mirror of
https://github.com/Bubberstation/Bubberstation.git
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New colossus loot, the "Anomolous Crystal"
This commit is contained in:
@@ -359,4 +359,396 @@ Difficulty: Very Hard
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/obj/machinery/smartfridge/black_box/default_deconstruction_crowbar()
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return
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///Anomolous Crystal///
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/obj/machinery/anomalous_crystal
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name = "anomalous crystal"
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desc = "A strange chunk of crystal, being in the presence of it fills you with equal parts excitement and dread."
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icon = 'icons/obj/lavaland/artefacts.dmi'
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icon_state = "anomaly_crystal"
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luminosity = 8
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burn_state = LAVA_PROOF
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pixel_y = -4
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use_power = 0
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density = 1
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languages_spoken = ALL
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languages_understood = ALL
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flags = HEAR
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var/activation_turf = null
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var/aim_direction = SOUTH
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var/activation_method = "touch"
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var/activation_damage_type = null
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var/last_use_timer = 0
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var/cooldown_add = 30
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var/list/affected_targets = list()
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var/activation_sound = 'sound/effects/break_stone.ogg'
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/obj/machinery/anomalous_crystal/New()
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activation_method = pick("touch","beam","bullet","energy","magic","mob_bump","heat","weapon","speech")
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..()
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/obj/machinery/anomalous_crystal/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans)
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..()
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if(isliving(speaker))
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ActivationReaction(speaker,"speech")
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/obj/machinery/anomalous_crystal/attack_hand(mob/user)
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..()
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ActivationReaction(user,"touch")
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/obj/machinery/anomalous_crystal/attackby(obj/item/I, mob/user, params)
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if(I.is_hot())
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ActivationReaction(user,"heat")
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else
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ActivationReaction(user,"weapon")
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..()
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/obj/machinery/anomalous_crystal/bullet_act(obj/item/projectile/P, def_zone)
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..()
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if(istype(P, /obj/item/projectile/beam))
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ActivationReaction(P.firer, "beam", P.damage_type)
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return
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if(istype(P, /obj/item/projectile/bullet))
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ActivationReaction(P.firer, "bullet", P.damage_type)
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return
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if(istype(P, /obj/item/projectile/energy))
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ActivationReaction(P.firer, "energy",P.damage_type)
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return
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if(istype(P, /obj/item/projectile/magic))
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ActivationReaction(P.firer, "magic", P.damage_type)
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return
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/obj/machinery/anomalous_crystal/proc/ActivationReaction(mob/user, method, damtype)
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if(world.time < last_use_timer)
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return 0
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if(activation_damage_type && activation_damage_type != damtype)
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return 0
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if(method != activation_method)
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return 0
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last_use_timer = (world.time + cooldown_add)
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playsound(user, activation_sound, 100, 1)
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return 1
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/obj/machinery/anomalous_crystal/Bumped(atom/AM as mob|obj)
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..()
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if(ismob(AM))
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ActivationReaction(AM,"mob_bump")
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/obj/machinery/anomalous_crystal/honk //Strips and equips you as a clown. I apologize for nothing
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activation_method = "mob_bump"
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activation_sound = 'sound/items/bikehorn.ogg'
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/obj/machinery/anomalous_crystal/honk/ActivationReaction(mob/user)
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if(ishuman(user) && ..() && !(user in affected_targets))
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var/mob/living/carbon/human/H = user
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for(var/obj/item/W in H)
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H.unEquip(W)
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var/datum/job/clown/C = new /datum/job/clown()
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C.equip(H)
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qdel(C)
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affected_targets.Add(H)
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/obj/machinery/anomalous_crystal/theme_warp //Warps the area you're in to look like a new one
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activation_method = "touch"
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cooldown_add = 200
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var/terrain_theme = "winter"
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var/NewTerrainFloors
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var/NewTerrainWalls
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var/NewTerrainChairs
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var/NewTerrainTables
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var/list/NewFlora = list()
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var/florachance = 8
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var/FloorLayerChange
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/obj/machinery/anomalous_crystal/theme_warp/New()
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..()
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terrain_theme = pick("lavaland","winter","jungle","ayy lmao")
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switch(terrain_theme)
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if("lavaland")//Depressurizes the place... and free cult metal, I guess.
