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Antag Panel / Check antagonists Refactor (#34236)
* Antag Panel & Friends Refactor * Prettfying * Removes abduction also blob from default configs. * Ninja fixes * Ninjafix * First draft of the new check_antags * I love coding without compiler * Yes * Fixes * Check_antags part 2 * Fixes and cleanup * Okay should be good now. * Adds simple no move & no tc syndie for events * Integrates toggle objective pr * Why i even bother. * Offer mob shows all antags * Some minor visual stuff * Proper name for the helper
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@@ -306,7 +306,6 @@
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door.open()
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//Assign antag status and the mission
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SSticker.mode.traitors += Commando.mind
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Commando.mind.special_role = "deathsquad"
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var/datum/objective/missionobj = new
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@@ -361,7 +360,6 @@
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newmob.equipOutfit(/datum/outfit/centcom_official)
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//Assign antag status and the mission
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SSticker.mode.traitors += newmob.mind
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newmob.mind.special_role = "official"
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var/datum/objective/missionobj = new
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@@ -469,7 +467,6 @@
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door.open()
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//Assign antag status and the mission
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SSticker.mode.traitors += ERTOperative.mind
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ERTOperative.mind.special_role = "ERT"
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var/datum/objective/missionobj = new
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@@ -26,7 +26,6 @@ GLOBAL_VAR_INIT(highlander, FALSE)
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addtimer(CALLBACK(src, .proc/only_one), 420)
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/mob/living/carbon/human/proc/make_scottish()
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SSticker.mode.traitors += mind
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mind.special_role = "highlander"
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dna.species.species_traits |= NOGUNS //nice try jackass
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