Merge branch 'master' into upstream-merge-37476
# Please enter a commit message to explain why this merge is necessary, # especially if it merges an updated upstream into a topic branch. # # Lines starting with '#' will be ignored, and an empty message aborts # the commit.
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@@ -400,7 +400,7 @@
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SSticker.mode.make_antag_chance(humanc)
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if(humanc && CONFIG_GET(flag/roundstart_traits))
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SStraits.AssignTraits(humanc, humanc.client, TRUE)
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SSquirks.AssignQuirks(humanc, humanc.client, TRUE)
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log_manifest(character.mind.key,character.mind,character,latejoin = TRUE)
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@@ -592,6 +592,8 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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var/list/possessible = list()
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for(var/mob/living/L in GLOB.alive_mob_list)
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if(istype(L,/mob/living/carbon/human/dummy) || !get_turf(L)) //Haha no.
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continue
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if(!(L in GLOB.player_list) && !L.mind)
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possessible += L
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@@ -326,7 +326,10 @@
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I.plane = initial(I.plane)
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I.appearance_flags &= ~NO_CLIENT_COLOR
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if(!no_move && !(I.flags_1 & DROPDEL_1)) //item may be moved/qdel'd immedietely, don't bother moving it
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I.forceMove(newloc)
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if (isnull(newloc))
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I.moveToNullspace()
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else
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I.forceMove(newloc)
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I.dropped(src)
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return TRUE
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@@ -193,10 +193,10 @@
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blood_data["real_name"] = real_name
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blood_data["features"] = dna.features
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blood_data["factions"] = faction
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blood_data["traits"] = list()
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for(var/V in roundstart_traits)
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var/datum/trait/T = V
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blood_data["traits"] += T.type
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blood_data["quirks"] = list()
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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blood_data["quirks"] += T.type
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return blood_data
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//get the id of the substance this mob use as blood.
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@@ -19,6 +19,7 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
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//Inefficient pooling/caching way.
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GLOBAL_LIST_EMPTY(human_dummy_list)
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GLOBAL_LIST_EMPTY(dummy_mob_list)
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/proc/generate_or_wait_for_human_dummy(slotkey)
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if(!slotkey)
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@@ -31,6 +32,7 @@ GLOBAL_LIST_EMPTY(human_dummy_list)
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if(QDELETED(D))
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D = new
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GLOB.human_dummy_list[slotkey] = D
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GLOB.dummy_mob_list += D
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D.in_use = TRUE
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return D
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@@ -733,8 +733,8 @@
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if(0 to NUTRITION_LEVEL_STARVING)
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to_chat(src, "<span class='danger'>You're starving!</span>")
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if(roundstart_traits.len)
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to_chat(src, "<span class='notice'>You have these traits: [get_trait_string()].</span>")
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if(roundstart_quirks.len)
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to_chat(src, "<span class='notice'>You have these quirks: [get_trait_string()].</span>")
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else
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if(wear_suit)
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wear_suit.add_fingerprint(M)
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@@ -13,7 +13,8 @@
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message = T.TongueSpeech(message)
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if(wear_mask)
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message = wear_mask.speechModification(message)
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if(head)
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message = head.speechModification(message)
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return message
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/mob/living/carbon/can_speak_vocal(message)
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@@ -407,16 +407,14 @@
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*/
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//Recursive function to find everything a mob is holding. Really shitty proc tbh.
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/mob/living/get_contents()
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. = list()
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. |= list(src)
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for(var/obj/o in .)
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var/list/newlist = list()
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o.SendSignal(COMSIG_TRY_STORAGE_RETURN_INVENTORY, newlist)
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. |= newlist
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for(var/obj/item/clothing/under/U in .)
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. |= U.contents
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for(var/obj/item/folder/F in .)
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. |= F.contents
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var/list/ret = list()
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ret |= contents //add our contents
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for(var/i in ret.Copy()) //iterate storage objects
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var/atom/A = i
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A.SendSignal(COMSIG_TRY_STORAGE_RETURN_INVENTORY, ret)
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for(var/obj/item/folder/F in ret.Copy()) //very snowflakey-ly iterate folders
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ret |= F.contents
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return ret
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// Living mobs use can_inject() to make sure that the mob is not syringe-proof in general.