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NewTerrainFloors = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
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NewTerrainWalls = /turf/closed/wall/mineral/cult
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NewFlora = list(/mob/living/simple_animal/hostile/asteroid/goldgrub)
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florachance = 1
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FloorLayerChange = 2.6
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if("winter") //Depressurizes the place, and snow terrain is slow to move in
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NewTerrainFloors = /turf/open/floor/plating/asteroid/snow/temperatre
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NewTerrainWalls = /turf/closed/wall/mineral/wood
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NewTerrainChairs = /obj/structure/chair/wood/normal
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NewTerrainTables = /obj/structure/table/glass
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NewFlora = list(/obj/structure/flora/grass/green, /obj/structure/flora/grass/brown, /obj/structure/flora/grass/both)
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FloorLayerChange = 2.6
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if("jungle") //Beneficial due to actually having breathable air. Plus, monkeys.
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NewTerrainFloors = /turf/open/floor/grass
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NewTerrainWalls = /turf/closed/wall/mineral/sandstone
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NewTerrainChairs = /obj/structure/chair/wood
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NewTerrainTables = /obj/structure/table/wood
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NewFlora = list(/obj/structure/flora/ausbushes/sparsegrass, /obj/structure/flora/ausbushes/fernybush, /obj/structure/flora/ausbushes/leafybush,
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/obj/structure/flora/ausbushes/grassybush, /obj/structure/flora/ausbushes/sunnybush, /obj/structure/flora/tree/palm, /mob/living/carbon/monkey)
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florachance = 20
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FloorLayerChange = 2.6
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if("ayy lmao") //Beneficial, turns stuff into alien alloy which is useful to cargo and research. Also repairs atmos.
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NewTerrainFloors = /turf/open/floor/plating/abductor
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NewTerrainWalls = /turf/closed/wall/mineral/abductor
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NewTerrainChairs = /obj/structure/bed/abductor //ayys apparently don't have chairs. An entire species of people who only recline.
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NewTerrainTables = /obj/structure/table/abductor
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/obj/machinery/anomalous_crystal/theme_warp/ActivationReaction(mob/user, method)
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if(..())
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var/area/A = get_area(src)
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if(!A.outdoors && !(A in affected_targets))
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for(var/atom/Stuff in A)
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if(isturf(Stuff))
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var/turf/T = Stuff
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if((istype(T, /turf/open/space) || istype(T, /turf/open/floor)) && NewTerrainFloors)
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var/turf/open/O = T.ChangeTurf(NewTerrainFloors)
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if(O.air)
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var/datum/gas_mixture/G = O.air
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G.copy_from_turf(O)
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if(FloorLayerChange)
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O.layer = FloorLayerChange
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if(prob(florachance) && NewFlora.len)
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var/density_checks = 1
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for(var/atom/junk in O)
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if(junk.density)
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density_checks = 0
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break
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if(density_checks)
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var/atom/Picked = pick(NewFlora)
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new Picked(O)
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continue
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if(istype(T, /turf/closed/wall) && NewTerrainWalls)
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T.ChangeTurf(NewTerrainWalls)
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continue
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if(istype(Stuff, /obj/structure/chair) && NewTerrainChairs)
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var/obj/structure/chair/Original = Stuff
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var/obj/structure/chair/C = new NewTerrainChairs(Original.loc)
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C.dir = Original.dir
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qdel(Stuff)
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continue
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if(istype(Stuff, /obj/structure/table) && NewTerrainTables)
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new NewTerrainTables(Stuff.loc)
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qdel(Stuff)
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continue
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affected_targets += A
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/obj/machinery/anomalous_crystal/emitter //Generates a projectile when interacted with
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activation_method = "touch"
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cooldown_add = 50
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var/generated_projectile = /obj/item/projectile/beam/emitter
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/obj/machinery/anomalous_crystal/emitter/New()
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..()
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generated_projectile = pick(/obj/item/projectile/beam/emitter,/obj/item/projectile/magic/fireball/infernal,/obj/item/projectile/magic/spellblade,
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/obj/item/projectile/energy/net, /obj/item/projectile/bullet/meteorshot, /obj/item/projectile/beam/xray)
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/obj/machinery/anomalous_crystal/emitter/ActivationReaction(mob/user, method)
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if(..())
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var/obj/item/projectile/P = new generated_projectile(get_turf(src))
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P.dir = dir
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switch(dir)
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if(NORTH)
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P.yo = 20
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P.xo = 0
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if(EAST)
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P.yo = 0
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P.xo = 20
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if(WEST)
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P.yo = 0
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P.xo = -20
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else
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P.yo = -20
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P.xo = 0
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P.fire()
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/obj/machinery/anomalous_crystal/dark_reprise //Revives anyone nearby, but turns them into shadowpeople. Cannot revive shadowpeople, so this is a one time thing.
