mirror of
https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑
413 lines
13 KiB
Plaintext
413 lines
13 KiB
Plaintext
// Special objects for shuttle templates go here if nowhere else
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// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
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// living carbons are put on its altar/tables
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/obj/machinery/power/emitter/energycannon
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name = "Energy Cannon"
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desc = "A heavy duty industrial laser."
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icon = 'icons/obj/machines/engine/singularity.dmi'
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icon_state = "emitter_+a"
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base_icon_state = "emitter_+a"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF
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use_power = NO_POWER_USE
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idle_power_usage = 0
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active_power_usage = 0
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active = TRUE
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locked = TRUE
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welded = TRUE
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/obj/machinery/power/emitter/energycannon/RefreshParts()
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SHOULD_CALL_PARENT(FALSE)
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return
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/obj/machinery/power/emitter/energycannon/magical
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name = "wabbajack statue"
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desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
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projectile_type = /obj/projectile/magic/change
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icon = 'icons/obj/machines/magic_emitter.dmi'
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icon_state = "wabbajack_statue"
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icon_state_on = "wabbajack_statue_on"
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base_icon_state = "wabbajack_statue"
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active = FALSE
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allow_switch_interact = FALSE
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var/list/active_tables = list()
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var/tables_required = 2
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/obj/machinery/power/emitter/energycannon/magical/Initialize(mapload)
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. = ..()
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if(prob(50))
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desc = "Oh no, not again."
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update_appearance()
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/obj/machinery/power/emitter/energycannon/magical/update_icon_state()
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. = ..()
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icon_state = active ? icon_state_on : initial(icon_state)
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/obj/machinery/power/emitter/energycannon/magical/process()
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. = ..()
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if(active_tables.len >= tables_required)
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if(!active)
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visible_message("<span class='revenboldnotice'>\
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[src] opens its eyes.</span>")
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active = TRUE
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else
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if(active)
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visible_message("<span class='revenboldnotice'>\
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[src] closes its eyes.</span>")
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active = FALSE
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update_appearance()
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/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
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return FALSE
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/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user, obj/item/card/emag/emag_card)
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return FALSE
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/obj/structure/table/abductor/wabbajack
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name = "wabbajack altar"
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desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
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max_integrity = 1000
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verb_say = "chants"
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var/obj/machinery/power/emitter/energycannon/magical/our_statue
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var/list/mob/living/sleepers = list()
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var/never_spoken = TRUE
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/obj/structure/table/abductor/wabbajack/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/structure/table/abductor/wabbajack/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/structure/table/abductor/wabbajack/screwdriver_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/table/abductor/wabbajack/wrench_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/table/abductor/wabbajack/process()
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if(isnull(our_statue))
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our_statue = locate() in orange(4, src)
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if(isnull(our_statue))
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name = "inert [initial(name)]"
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return
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name = initial(name)
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var/turf/T = get_turf(src)
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var/list/found = list()
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for(var/mob/living/carbon/C in T)
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if(C.stat != DEAD)
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found += C
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// New sleepers
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for(var/i in found - sleepers)
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var/mob/living/L = i
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L.add_atom_colour(COLOR_PURPLE, TEMPORARY_COLOUR_PRIORITY)
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L.visible_message(span_revennotice("A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious."),
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span_revendanger("[desc]"))
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// Don't let them sit suround unconscious forever
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addtimer(CALLBACK(src, PROC_REF(sleeper_dreams), L), 10 SECONDS)
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// Existing sleepers
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for(var/i in found)
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var/mob/living/L = i
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L.SetSleeping(200)
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// Missing sleepers
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for(var/i in sleepers - found)
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var/mob/living/L = i
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L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_PURPLE)
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L.visible_message("<span class='revennotice'>The glow from [L] fades \
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away.</span>")
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L.grab_ghost()
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sleepers = found
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if(sleepers.len)
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our_statue.active_tables |= src
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if(never_spoken || prob(5))
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say(desc)
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never_spoken = FALSE
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else
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our_statue.active_tables -= src
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/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
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if(sleeper in sleepers)
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to_chat(sleeper, span_revennotice("While you slumber, you have the strangest dream, like you can see yourself from the outside."))
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sleeper.ghostize(TRUE)
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/obj/structure/table/abductor/wabbajack/left
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desc = "You sleep so it may wake."
