mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-14 02:43:16 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
236 lines
6.3 KiB
Plaintext
236 lines
6.3 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 = 'icons/obj/transforming_energy.dmi'
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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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var/saber_color
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/obj/item/holo/esword/green/Initialize()
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. = ..()
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saber_color = "green"
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/obj/item/holo/esword/red/Initialize()
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. = ..()
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saber_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, mob/user)
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..()
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/obj/item/holo/esword/Initialize()
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. = ..()
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saber_color = pick("red","blue","green","purple")
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/obj/item/holo/esword/attack_self(mob/living/user)
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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[saber_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, TRUE)
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to_chat(user, span_notice("[src] is now active."))
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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, TRUE)
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to_chat(user, span_notice("[src] can now be concealed."))
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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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inhand_icon_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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inhand_icon_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, datum/thrownthing/throwingdatum)
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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, TRUE)
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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_danger("[M] is knocked right off [M.p_their()] feet!"))
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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, mob/user, 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_warning("[user] dunks [W] into \the [src]!"))
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/obj/structure/holohoop/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(user.pulling && 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_warning("You need a better grip to do that!"))
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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_danger("[user] dunks [L] into \the [src]!"))
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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, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if (isitem(AM) && !istype(AM,/obj/projectile))
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if(prob(50))
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AM.forceMove(get_turf(src))
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visible_message(span_warning("Swish! [AM] lands in [src]."))
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return
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else
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visible_message(span_danger("[AM] bounces off of [src]'s rim!"))
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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 = AREA_USAGE_ENVIRON
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/obj/machinery/readybutton/attack_ai(mob/user)
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to_chat(user, span_warning("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, list/modifiers)
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to_chat(user, span_warning("You are too primitive to use this device!"))
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return
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/obj/machinery/readybutton/attackby(obj/item/W, mob/user, params)
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to_chat(user, span_warning("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, list/modifiers)
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. = ..()
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if(.)
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return
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if(user.stat || machine_stat & (NOPOWER|BROKEN))
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to_chat(user, span_warning("This device is not powered!"))
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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_warning("The event has already begun!"))
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return
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ready = !ready
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update_appearance()
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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_state()
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icon_state = "auth_[ready ? "on" : "off"]"
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return ..()
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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, span_userdanger("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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/obj/vehicle/ridden/scooter/skateboard/pro/holodeck
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name = "holographic skateboard"
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desc = "A holographic copy of the EightO brand professional skateboard."
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instability = 6
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/obj/vehicle/ridden/scooter/skateboard/pro/holodeck/pick_up_board() //picking up normal skateboards spawned in the holodeck gets rid of the holo flag, now you cant pick them up.
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return
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