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Gate Fix
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@@ -132,15 +132,15 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
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//okay, here's the good teleporting stuff
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/obj/machinery/gateway/centerstation/Bumped(atom/movable/AM)
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if(!ready)
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if(!ready)
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return
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if(!active)
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if(!active)
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return
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if(!awaygate || qdeleted(awaygate))
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if(!awaygate || qdeleted(awaygate))
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return
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if(awaygate.calibrated)
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AM.loc = get_step(awaygate.loc, SOUTH)
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AM.forceMove(get_step(awaygate.loc, SOUTH))
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AM.dir = SOUTH
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if (ismob(AM))
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var/mob/M = AM
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@@ -150,7 +150,7 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
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else
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var/obj/effect/landmark/dest = pick(awaydestinations)
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if(dest)
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AM.loc = dest.loc
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AM.forceMove(get_turf(dest))
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AM.dir = SOUTH
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use_power(5000)
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return
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@@ -240,18 +240,18 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
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/obj/machinery/gateway/centeraway/Bumped(atom/movable/AM)
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if(!ready)
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if(!ready)
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return
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if(!active)
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if(!active)
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return
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if(!stationgate || qdeleted(stationgate))
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if(!stationgate || qdeleted(stationgate))
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return
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if(istype(AM, /mob/living/carbon))
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for(var/obj/item/weapon/implant/exile/E in AM)//Checking that there is an exile implant in the contents
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if(E.imp_in == AM)//Checking that it's actually implanted vs just in their pocket
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AM << "\black The station gate has detected your exile implant and is blocking your entry."
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return
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AM.loc = get_step(stationgate.loc, SOUTH)
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AM.forceMove(get_step(stationgate.loc, SOUTH))
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AM.dir = SOUTH
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if (ismob(AM))
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var/mob/M = AM
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