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/obj/structure/table/abductor/wabbajack/right
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desc = "It wakes so you may sleep."
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// Bar staff, GODMODE mobs(as long as they stay in the shuttle) that just want to make sure people have drinks
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// and a good time.
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/mob/living/basic/drone/snowflake/bardrone
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name = "Bardrone"
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desc = "A barkeeping drone, a robot built to tend bars."
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hacked = TRUE
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shy = FALSE
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laws = "1. Serve drinks.\n\
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2. Talk to patrons.\n\
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3. Don't get messed up in their affairs."
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unique_name = FALSE // disables the (123) number suffix
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initial_language_holder = /datum/language_holder/universal
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default_storage = null
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/mob/living/basic/drone/snowflake/bardrone/Initialize(mapload)
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. = ..()
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AddComponentFrom(ROUNDSTART_TRAIT, /datum/component/area_based_godmode, area_type = /area/shuttle/escape, allow_area_subtypes = TRUE)
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// Bar table, a wooden table that kicks you in a direction if you're not
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// barstaff (defined as someone who was a roundstart bartender or someone
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// with CENTCOM_BARSTAFF)
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/obj/structure/table/wood/shuttle_bar
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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max_integrity = 1000
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var/boot_dir = 1
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/obj/structure/table/wood/shuttle_bar/Initialize(mapload, _buildstack)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/table/wood/shuttle_bar/screwdriver_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/table/wood/shuttle_bar/wrench_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/table/wood/shuttle_bar/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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var/mob/living/M = AM
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if(istype(M) && !M.incorporeal_move && !is_barstaff(M))
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// No climbing on the bar please
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var/throwtarget = get_edge_target_turf(src, boot_dir)
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M.Paralyze(40)
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M.throw_at(throwtarget, 5, 1)
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to_chat(M, span_notice("No climbing on the bar please."))
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/obj/structure/table/wood/shuttle_bar/proc/is_barstaff(mob/living/user)
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. = FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(is_bartender_job(human_user.mind?.assigned_role))
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return TRUE
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if(istype(user, /mob/living/basic/drone/snowflake/bardrone))
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return TRUE
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var/obj/item/card/id/ID = user.get_idcard(FALSE)
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if(ID && (ACCESS_CENT_BAR in ID.access))
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return TRUE
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//Luxury Shuttle Blockers
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/obj/machinery/scanner_gate/luxury_shuttle
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name = "luxury shuttle ticket field"
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density = FALSE //allows shuttle airlocks to close, nothing but an approved passenger gets past CanPass
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locked = TRUE
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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speech_span = SPAN_ROBOT
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var/threshold = 500
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var/static/list/approved_passengers = list()
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var/static/list/check_times = list()
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var/list/payees = list()
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/obj/machinery/scanner_gate/luxury_shuttle/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(mover in approved_passengers)
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set_scanline("scanning", 10)
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if(isvehicle(mover))
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var/obj/vehicle/vehicle = mover
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for(var/mob/living/rat in vehicle.occupants)
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if(!(rat in approved_passengers))
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say("Stowaway detected. Please exit the vehicle first.")
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return FALSE
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return TRUE
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if(isitem(mover))
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return TRUE
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if(isstructure(mover))
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var/obj/structure/struct = mover
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for(var/mob/living/rat in struct.contents)
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say("Stowaway detected. Please exit the structure first.")
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return FALSE
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return TRUE
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return FALSE
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/obj/machinery/scanner_gate/luxury_shuttle/auto_scan(atom/movable/AM)
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return
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/obj/machinery/scanner_gate/luxury_shuttle/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/scanner_gate/luxury_shuttle/emag_act(mob/user, obj/item/card/emag/emag_card)
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return FALSE
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#define LUXURY_MESSAGE_COOLDOWN 100
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/obj/machinery/scanner_gate/luxury_shuttle/Bumped(atom/movable/AM)
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///If the atom entering the gate is a vehicle, we store it here to add to the approved list to enter/leave the scanner gate.
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var/obj/vehicle/vehicle
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///We store the driver of vehicles separately so that we can add them to the approved list once payment is fully processed.