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activation_method = "touch"
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/obj/machinery/anomalous_crystal/dark_reprise/ActivationReaction(mob/user, method)
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if(..())
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for(var/i in range(1, src))
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if(ishuman(i))
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var/mob/living/carbon/human/H = i
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if(H.stat == DEAD && !is_species(H, /datum/species/shadow))
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H.set_species(/datum/species/shadow, 1)
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H.revive(1,0)
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/obj/machinery/anomalous_crystal/helpers //Lets ghost spawn as helpful creatures that can only heal people slightly. Incredibly fragile and they can't converse with humans
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activation_method = "touch"
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var/ready_to_deploy = 0
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/obj/machinery/anomalous_crystal/helpers/ActivationReaction(mob/user, method)
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if(..() && !ready_to_deploy)
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ready_to_deploy = 1
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/obj/machinery/anomalous_crystal/helpers/attack_ghost(mob/dead/observer/user)
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..()
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if(ready_to_deploy)
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var/be_helper = alert("Become a Lightgeist? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(!be_helper == "No")
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return
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var/mob/living/simple_animal/hostile/lightgeist/W = new /mob/living/simple_animal/hostile/lightgeist(get_turf(loc))
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W.key = user.key
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/mob/living/simple_animal/hostile/lightgeist
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name = "lightgeist"
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desc = "This small floating creature is a completely unknown form of life... being near it fills you with a sense of tranquility."
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icon_state = "lightgeist"
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icon_living = "lightgeist"
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icon_dead = "butterfly_dead"
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turns_per_move = 1
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response_help = "waves away"
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response_disarm = "brushes aside"
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response_harm = "disrupts"
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speak_emote = list("oscillates")
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maxHealth = 2
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health = 2
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harm_intent_damage = 1
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friendly = "mends"
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density = 0
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flying = 1
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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ventcrawler = 2
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mob_size = MOB_SIZE_TINY
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gold_core_spawnable = 0
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verb_say = "warps"
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verb_ask = "floats inquisitively"
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verb_exclaim = "zaps"
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verb_yell = "bangs"
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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luminosity = 4
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faction = list("neutral")
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languages_spoken = 0
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languages_understood = ALL
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del_on_death = 1
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var/heal_power = 5
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/mob/living/simple_animal/hostile/lightgeist/New()
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..()
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verbs -= /mob/living/verb/pulled
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verbs -= /mob/verb/me_verb
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/mob/living/simple_animal/hostile/lightgeist/AttackingTarget()
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..()
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if(isliving(target) && target != src)
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var/mob/living/L = target
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if(L.stat < DEAD)
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L.heal_overall_damage(heal_power, heal_power, 1)
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PoolOrNew(/obj/effect/overlay/temp/heal, list(get_turf(target), "#80F5FF"))
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/mob/living/simple_animal/hostile/lightgeist/Life()
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if(!ckey)
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death()
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..()
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/obj/machinery/anomalous_crystal/refresher //Deletes and recreates a copy of the item, "refreshing" it. Only works once per item.
