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https://github.com/Bubberstation/Bubberstation.git
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DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily. DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave. DNA strings can be spliced together using merge_text(). e.g. string 1: "Hello World" string 2: "Seeya______" result: "Seeya World" This isn't used except for admin-spawnable SE injectors at the moment. r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors. Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc. Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy() var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna. DNA modifier console has almost all controls on one screen. UIs and UEs can be injected separately (appearance and name, respectively) dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning) Every block of SEs are in randomised positions. Disabled automatic logging of world.log, as it produced undesirable behaviour. Mr Muggles and God Emperor of Mankind disks removed. Floor() removed. (it was completely uneccesary, that is what round() is). Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity) Tanning removed from beaches (again) Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob)) This is mainly due to the way everything is hardcoded into New(). Changelog.html updated Signed-off-by: carnie <elly1989@rocketmail.com>
435 lines
12 KiB
Plaintext
435 lines
12 KiB
Plaintext
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// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
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/proc/ishuman(A)
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if(istype(A, /mob/living/carbon/human))
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return 1
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return 0
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/proc/ismonkey(A)
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if(A && istype(A, /mob/living/carbon/monkey))
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return 1
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return 0
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/proc/isbrain(A)
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if(A && istype(A, /mob/living/carbon/brain))
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return 1
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return 0
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/proc/isalien(A)
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if(istype(A, /mob/living/carbon/alien))
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return 1
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return 0
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/proc/isalienadult(A)
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if(istype(A, /mob/living/carbon/alien/humanoid))
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return 1
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return 0
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/proc/islarva(A)
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if(istype(A, /mob/living/carbon/alien/larva))
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return 1
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return 0
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/proc/isslime(A)
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if(istype(A, /mob/living/carbon/slime))
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return 1
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return 0
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/proc/isslimeadult(A)
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if(istype(A, /mob/living/carbon/slime/adult))
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return 1
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return 0
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/proc/isrobot(A)
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if(istype(A, /mob/living/silicon/robot))
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return 1
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return 0
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/proc/isanimal(A)
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if(istype(A, /mob/living/simple_animal))
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return 1
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return 0
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/proc/iscorgi(A)
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if(istype(A, /mob/living/simple_animal/corgi))
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return 1
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return 0
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/proc/iscrab(A)
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if(istype(A, /mob/living/simple_animal/crab))
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return 1
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return 0
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/proc/iscat(A)
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if(istype(A, /mob/living/simple_animal/cat))
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return 1
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return 0
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/proc/ismouse(A)
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if(istype(A, /mob/living/simple_animal/mouse))
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return 1
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return 0
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/proc/isbear(A)
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if(istype(A, /mob/living/simple_animal/hostile/bear))
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return 1
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return 0
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/proc/iscarp(A)
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if(istype(A, /mob/living/simple_animal/hostile/carp))
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return 1
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return 0
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/proc/isclown(A)
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if(istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
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return 1
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return 0
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/proc/isAI(A)
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if(istype(A, /mob/living/silicon/ai))
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return 1
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return 0
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/proc/ispAI(A)
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if(istype(A, /mob/living/silicon/pai))
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return 1
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return 0
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/proc/iscarbon(A)
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if(istype(A, /mob/living/carbon))
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return 1
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return 0
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/proc/issilicon(A)
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if(istype(A, /mob/living/silicon))
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return 1
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return 0
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/proc/isliving(A)
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if(istype(A, /mob/living))
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return 1
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return 0
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proc/isobserver(A)
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if(istype(A, /mob/dead/observer))
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return 1
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return 0
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proc/isorgan(A)
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if(istype(A, /datum/limb))
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return 1
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return 0
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/proc/hsl2rgb(h, s, l)
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return
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/proc/check_zone(zone)
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if(!zone) return "chest"
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switch(zone)
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if("eyes")
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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if("l_foot")
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zone = "l_leg"
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if("r_foot")
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zone = "r_leg"
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if("groin")
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zone = "chest"
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return zone
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/proc/ran_zone(zone, probability)
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zone = check_zone(zone)
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if(!probability) probability = 90
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if(probability == 100) return zone
