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Merge pull request #188 from Carn/Issue109
Resolves Issue #109 - hiding/revealing runes now sets var/invisibility f...
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@@ -57,7 +57,6 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
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anchored = 1
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icon = 'icons/obj/rune.dmi'
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icon_state = "1"
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var/visibility = 0
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unacidable = 1
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layer = TURF_LAYER
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@@ -146,8 +145,6 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
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return
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if(!word1 || !word2 || !word3 || prob(user.getBrainLoss()))
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return fizzle()
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// if(!src.visibility)
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// src.visibility=1
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if(word1 == wordtravel && word2 == wordself)
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return teleport(src.word3)
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if(word1 == wordsee && word2 == wordblood && word3 == wordhell)
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@@ -310,7 +310,7 @@ var/list/sacrificed = list()
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var/S=0
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for(var/obj/effect/rune/R in orange(rad,src))
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if(R!=src)
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R:visibility=0
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R.invisibility=101
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S=1
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if(S)
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if(istype(src,/obj/effect/rune))
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@@ -699,7 +699,7 @@ var/list/sacrificed = list()
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if(go)
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for(var/obj/effect/rune/R in orange(rad,src))
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if(R!=src)
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R:visibility=15
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R.invisibility=0
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S=1
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if(S)
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if(istype(W,/obj/item/weapon/nullrod))
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