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49daf536b5 [MIRROR] [BOUNTY] Re-adds Contractors [MDB IGNORE] (#25094)
* [BOUNTY] Re-adds Contractors

* I hate copy pasted overrides so much. BEGONE

* Fixes the merge conflict. It's still not gonna work, too many proc redefinition

* The sheer amount of overrides

* This is hell

* remove modular copy of spawn_contractor_partner

* part 2 of spawn_contractor_partner oops

* un-duplicate create_contracts proc

* Remove duplicate contract generate and finish_enter

* something to make the linter stop crying

* Receiving

* removes our contractor stuff in favour of parity

* Update SyndicateContractor.tsx

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 22:00:55 +00:00

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/datum/objective
/// Should space areas count when finding a target?
var/count_space_areas = TRUE
// For modularity, we hook into the update_explanation_text to be sure we have a target to register.
/datum/objective/assassinate/update_explanation_text()
RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(register_target_death))
return ..()
/datum/objective/assassinate/proc/register_target_death(mob/living/dead_guy, gibbed)
SIGNAL_HANDLER
completed = TRUE
UnregisterSignal(dead_guy, COMSIG_LIVING_DEATH)