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activation_method = "touch"
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cooldown_add = 50
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/obj/machinery/anomalous_crystal/refresher/ActivationReaction(mob/user, method)
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if(..())
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var/list/L
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var/turf/T = get_step(src, dir)
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for(var/i in T)
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if(istype(i, /obj/item) && !istype(i, /obj/item/weapon/storage) && !(i in affected_targets) && !istype(i, /obj/item/weapon/implant) && !istype(i, /obj/item/weapon/implanter) && !istype(i, /obj/item/weapon/disk/nuclear))
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var/obj/item/W = i
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if(!W.admin_spawned)
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L += W
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var/obj/item/CHOSEN = pick(L)
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if(CHOSEN)
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var/A = new CHOSEN.type(T)
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affected_targets += A
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qdel(CHOSEN)
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/obj/machinery/anomalous_crystal/possessor //Allows you to bodyjack small animals, then exit them at your leisure, but you can only do this once per activation. Because they blow up. Also, if the bodyjacked animal dies, SO DO YOU.
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activation_method = "touch"
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/obj/machinery/anomalous_crystal/possessor/ActivationReaction(mob/user, method)
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if(..())
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/mobcheck = 0
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for(var/i in range(1, src))
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if(istype(i, /mob/living/simple_animal))
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var/mob/living/simple_animal/A = i
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if(A.melee_damage_upper || A.mob_size >= MOB_SIZE_LARGE || A.ckey || A.stat)
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break
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A.verbs -= /mob/living/verb/pulled
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var/obj/structure/closet/stasis/S = new /obj/structure/closet/stasis(A)
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H.loc = S
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H.disabilities += MUTE
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H.status_flags |= GODMODE
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H.mind.transfer_to(A)
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var/obj/effect/proc_holder/spell/targeted/exit_possession/P = new /obj/effect/proc_holder/spell/targeted/exit_possession
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A.mind.AddSpell(P)
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mobcheck = 1
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break
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if(!mobcheck)
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new /mob/living/simple_animal/cockroach(loc) //Just in case there aren't any animals on the station, this will leave you with a terrible option to possess if you feel like it
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/obj/structure/closet/stasis //Abstract game mechanic workarounds are the best
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name = "quantum entanglement stasis warp field"
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desc = "You can hardly comprehend this thing... which is why you can't see it."
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icon_state = null //This shouldn't even be visible, so if it DOES show up, at least nobody will notice
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density = 1
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anchored = 1
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health = 0
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var/mob/living/simple_animal/holder_animal
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var/turf/last_location
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/obj/structure/closet/stasis/process()
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for(var/mob/living/L in src)
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L.Stun(1)
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if(holder_animal.stat == DEAD || !istype(loc, /mob/living/simple_animal))
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dump_contents(1)
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holder_animal.gib()
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/obj/structure/closet/stasis/New(mob/user)
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..()
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holder_animal = user
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START_PROCESSING(SSobj, src)
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/obj/structure/closet/stasis/dump_contents(var/kill = 0)
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STOP_PROCESSING(SSobj, src)
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for(var/mob/living/L in src)
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L.disabilities -= MUTE
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L.status_flags &= ~GODMODE
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L.stunned = 0
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L.update_canmove()
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holder_animal.mind.transfer_to(L)
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L.mind.RemoveSpell(/obj/effect/proc_holder/spell/targeted/exit_possession)
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if(kill || !istype(loc, /mob/living/simple_animal))
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L.death(0)
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..()
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/obj/effect/proc_holder/spell/targeted/exit_possession
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name = "Exit Possession"
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desc = "Exits the body you are possessing"
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charge_max = 60
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clothes_req = 0
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invocation_type = "none"
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||||
max_targets = 1
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range = -1
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include_user = 1
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selection_type = "view"
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action_icon_state = "exit_possession"
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sound = null
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smoke_spread = 1
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smoke_amt = 1
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||||
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/obj/effect/proc_holder/spell/targeted/exit_possession/cast(list/targets, mob/user = usr)
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if(!istype(user.loc, /turf/open/floor))
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return
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||||
var/datum/mind/target_mind = user.mind
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||||
for(var/i in user)
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||||
if(istype(i, /obj/structure/closet/stasis))
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var/obj/structure/closet/stasis/S = i
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S.dump_contents()
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||||
qdel(S)
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||||
break
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||||
user.gib()
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||||
target_mind.RemoveSpell(/obj/effect/proc_holder/spell/targeted/exit_possession)
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||||
|
||||
|
||||
#undef MEDAL_PREFIX
|
||||
|
||||
Reference in New Issue
Block a user