anchor.diff: -<<<<<<< HEAD
   /mob/living/carbon/human/examine(mob/user)
   //this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
   	var/t_He = p_they(TRUE)
  
positive.code: 			dat += "[new_text]\n" //dat.Join("\n") doesn't work here, for some reason
  	if(dat.len)
  		return dat.Join()
  =======
  /mob/living/carbon/human/examine(mob/user)
  //this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
  	var/t_He = p_they(TRUE)
  	var/t_His = p_their(TRUE)
  	var/t_his = p_their()
  	var/t_him = p_them()
  	var/t_has = p_have()
  	var/t_is = p_are()
  	var/obscure_name
  
  	if(isliving(user))
  		var/mob/living/L = user
  		if(HAS_TRAIT(L, TRAIT_PROSOPAGNOSIA))
  			obscure_name = TRUE
  
  	var/msg = "<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!\n"
  
  	var/list/obscured = check_obscured_slots()
  	var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
  
  	//uniform
  	if(w_uniform && !(SLOT_W_UNIFORM in obscured))
  		//accessory
  		var/accessory_msg
  		if(istype(w_uniform, /obj/item/clothing/under))
  			var/obj/item/clothing/under/U = w_uniform
  			if(U.attached_accessory)
  				accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
  
  		msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
  	//head
  	if(head)
  		msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
  	//suit/armor
  	if(wear_suit)
  		msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
  		//suit/armor storage
  		if(s_store && !(SLOT_S_STORE in obscured))
  			msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
  	//back
  	if(back)
  		msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
  
  	//Hands
  	for(var/obj/item/I in held_items)
  		if(!(I.item_flags & ABSTRACT))
  			msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
  
  	var/datum/component/forensics/FR = GetComponent(/datum/component/forensics)
  	//gloves
  	if(gloves && !(SLOT_GLOVES in obscured))
  		msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
  	else if(FR && length(FR.blood_DNA))
  		var/hand_number = get_num_arms(FALSE)
  		if(hand_number)
  			msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
  
  	//handcuffed?
  
  	//handcuffed?
  	if(handcuffed)
  		if(istype(handcuffed, /obj/item/restraints/handcuffs/cable))
  			msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] restrained with cable!</span>\n"
  		else
  			msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
  
  	//belt
  	if(belt)
  		msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
  
  	//shoes
  	if(shoes && !(SLOT_SHOES in obscured))
  		msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
  
  	//mask
  	if(wear_mask && !(SLOT_WEAR_MASK in obscured))
  		msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
  
  	if(wear_neck && !(SLOT_NECK in obscured))
  		msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
  
  	//eyes
  	if(!(SLOT_GLASSES in obscured))
  		if(glasses)
  			msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
  		else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, CULT_EYES))
  			msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
  
  	//ears
  	if(ears && !(SLOT_EARS in obscured))
  		msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
  
  	//ID
  	if(wear_id)
  		msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n"
  
  	//Status effects
  	msg += status_effect_examines()
  
  	//Jitters
  	switch(jitteriness)
  		if(300 to INFINITY)
  			msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
  		if(200 to 300)
  			msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
  		if(100 to 200)
  			msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
  
  	var/appears_dead = 0
  	if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
  		appears_dead = 1
  		if(suiciding)
  			msg += "<span class='warning'>[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.</span>\n"
  		if(hellbound)
  			msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body.  Revival is impossible.</span>\n"
  		msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
  		if(getorgan(/obj/item/organ/brain))
  			if(!key && !get_ghost(FALSE, TRUE))
  				msg += " and [t_his] soul has departed"
  		msg += "...</span>\n"
  
  	if(get_bodypart(BODY_ZONE_HEAD) && !getorgan(/obj/item/organ/brain))
  		msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
  
  	var/temp = getBruteLoss() //no need to calculate each of these twice
  
  	msg += "<span class='warning'>" //Everything below gets this span
  
  	var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
  	var/list/disabled = list()
  	for(var/X in bodyparts)
  		var/obj/item/bodypart/BP = X
  		if(BP.disabled)
  			disabled += BP
  		missing -= BP.body_zone
  		for(var/obj/item/I in BP.embedded_objects)
  			msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
  
  	for(var/X in disabled)
  		var/obj/item/bodypart/BP = X
  		var/damage_text
  		if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb
  			damage_text = "limp and lifeless"
  		else
  			damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
  		msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
  