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/mob/living/proc/can_inject()
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@@ -494,6 +492,11 @@
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ExtinguishMob()
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fire_stacks = 0
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update_canmove()
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GET_COMPONENT(mood, /datum/component/mood)
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if (mood)
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QDEL_LIST(mood.mood_events)
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mood.sanity = SANITY_GREAT
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mood.update_mood()
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//proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
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@@ -317,8 +317,7 @@
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return shock_damage
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/mob/living/emp_act(severity)
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var/list/L = src.get_contents()
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for(var/obj/O in L)
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for(var/obj/O in contents)
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O.emp_act(severity)
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..()
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@@ -34,7 +34,7 @@
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var/list/status_traits = list()
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var/list/roundstart_traits = list()
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var/list/roundstart_quirks = list()
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var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
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@@ -170,7 +170,8 @@
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if(href_list["send"])
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signaler.send_activation()
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audible_message("[icon2html(src, world)] *beep* *beep*")
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audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*")
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playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
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if(href_list["freq"])
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var/new_frequency = (signaler.frequency + text2num(href_list["freq"]))
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@@ -831,7 +831,7 @@
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set_module = /obj/item/robot_module/janitor
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/mob/living/silicon/robot/modules/syndicate
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icon_state = "syndie_bloodhound"
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icon_state = "synd_sec"
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faction = list(ROLE_SYNDICATE)
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bubble_icon = "syndibot"
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req_access = list(ACCESS_SYNDICATE)
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@@ -859,7 +859,7 @@
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return
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/mob/living/silicon/robot/modules/syndicate/medical
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icon_state = "syndi-medi"
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icon_state = "synd_medical"
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playstyle_string = "<span class='big bold'>You are a Syndicate medical cyborg!</span><br>\
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<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
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Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
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@@ -1,7 +1,7 @@
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/obj/item/robot_module
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name = "Default"
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icon = 'icons/obj/module.dmi'
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icon_state = "std_module"
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icon_state = "std_mod"
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w_class = WEIGHT_CLASS_GIGANTIC
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item_state = "electronic"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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@@ -164,12 +164,7 @@
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update_controls()
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/mob/living/simple_animal/bot/floorbot/proc/empty_tiles()
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var/atom/Tsec = drop_location()
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while(specialtiles > initial(tiletype.max_amount))
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new tiletype(Tsec,initial(tiletype.max_amount))
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specialtiles -= initial(tiletype.max_amount)
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new tiletype(Tsec,specialtiles)
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new tiletype(drop_location(), specialtiles)
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specialtiles = 0
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tiletype = null
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@@ -378,8 +373,7 @@
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if(prob(50))
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drop_part(robot_arm, Tsec)
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var/obj/item/stack/tile/plasteel/T = new (Tsec)
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T.amount = 1
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new /obj/item/stack/tile/plasteel(Tsec, 1)
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do_sparks(3, TRUE, src)
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..()
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@@ -2,7 +2,7 @@
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name = "\improper honkbot"
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desc = "A little robot. It looks happy with its bike horn."
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icon = 'icons/mob/aibots.dmi'
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icon_state = "honkbot"
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icon_state = "honkbot1"
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density = FALSE
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anchored = FALSE
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health = 25
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@@ -27,6 +27,7 @@
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attacktext = "pummels"
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attack_sound = 'sound/weapons/punch1.ogg'
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dextrous = TRUE
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held_items = list(null, null)
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possible_a_intents = list(INTENT_HELP, INTENT_GRAB, INTENT_DISARM, INTENT_HARM)
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faction = list("jungle")
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robust_searching = TRUE
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@@ -9,7 +9,7 @@
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icon_dead = "Fugu_dead"
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icon_gib = "syndicate_gib"
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mob_biotypes = list(MOB_ORGANIC, MOB_BEAST)
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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mouse_opacity = MOUSE_OPACITY_ICON
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move_to_delay = 5
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friendly = "floats near"
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speak_emote = list("puffs")
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@@ -146,12 +146,12 @@
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else
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status_traits[trait] |= list(source)
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/mob/living/proc/add_trait_datum(trait, spawn_effects) //separate proc due to the way these ones are handled
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if(has_trait(trait))
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/mob/living/proc/add_quirk(quirk, spawn_effects) //separate proc due to the way these ones are handled
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if(has_trait(quirk))
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return
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if(!SStraits || !SStraits.traits[trait])
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if(!SSquirks || !SSquirks.quirks[quirk])
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return
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var/datum/trait/T = SStraits.traits[trait]
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var/datum/quirk/T = SSquirks.quirks[quirk]
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new T (src, spawn_effects)
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return TRUE
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@@ -180,8 +180,8 @@
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if(!LAZYLEN(status_traits[trait]))
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status_traits -= trait
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/mob/living/proc/remove_trait_datum(trait)
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var/datum/trait/T = roundstart_traits[trait]
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/mob/living/proc/remove_quirk(quirk)
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var/datum/quirk/T = roundstart_quirks[quirk]
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if(T)
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qdel(T)
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return TRUE
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@@ -201,8 +201,8 @@
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else if(LAZYLEN(status_traits[trait]))
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return TRUE
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/mob/living/proc/has_trait_datum(trait)
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return roundstart_traits[trait]
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/mob/living/proc/has_quirk(quirk)
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return roundstart_quirks[quirk]
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/mob/living/proc/remove_all_traits()
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status_traits = list()
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@@ -70,7 +70,7 @@
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message = src.say_quote(message, get_spans())
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var/rendered = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <span class='name'>[name]</span>[alt_name] <span class='message'>[message]</span></span>"
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log_message("DEAD: [message]", INDIVIDUAL_SAY_LOG)
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deadchat_broadcast(rendered, follow_target = src, speaker_key = K)
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/mob/proc/check_emote(message)
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