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if(zone == "chest")
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if(prob(probability)) return "chest"
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var/t = rand(1, 9)
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switch(t)
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if(1 to 3) return "head"
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if(4 to 6) return "l_arm"
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if(7 to 9) return "r_arm"
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if(prob(probability * 0.75)) return zone
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return "chest"
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/proc/stars(n, pr)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return t
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n)
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || M.shakecamera)
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return
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spawn(1)
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var/oldeye=M.client.eye
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var/x
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M.shakecamera = 1
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for(x=0; x<duration, x++)
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M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
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sleep(1)
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M.shakecamera = 0
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M.client.eye=oldeye
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/mob/M in mob_list)
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if(M.real_name == msg)
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return M
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return 0
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/mob/proc/abiotic(full_body = 0)
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if(l_hand && !l_hand.abstract || r_hand && !r_hand.abstract)
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return 1
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return 0
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12()
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set name = "F12"
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set hidden = 1
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if(hud_used)
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if(ishuman(src))
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if(!src.client) return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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if(src.hud_used.item_action_list)
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src.client.screen -= src.hud_used.item_action_list
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//Due to some poor coding some things need special treatment:
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//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
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src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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src.client.screen += src.zone_sel //This one is a special snowflake
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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else
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usr << "\red Inventory hiding is currently only supported for human mobs, sorry."
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else
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usr << "\red This mob type does not use a HUD."
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//converts intent-strings into numbers and back
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if("help") return 0
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if("disarm") return 1
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if("grab") return 2
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else return 3
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else
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switch(argument)
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if(0) return "help"
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if(1) return "disarm"
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if(2) return "grab"
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else return "harm"
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(ishuman(src) || isalienadult(src) || isbrain(src))
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switch(input)
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if("help", "disarm", "grab", "harm")
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent) + 1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent) + 3) % 4)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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else if(isrobot(src) || ismonkey(src) || islarva(src))
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switch(input)
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if("help")
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a_intent = "help"
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if("harm")
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a_intent = "harm"
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(hud_used && hud_used.action_intent)
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if(a_intent == "harm")
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hud_used.action_intent.icon_state = "harm"
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else
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hud_used.action_intent.icon_state = "help"
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proc/is_blind(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.blinded != null)
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return 1
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return 0
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proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
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if(!ticker || !ticker.mode)
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return 0
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if(!istype(M))
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return 0
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if(issilicon(M))
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if(isrobot(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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var/mob/living/silicon/robot/R = M
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if(R.emagged || R.syndicate) //Count as antags
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return 1
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if(R.mind && R.mind.special_role && R.laws && R.laws.zeroth).
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if(R.connected_ai)
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if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
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return 0 //AI is the real traitor here, so the borg itself is not a traitor
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return 1 //Slaved but also a traitor
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return 1 //Unslaved, traitor
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else if(isAI(M))
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var/mob/living/silicon/ai/A = M
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if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
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if(ticker.mode.config_tag == "malfunction" && M.mind in ticker.mode.malf_ai)//Malf law is a law 0
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return 2
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return 1
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return 0
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if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
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switch(ticker.mode.config_tag)
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if("revolution")
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if((M.mind in ticker.mode.head_revolutionaries) || (M.mind in ticker.mode.revolutionaries))
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return 2
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if("cult")
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if(M.mind in ticker.mode.cult)
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return 2
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if("nuclear")
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if(M.mind in ticker.mode.syndicates)
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return 2
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if("changeling")
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if(M.mind in ticker.mode.changelings)
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return 2
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if("wizard")
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if(M.mind in ticker.mode.wizards)
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return 2
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if("monkey")
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if(M.viruses && (locate(/datum/disease/jungle_fever) in M.viruses))
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return 2
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return 1
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return 0 |