  	//stores missing limbs
  	var/l_limbs_missing = 0
  	var/r_limbs_missing = 0
  	for(var/t in missing)
  		if(t==BODY_ZONE_HEAD)
  			msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
  			continue
  		if(t == BODY_ZONE_L_ARM || t == BODY_ZONE_L_LEG)
  			l_limbs_missing++
  		else if(t == BODY_ZONE_R_ARM || t == BODY_ZONE_R_LEG)
  			r_limbs_missing++
  
  		msg += "<B>[capitalize(t_his)] [parse_zone(t)] is missing!</B>\n"
  
  	if(l_limbs_missing >= 2 && r_limbs_missing == 0)
  		msg += "[t_He] look[p_s()] all right now.\n"
  	else if(l_limbs_missing == 0 && r_limbs_missing >= 2)
  		msg += "[t_He] really keeps to the left.\n"
  	else if(l_limbs_missing >= 2 && r_limbs_missing >= 2)
  		msg += "[t_He] [p_do()]n't seem all there.\n"
  
  	if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
  		if(temp)
  			if(temp < 25)
  				msg += "[t_He] [t_has] minor bruising.\n"
  			else if(temp < 50)
  				msg += "[t_He] [t_has] <b>moderate</b> bruising!\n"
  			else
  				msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
  
  		temp = getFireLoss()
  		if(temp)
  			if(temp < 25)
  				msg += "[t_He] [t_has] minor burns.\n"
  			else if (temp < 50)
  				msg += "[t_He] [t_has] <b>moderate</b> burns!\n"
  			else
  				msg += "<B>[t_He] [t_has] severe burns!</B>\n"
  
  		temp = getCloneLoss()
  		if(temp)
  			if(temp < 25)
  				msg += "[t_He] [t_has] minor cellular damage.\n"
  			else if(temp < 50)
  				msg += "[t_He] [t_has] <b>moderate</b> cellular damage!\n"
  			else
  				msg += "<b>[t_He] [t_has] severe cellular damage!</b>\n"
  
  
  	if(fire_stacks > 0)
  		msg += "[t_He] [t_is] covered in something flammable.\n"
  	if(fire_stacks < 0)
  		msg += "[t_He] look[p_s()] a little soaked.\n"
  
  
  	if(pulledby && pulledby.grab_state)
  		msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
  
  	if(nutrition < NUTRITION_LEVEL_STARVING - 50)
  		msg += "[t_He] [t_is] severely malnourished.\n"
  	else if(nutrition >= NUTRITION_LEVEL_FAT)
  		if(user.nutrition < NUTRITION_LEVEL_STARVING - 50)
  			msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
  		else
  			msg += "[t_He] [t_is] quite chubby.\n"
  	switch(disgust)
  		if(DISGUST_LEVEL_GROSS to DISGUST_LEVEL_VERYGROSS)
  			msg += "[t_He] look[p_s()] a bit grossed out.\n"
  		if(DISGUST_LEVEL_VERYGROSS to DISGUST_LEVEL_DISGUSTED)
  			msg += "[t_He] look[p_s()] really grossed out.\n"
  		if(DISGUST_LEVEL_DISGUSTED to INFINITY)
  			msg += "[t_He] look[p_s()] extremely disgusted.\n"
  
  	if(blood_volume < BLOOD_VOLUME_SAFE)
  		msg += "[t_He] [t_has] pale skin.\n"
  
  	if(bleedsuppress)
  		msg += "[t_He] [t_is] bandaged with something.\n"
  	else if(bleed_rate)
  		if(reagents.has_reagent(/datum/reagent/toxin/heparin))
  			msg += "<b>[t_He] [t_is] bleeding uncontrollably!</b>\n"
  		else
  			msg += "<B>[t_He] [t_is] bleeding!</B>\n"
  
  	if(reagents.has_reagent(/datum/reagent/teslium))
  		msg += "[t_He] [t_is] emitting a gentle blue glow!\n"
  
  	if(islist(stun_absorption))
  		for(var/i in stun_absorption)
  			if(stun_absorption[i]["end_time"] > world.time && stun_absorption[i]["examine_message"])
  				msg += "[t_He] [t_is][stun_absorption[i]["examine_message"]]\n"
  
  	if(!appears_dead)
  		if(drunkenness && !skipface) //Drunkenness
  			switch(drunkenness)
  				if(11 to 21)
  					msg += "[t_He] [t_is] slightly flushed.\n"
  				if(21.01 to 41) //.01s are used in case drunkenness ends up to be a small decimal
  					msg += "[t_He] [t_is] flushed.\n"
  				if(41.01 to 51)
  					msg += "[t_He] [t_is] quite flushed and [t_his] breath smells of alcohol.\n"
  				if(51.01 to 61)
  					msg += "[t_He] [t_is] very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n"
  				if(61.01 to 91)
  					msg += "[t_He] look[p_s()] like a drunken mess.\n"
  				if(91.01 to INFINITY)
  					msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
  
  		if(src != user)
  			if(HAS_TRAIT(user, TRAIT_EMPATH))
  				if (a_intent != INTENT_HELP)
  					msg += "[t_He] seem[p_s()] to be on guard.\n"
  				if (getOxyLoss() >= 10)
  					msg += "[t_He] seem[p_s()] winded.\n"
  				if (getToxLoss() >= 10)
  					msg += "[t_He] seem[p_s()] sickly.\n"
  				var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
  				if(mood.sanity <= SANITY_DISTURBED)
  					msg += "[t_He] seem[p_s()] distressed.\n"
  					SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
  				if (HAS_TRAIT(src, TRAIT_BLIND))
  					msg += "[t_He] appear[p_s()] to be staring off into space.\n"
  				if (HAS_TRAIT(src, TRAIT_DEAF))
  					msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
  
