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Fixes for singularity beacon glitching
further gibber fix. Ghosts can no longer print autopsy reports Shrunk evidence bags so they can be put in lockers.
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@@ -21,6 +21,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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var/items // List of items
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var/list/ItemList // Parsed list of items
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var/uses // Numbers of crystals
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// List of items not to shove in their hands.
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var/list/NotInHand = list(/obj/machinery/singularity_beacon/syndicate)
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New()
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welcome = ticker.mode.uplink_welcome
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@@ -34,7 +36,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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src.menu_message += "Tele-Crystals left: [src.uses]<BR>"
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src.menu_message += "<HR>"
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src.menu_message += "<B>Request item:</B><BR>"
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src.menu_message += "<I>Each item costs a number of tele-crystals as indicated by the number following their name.</I><BR>"
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src.menu_message += "<I>Each item costs a number of tele-crystals as indicated by the number following their name.</I><br><BR>"
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var/cost
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var/item
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@@ -158,7 +160,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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var/path_obj = text2path(href_list["buy_item"])
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var/mob/A = src.hostpda.loc
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var/item = new path_obj(get_turf(src.hostpda))
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if(ismob(A)) //&& !istype(item, /obj/spawner))
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if(ismob(A) && !(locate(item) in NotInHand)) //&& !istype(item, /obj/spawner))
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if(!A.r_hand)
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item:loc = A
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A.r_hand = item
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@@ -167,6 +169,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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item:loc = A
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A.l_hand = item
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item:layer = 20
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else
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item:loc = get_turf(A)
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usr.update_clothing()
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// usr.client.onBought("[item:name]") When we have the stats again, uncomment.
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/* if(istype(item, /obj/spawner)) // Spawners need to have del called on them to avoid leaving a marker behind
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@@ -237,7 +241,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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var/path_obj = text2path(href_list["buy_item"])
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var/item = new path_obj(get_turf(src.loc))
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var/mob/A = src.loc
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if(ismob(A)) //&& !istype(item, /obj/spawner))
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if(ismob(A) && !(locate(item) in NotInHand)) //&& !istype(item, /obj/spawner))
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if(!A.r_hand)
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item:loc = A
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A.r_hand = item
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@@ -246,6 +250,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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item:loc = A
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A.l_hand = item
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item:layer = 20
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else
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item:loc = get_turf(A)
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/* if(istype(item, /obj/spawner)) // Spawners need to have del called on them to avoid leaving a marker behind
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del item*/
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// usr.client.onBought("[item:name]") When we have the stats again, uncomment.
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@@ -195,6 +195,6 @@
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meatslab.loc = src.loc
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meatslab.throw_at(Tx,i,3)
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if (!Tx.density)
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new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
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new /obj/effect/decal/cleanable/blood/gibs(Tx,i - iterator)
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src.operating = 0
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update_icon()
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@@ -357,6 +357,9 @@ CIRCULAR SAW
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/obj/item/weapon/autopsy_scanner/verb/print_data()
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set src in view(usr, 1)
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if(usr.stat == 2)
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src << "No."
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return
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var/scan_data = ""
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var/n = 1
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