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Almost all chemicals sould heal and harm humans and non-humans properly.
Various bugfixes for cult. -raised and manifested are cultists -you cannot use target for sacrificing -free a cultis frees from muzzle, closets, pods -removed unused files. Added satitize() to emotes. Extended and Random were returned to Game Panel. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -221,7 +221,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(!wordtravel)
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runerandom()
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if(M)
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if(cultists.Find(M))
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if(M.mind in ticker.mode.cult)
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return
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else
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if(alert("Spawn that person a tome?",,"Yes","No")=="Yes")
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@@ -247,12 +247,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M << "\red You remembered one thing from the glimpse... [wordself] is self..."
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if("8")
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M << "\red You remembered one thing from the glimpse... [wordsee] is see..."
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cultists.Add(M)
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if(M.mind)
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M.mind.special_role = "Cultist"
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ticker.mode.cult += M.mind
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src << "Made [M] a cultist."
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if(ticker.mode.name == "cult")
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ticker.mode:cult += M.mind
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/client/proc/cmd_debug_del_all()
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set category = "Debug"
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