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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
229 lines
6.1 KiB
Plaintext
229 lines
6.1 KiB
Plaintext
/*
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Items, Structures, Machines
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*/
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//
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// Items
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//
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/obj/item/holo
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damtype = STAMINA
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/obj/item/holo/esword
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name = "holographic energy sword"
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desc = "May the force be with you. Sorta."
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icon_state = "sword0"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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force = 3.0
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throw_speed = 2
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throw_range = 5
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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hitsound = "swing_hit"
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armour_penetration = 50
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var/active = 0
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/obj/item/holo/esword/green/Initialize()
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. = ..()
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item_color = "green"
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/obj/item/holo/esword/red/Initialize()
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. = ..()
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item_color = "red"
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/obj/item/holo/esword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/holo/esword/attack(target as mob, mob/user as mob)
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..()
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/obj/item/holo/esword/Initialize()
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. = ..()
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item_color = pick("red","blue","green","purple")
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/obj/item/holo/esword/attack_self(mob/living/user as mob)
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active = !active
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if (active)
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force = 30
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icon_state = "sword[item_color]"
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w_class = WEIGHT_CLASS_BULKY
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hitsound = 'sound/weapons/blade1.ogg'
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playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
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to_chat(user, "<span class='warning'>[src] is now active.</span>")
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else
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force = 3
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icon_state = "sword0"
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w_class = WEIGHT_CLASS_SMALL
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hitsound = "swing_hit"
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playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
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to_chat(user, "<span class='warning'>[src] can now be concealed.</span>")
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return
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//BASKETBALL OBJECTS
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/obj/item/toy/beach_ball/holoball
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name = "basketball"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "basketball"
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item_state = "basketball"
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desc = "Here's your chance, do your dance at the Space Jam."
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w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
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/obj/item/toy/beach_ball/holoball/dodgeball
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name = "dodgeball"
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icon_state = "dodgeball"
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item_state = "dodgeball"
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desc = "Used for playing the most violent and degrading of childhood games."
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/obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom)
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..()
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if((ishuman(hit_atom)))
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var/mob/living/carbon/M = hit_atom
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playsound(src, 'sound/items/dodgeball.ogg', 50, 1)
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M.apply_damage(10, STAMINA)
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if(prob(5))
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M.Paralyze(60)
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visible_message("<span class='danger'>[M] is knocked right off [M.p_their()] feet!</span>")
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//
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// Structures
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//
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/obj/structure/holohoop
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name = "basketball hoop"
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desc = "Boom, shakalaka!"
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icon = 'icons/obj/basketball.dmi'
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icon_state = "hoop"
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anchored = TRUE
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density = TRUE
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/obj/structure/holohoop/attackby(obj/item/W as obj, mob/user as mob, params)
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if(get_dist(src,user)<2)
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if(user.transferItemToLoc(W, drop_location()))
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visible_message("<span class='warning'> [user] dunks [W] into \the [src]!</span>")
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/obj/structure/holohoop/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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var/mob/living/L = user.pulling
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if(user.grab_state < GRAB_AGGRESSIVE)
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to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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return
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L.forceMove(loc)
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L.Paralyze(100)
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visible_message("<span class='danger'>[user] dunks [L] into \the [src]!</span>")
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user.stop_pulling()
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else
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..()
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/obj/structure/holohoop/hitby(atom/movable/AM)
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if (isitem(AM) && !istype(AM,/obj/item/projectile))
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if(prob(50))
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AM.forceMove(get_turf(src))
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visible_message("<span class='warning'>Swish! [AM] lands in [src].</span>")
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return
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else
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visible_message("<span class='danger'>[AM] bounces off of [src]'s rim!</span>")
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return ..()
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else
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return ..()
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//
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// Machines
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//
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/obj/machinery/readybutton
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name = "ready declaration device"
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desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
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icon = 'icons/obj/monitors.dmi'
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icon_state = "auth_off"
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var/ready = 0
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var/area/currentarea = null
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var/eventstarted = FALSE
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use_power = IDLE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 6
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power_channel = ENVIRON
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/obj/machinery/readybutton/attack_ai(mob/user as mob)
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to_chat(user, "The station AI is not to interact with these devices.")
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return
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/obj/machinery/readybutton/attack_paw(mob/user as mob)
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to_chat(user, "<span class='warning'>You are too primitive to use this device!</span>")
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return
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/obj/machinery/readybutton/attackby(obj/item/W as obj, mob/user as mob, params)
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to_chat(user, "The device is a solid button, there's nothing you can do with it!")
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/obj/machinery/readybutton/attack_hand(mob/user as mob)
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. = ..()
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if(.)
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return
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if(user.stat || stat & (NOPOWER|BROKEN))
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to_chat(user, "<span class='warning'>This device is not powered!</span>")
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return
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currentarea = get_area(src.loc)
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if(!currentarea)
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qdel(src)
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if(eventstarted)
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to_chat(usr, "<span class='warning'>The event has already begun!</span>")
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return
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ready = !ready
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update_icon()
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var/numbuttons = 0
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var/numready = 0
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for(var/obj/machinery/readybutton/button in currentarea)
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numbuttons++
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if (button.ready)
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numready++
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if(numbuttons == numready)
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begin_event()
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/obj/machinery/readybutton/update_icon()
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if(ready)
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icon_state = "auth_on"
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else
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icon_state = "auth_off"
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/obj/machinery/readybutton/proc/begin_event()
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eventstarted = TRUE
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for(var/obj/structure/window/W in currentarea)
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if(W.flags_1&NODECONSTRUCT_1) // Just in case: only holo-windows
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qdel(W)
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for(var/mob/M in currentarea)
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to_chat(M, "FIGHT!")
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/obj/machinery/conveyor/holodeck
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/obj/machinery/conveyor/holodeck/attackby(obj/item/I, mob/user, params)
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if(!user.transferItemToLoc(I, drop_location()))
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return ..()
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/obj/item/paper/fluff/holodeck/trek_diploma
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name = "paper - Starfleet Academy Diploma"
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info = {"<h2>Starfleet Academy</h2></br><p>Official Diploma</p></br>"}
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/obj/item/paper/fluff/holodeck/disclaimer
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name = "Holodeck Disclaimer"
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info = "Bruises sustained in the holodeck can be healed simply by sleeping."
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