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-Fixed an issue with corpses appearing in the living_mob_list.
-Added a maths.dm with useful math procs. I've taken the math procs from a resource library from BYOND called dmMath ( http://www.byond.com/developer/Nickr5/dmMath ) thanks Nickr5 for the useful procs. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5140 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -30,7 +30,7 @@
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/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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M.real_name = src.name
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M.stat = 2 //Kills the new mob
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M.death(1) //Kills the new mob
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if(src.corpseuniform)
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M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
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if(src.corpsesuit)
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@@ -63,8 +63,10 @@
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tod = worldtime2text() //weasellos time of death patch
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if(mind) mind.store_memory("Time of death: [tod]", 0)
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sql_report_death(src)
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ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
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if(ticker && ticker.mode)
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world.log << "k"
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sql_report_death(src)
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ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
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return ..(gibbed)
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/mob/living/carbon/human/proc/makeSkeleton()
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