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[MIRROR] Sideports a couple of init unit tests from Neb.
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@@ -45,7 +45,6 @@
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if( findtext(href,"<script",1,0) )
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to_world_log("Attempted use of scripts within a topic call, by [src]")
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message_admins("Attempted use of scripts within a topic call, by [src]")
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//del(usr)
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return
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// Tgui Topic middleware
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@@ -23,7 +23,12 @@
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// Physical traits are what they sound like, and involve the character's physical body, as opposed to their mental state.
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/datum/trait/modifier/physical
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<<<<<<< HEAD
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category = "Physical Quirks" //VOREStation Edit
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=======
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name = "Physical"
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category = "Physical"
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>>>>>>> b22a056... Sideports a couple of init unit tests from Neb. (#7893)
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/datum/trait/modifier/physical/flimsy
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@@ -194,6 +199,7 @@
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// 'Mental' traits are just those that only sapients can have, for now, and generally involves fears.
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// So far, all of them are just for fluff/don't have mechanical effects.
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/datum/trait/modifier/mental
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name = "Mental"
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category = "Mental"
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/datum/trait/modifier/mental/test_for_invalidity(var/datum/category_item/player_setup_item/traits/setup)
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