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Fixes some synthetic language oversights (#76846)
## About The Pull Request #76305 removed the knowledge of every language from silicons, but this had a couple of oversights. This language set was not only used by cyborgs but also bots and vending machines. A couple of effects relied on them knowing all of those languages, specifically their emp_act and also the station trait which rerolled their languages. Now they actually _learn_ a random language and start speaking it instead. Also I fixed a related runtime which I noticed in testing where a bot would die as a result of being EMPed, delete itself, and then try and do a bunch more shit after it stopped existing. Annoying. Why was I looking at bot languages? Haha don't worry about it 😇 ## Why It's Good For The Game Restores function of a funny feature. ## Changelog 🆑 fix: Station traits can once again allow vending machines and bots to speak a random language fix: EMPed bots and vending machines once again speak a random language /🆑
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@@ -12,7 +12,7 @@
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/datum/preference/choiced/language/init_possible_values()
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var/list/values = list()
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if(!GLOB.roundstart_languages.len)
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if(!GLOB.uncommon_roundstart_languages.len)
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generate_selectable_species_and_languages()
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values += "Random"
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@@ -21,9 +21,7 @@
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var/datum/language/uncommon/uncommon_language = /datum/language/uncommon
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values += initial(uncommon_language.name)
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for(var/datum/language/language_type as anything in GLOB.roundstart_languages)
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if(ispath(language_type, /datum/language/common))
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continue
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for(var/datum/language/language_type as anything in GLOB.uncommon_roundstart_languages)
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if(initial(language_type.name) in values)
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continue
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values += initial(language_type.name)
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