mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 23:52:12 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
230 lines
5.9 KiB
Plaintext
230 lines
5.9 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/effect/beam
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name = "beam"
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density = 0
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unacidable = 1//Just to be sure.
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var/def_zone
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flags = PROXMOVE
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/*
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* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
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*/
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/var/list/acting_rank_prefixes = list("acting", "temporary", "interim", "provisional")
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/proc/make_list_rank(rank)
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for(var/prefix in acting_rank_prefixes)
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if(findtext(rank, "[prefix] ", 1, 2+length(prefix)))
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return copytext(rank, 2+length(prefix))
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return rank
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/*
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We can't just insert in HTML into the nanoUI so we need the raw data to play with.
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Instead of creating this list over and over when someone leaves their PDA open to the page
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we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change
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using /datum/datacore/proc/manifest_inject( ), or manifest_insert( )
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*/
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var/global/list/PDA_Manifest = list()
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var/global/ManifestJSON
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/datum/datacore/proc/get_manifest_json()
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if(PDA_Manifest.len)
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return
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var/heads[0]
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var/sec[0]
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var/eng[0]
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var/med[0]
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var/sci[0]
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var/car[0]
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var/civ[0]
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var/bot[0]
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var/misc[0]
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for(var/datum/data/record/t in data_core.general)
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var/name = sanitize(t.fields["name"])
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var/rank = sanitize(t.fields["rank"])
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var/real_rank = make_list_rank(t.fields["real_rank"])
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var/isactive = t.fields["p_stat"]
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var/department = 0
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var/depthead = 0 // Department Heads will be placed at the top of their lists.
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if(real_rank in command_positions)
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heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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depthead = 1
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if(rank=="Captain" && heads.len != 1)
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heads.Swap(1,heads.len)
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if(real_rank in security_positions)
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sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sec.len != 1)
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sec.Swap(1,sec.len)
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if(real_rank in engineering_positions)
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eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && eng.len != 1)
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eng.Swap(1,eng.len)
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if(real_rank in medical_positions)
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med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && med.len != 1)
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med.Swap(1,med.len)
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if(real_rank in science_positions)
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sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sci.len != 1)
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sci.Swap(1,sci.len)
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if(real_rank in cargo_positions)
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car[++car.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && car.len != 1)
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car.Swap(1,car.len)
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if(real_rank in civilian_positions)
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civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && civ.len != 1)
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civ.Swap(1,civ.len)
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if(real_rank in nonhuman_positions)
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bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(!department && !(name in heads))
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misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
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PDA_Manifest = list(\
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"heads" = heads,\
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"sec" = sec,\
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"eng" = eng,\
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"med" = med,\
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"sci" = sci,\
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"car" = car,\
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"civ" = civ,\
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"bot" = bot,\
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"misc" = misc\
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)
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ManifestJSON = json_encode(PDA_Manifest)
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/structure/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "ball"
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name = "beach ball"
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item_state = "beachball"
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density = 0
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anchored = 0
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w_class = 4
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = CONDUCT
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed, user)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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/obj/structure/spaceship
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name = "Abandoned Shuttle"
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desc = "An ancient and inoperable shuttle-craft"
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icon = 'icons/obj/machines/spaceship.dmi'
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anchored = 1
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density = 1
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/obj/structure/mainframe
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name = "Ancient Mainframe"
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desc = "A long-fried AI mainframe from the 2420s. It's more fit to be holding rats than AIs at this point."
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icon = 'icons/obj/mainframe.dmi'
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anchored = 1
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density = 1 |