  			msg += "</span>"
  
  			if(HAS_TRAIT(user, TRAIT_SPIRITUAL) && mind?.isholy)
  				msg += "[t_He] [t_has] a holy aura about [t_him].\n"
  				SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "religious_comfort", /datum/mood_event/religiously_comforted)
  
  		if(stat == UNCONSCIOUS)
  			msg += "[t_He] [t_is]n't responding to anything around [t_him] and seem[p_s()] to be asleep.\n"
  		else
  			if(HAS_TRAIT(src, TRAIT_DUMB))
  				msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
  			if(InCritical())
  				msg += "[t_He] [t_is] barely conscious.\n"
  		if(getorgan(/obj/item/organ/brain))
  			if(!key)
  				msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely.</span>\n"
  			else if(!client)
  				msg += "[t_He] [t_has] a blank, absent-minded stare and appears completely unresponsive to anything. [t_He] may snap out of it soon.\n"
  
  		if(digitalcamo)
  			msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
  
  	msg += "</span>" //End of default warning span
  
  	msg += common_trait_examine()
  
  	var/traitstring = get_trait_string()
  	if(ishuman(user))
  		var/mob/living/carbon/human/H = user
  		var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
  		if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH)
  			var/perpname = get_face_name(get_id_name(""))
  			if(perpname)
  				var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.general)
  				if(R)
  					msg += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]<br>"
  					msg += "<a href='?src=[REF(src)];hud=1;photo_front=1'>\[Front photo\]</a> "
  					msg += "<a href='?src=[REF(src)];hud=1;photo_side=1'>\[Side photo\]</a><br>"
  				if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/medical))
  					var/cyberimp_detect
  					for(var/obj/item/organ/cyberimp/CI in internal_organs)
  						if(CI.status == ORGAN_ROBOTIC && !CI.syndicate_implant)
  							cyberimp_detect += "[name] is modified with a [CI.name].<br>"
  					if(cyberimp_detect)
  						msg += "Detected cybernetic modifications:<br>"
  						msg += cyberimp_detect
  					if(R)
  						var/health_r = R.fields["p_stat"]
  						msg += "<a href='?src=[REF(src)];hud=m;p_stat=1'>\[[health_r]\]</a>"
  						health_r = R.fields["m_stat"]
  						msg += "<a href='?src=[REF(src)];hud=m;m_stat=1'>\[[health_r]\]</a><br>"
  					R = find_record("name", perpname, GLOB.data_core.medical)
  					if(R)
  						msg += "<a href='?src=[REF(src)];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
  					if(traitstring)
  						msg += "<span class='info'>Detected physiological traits:<br></span>"
  						msg += "<span class='info'>[traitstring]</span><br>"
  
  
  
  				if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/security))
  					if(!user.stat && user != src)
  					//|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
  						var/criminal = "None"
  
  						R = find_record("name", perpname, GLOB.data_core.security)
  						if(R)
  							criminal = R.fields["criminal"]
  
  						msg += "<span class='deptradio'>Criminal status:</span> <a href='?src=[REF(src)];hud=s;status=1'>\[[criminal]\]</a>\n"
  						msg += "<span class='deptradio'>Security record:</span> <a href='?src=[REF(src)];hud=s;view=1'>\[View\]</a> "
  						msg += "<a href='?src=[REF(src)];hud=s;add_crime=1'>\[Add crime\]</a> "
  						msg += "<a href='?src=[REF(src)];hud=s;view_comment=1'>\[View comment log\]</a> "
  						msg += "<a href='?src=[REF(src)];hud=s;add_comment=1'>\[Add comment\]</a>\n"
  	else if(isobserver(user) && traitstring)
  		msg += "<span class='info'><b>Traits:</b> [traitstring]</span><br>"
  	msg += "*---------*</span>"
  
  	to_chat(user, msg)
  	return msg
  
  /mob/living/proc/status_effect_examines(pronoun_replacement) //You can include this in any mob's examine() to show the examine texts of status effects!
  	var/list/dat = list()
  	if(!pronoun_replacement)
  		pronoun_replacement = p_they(TRUE)
  	for(var/V in status_effects)
  		var/datum/status_effect/E = V
  		if(E.examine_text)
  			var/new_text = replacetext(E.examine_text, "SUBJECTPRONOUN", pronoun_replacement)
  			new_text = replacetext(new_text, "[pronoun_replacement] is", "[pronoun_replacement] [p_are()]") //To make sure something become "They are" or "She is", not "They are" and "She are"
  			dat += "[new_text]\n" //dat.Join("\n") doesn't work here, for some reason
  	if(dat.len)
  		return dat.Join()
  >>>>>>> 806fbcaf66... Fix examine spans (#44572)
  
negative.code: 
  	var/temp = getBruteLoss() //no need to calculate each of these twice
  
  	msg += "<span class='warning'>" //Everything below gets this span
  
  	var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
  	var/list/disabled = list()
  