if(!(martial_art_result == BULLET_ACT_HIT))
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return martial_art_result
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return ..()
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/mob/living/carbon/human/check_reflect(def_zone)
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@@ -316,6 +316,7 @@
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BP.receive_damage(I.w_class*I.embedding.embedded_fall_pain_multiplier)
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BP.embedded_objects -= I
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I.forceMove(drop_location())
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I.unembedded()
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visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
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if(!has_embedded_objects())
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clear_alert("embeddedobject")
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@@ -69,6 +69,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/siemens_coeff = 1 //base electrocution coefficient
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var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
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var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
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var/inert_mutation = DWARFISM
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var/list/special_step_sounds //Sounds to override barefeet walkng
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var/grab_sound //Special sound for grabbing
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var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
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@@ -356,6 +357,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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C.type_of_meat = initial(meat)
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//If their inert mutation is not the same, swap it out
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if((inert_mutation != new_species.inert_mutation) && LAZYLEN(C.dna.mutation_index) && (inert_mutation in C.dna.mutation_index))
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C.dna.remove_mutation(inert_mutation)
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//keep it at the right spot, so we can't have people taking shortcuts
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var/location = C.dna.mutation_index.Find(inert_mutation)
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C.dna.mutation_index[location] = new_species.inert_mutation
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C.dna.mutation_index[new_species.inert_mutation] = create_sequence(new_species.inert_mutation)
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SEND_SIGNAL(C, COMSIG_SPECIES_LOSS, src)
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/datum/species/proc/handle_hair(mob/living/carbon/human/H, forced_colour)
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@@ -1394,7 +1403,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(radiation > RAD_MOB_MUTATE)
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if(prob(1))
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to_chat(H, "<span class='danger'>You mutate!</span>")
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H.randmutb()
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H.easy_randmut(NEGATIVE+MINOR_NEGATIVE)
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H.emote("gasp")
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H.domutcheck()
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@@ -1710,7 +1719,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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bloody = 1
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var/turf/location = H.loc
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if(istype(location))
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H.bleed(totitemdamage)
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H.add_splatter_floor(location)
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if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(H)
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@@ -23,6 +23,7 @@
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exotic_bloodtype = "L"
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disliked_food = GRAIN | DAIRY
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liked_food = GROSS | MEAT
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inert_mutation = FIREBREATH
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/datum/species/lizard/after_equip_job(datum/job/J, mob/living/carbon/human/H)
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H.grant_language(/datum/language/draconic)
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@@ -61,9 +61,9 @@
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H.DefaultCombatKnockdown(100)
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H.visible_message("<span class='warning'>[H] writhes in pain as [H.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
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if(prob(80))
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H.randmutb()
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H.easy_randmut(NEGATIVE+MINOR_NEGATIVE)
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else
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H.randmutg()
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H.easy_randmut(POSITIVE)
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H.domutcheck()
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else
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H.adjustFireLoss(rand(5,15))
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@@ -122,9 +122,9 @@
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update_inv_wear_mask()
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/mob/living/carbon/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
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if(C.tint || initial(C.tint))
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if(isclothing(C) && (C.tint || initial(C.tint)))
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update_tint()
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update_inv_wear_mask()
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return ..()
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//handle stuff to update when a mob equips/unequips a headgear.
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/mob/living/carbon/proc/head_update(obj/item/I, forced)
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@@ -427,7 +427,6 @@
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/mob/living/carbon/handle_mutations_and_radiation()
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if(dna && dna.temporary_mutations.len)
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var/datum/mutation/human/HM
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for(var/mut in dna.temporary_mutations)
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if(dna.temporary_mutations[mut] < world.time)
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if(mut == UI_CHANGED)
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@@ -450,9 +449,9 @@
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dna.previous.Remove("blood_type")
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dna.temporary_mutations.Remove(mut)
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continue
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HM = GLOB.mutations_list[mut]
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HM.force_lose(src)
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dna.temporary_mutations.Remove(mut)
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for(var/datum/mutation/human/HM in dna.mutations)
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if(HM && HM.timed)
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dna.remove_mutation(HM.type)
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radiation -= min(radiation, RAD_LOSS_PER_TICK)
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if(radiation > RAD_MOB_SAFE)
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@@ -42,7 +42,7 @@
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if(radiation > RAD_MOB_MUTATE)
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if(prob(1))
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to_chat(src, "<span class='danger'>You mutate!</span>")
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randmutb()
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easy_randmut(NEGATIVE+MINOR_NEGATIVE)
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emote("gasp")
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domutcheck()
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if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
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@@ -43,7 +43,7 @@
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/mob/living/carbon/monkey/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/mob_holder, "monkey", null, null, null, ITEM_SLOT_HEAD)
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AddElement(/datum/element/mob_holder, worn_state = "monkey", inv_slots = ITEM_SLOT_HEAD)
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/mob/living/carbon/monkey/Destroy()
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