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var/mob/living/driver_holdout
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if(!isliving(AM) && !isvehicle(AM))
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alarm_beep()
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return ..()
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var/datum/bank_account/account
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if(istype(AM.pulling, /obj/item/card/id))
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var/obj/item/card/id/I = AM.pulling
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if(I.registered_account)
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account = I.registered_account
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else if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("This ID card doesn't have an owner associated with it!"))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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else if(isliving(AM))
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var/mob/living/L = AM
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account = L.get_bank_account()
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else if(isvehicle(AM))
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vehicle = AM
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for(var/passenger in vehicle.occupants)
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if(!isliving(passenger))
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continue
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var/mob/living/rider = passenger
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if(vehicle.is_driver(rider))
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driver_holdout = rider
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var/obj/item/card/id/id = rider.get_idcard(TRUE)
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account = id?.registered_account
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break
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if(account)
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if(account.account_balance < threshold - payees[AM])
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account.adjust_money(-account.account_balance, "Scanner Gate: Entry Fee")
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payees[AM] += account.account_balance
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else
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var/money_owed = threshold - payees[AM]
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account.adjust_money(-money_owed, "Scanner Gate: Partial Entry Fee")
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payees[AM] += money_owed
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//Here is all the possible paygate payment methods.
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var/list/counted_money = list()
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for(var/obj/item/coin/C in AM.get_all_contents()) //Coins.
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if(payees[AM] >= threshold)
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break
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payees[AM] += C.value
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counted_money += C
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for(var/obj/item/stack/spacecash/S in AM.get_all_contents()) //Paper Cash
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if(payees[AM] >= threshold)
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break
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payees[AM] += S.value * S.amount
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counted_money += S
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for(var/obj/item/holochip/H in AM.get_all_contents()) //Holocredits
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if(payees[AM] >= threshold)
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break
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold && istype(AM.pulling, /obj/item/coin)) //Coins(Pulled).
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var/obj/item/coin/C = AM.pulling
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payees[AM] += C.value
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counted_money += C
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/stack/spacecash)) //Cash(Pulled).
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var/obj/item/stack/spacecash/S = AM.pulling
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payees[AM] += S.value * S.amount
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counted_money += S
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/holochip)) //Holocredits(pulled).
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var/obj/item/holochip/H = AM.pulling
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold) //Suggestions for those with no arms/simple animals.
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var/armless
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if(!ishuman(AM) && !isslime(AM))
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armless = TRUE
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else
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var/mob/living/carbon/human/H = AM
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if(!H.get_bodypart(BODY_ZONE_L_ARM) && !H.get_bodypart(BODY_ZONE_R_ARM))
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armless = TRUE
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if(armless)
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if(!AM.pulling || !iscash(AM.pulling) && !istype(AM.pulling, /obj/item/card/id))
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("Try pulling a valid ID, space cash, holochip or coin into \the [src]!"))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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if(payees[AM] >= threshold)
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for(var/obj/I in counted_money)
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qdel(I)
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payees[AM] -= threshold
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var/change = FALSE
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if(payees[AM] > 0)
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change = TRUE
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var/obj/item/holochip/holocred = new /obj/item/holochip(AM.loc, payees[AM]) //Change is made in holocredits exclusively.
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(!H.put_in_hands(holocred))
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AM.pulling = holocred
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else
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AM.pulling = holocred
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payees[AM] -= payees[AM]
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say("Welcome to first class, [driver_holdout ? "[driver_holdout]" : "[AM]" ]![change ? " Here is your change." : ""]")
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approved_passengers |= AM
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if(vehicle)
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approved_passengers |= vehicle
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if(driver_holdout)
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approved_passengers |= driver_holdout
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check_times -= AM
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return
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else if (payees[AM] > 0)
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for(var/obj/I in counted_money)
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qdel(I)
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("[payees[AM]] cr received. You need [threshold-payees[AM]] cr more."))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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alarm_beep()
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return ..()
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else
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alarm_beep()
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return ..()
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/mob/living/basic/bear/fightpit
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name = "fight pit bear"
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desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
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environment_smash = ENVIRONMENT_SMASH_NONE
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/obj/effect/decal/hammerandsickle
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name = "hammer and sickle"
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desc = "Communism powerful force."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "communist"
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pixel_x = -32
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pixel_y = -32
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/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
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setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
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#undef LUXURY_MESSAGE_COOLDOWN
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