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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
[MIRROR] Linter diagnostics + bans non-var relative pathing
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@@ -22,7 +22,7 @@ var/list/dreams = list(
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"swallowed whole","a fox","a wolf","a cat","a tiger","a dog","a taur","a xenochimera"
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)
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mob/living/carbon/proc/dream()
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/mob/living/carbon/proc/dream()
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dreaming = 1
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spawn(0)
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@@ -35,8 +35,8 @@ mob/living/carbon/proc/dream()
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dreaming = 0
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return
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mob/living/carbon/proc/handle_dreams()
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/mob/living/carbon/proc/handle_dreams()
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if(client && !dreaming && prob(5))
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dream()
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mob/living/carbon/var/dreaming = 0
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/mob/living/carbon/var/dreaming = 0
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@@ -11,7 +11,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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*/
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mob/living/carbon/var
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/mob/living/carbon/var
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image/halimage
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image/halbody
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obj/halitem
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@@ -19,7 +19,7 @@ mob/living/carbon/var
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handling_hal = 0
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hal_crit = 0
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mob/living/carbon/proc/handle_hallucinations()
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/mob/living/carbon/proc/handle_hallucinations()
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if(handling_hal) return
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handling_hal = 1
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while(client && hallucination > 20)
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@@ -211,7 +211,7 @@ mob/living/carbon/proc/handle_hallucinations()
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return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
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proc/check_panel(mob/M)
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/proc/check_panel(mob/M)
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if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
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if(M.hallucination < 15)
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return 1
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@@ -241,87 +241,89 @@ proc/check_panel(mob/M)
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var/health = 100
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attackby(var/obj/item/weapon/P as obj, mob/user as mob)
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/obj/effect/fake_attacker/attackby(var/obj/item/weapon/P as obj, mob/user as mob)
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step_away(src,my_target,2)
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for(var/mob/M in oviewers(world.view,my_target))
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to_chat(M, "<font color='red'><B>[my_target] flails around wildly.</B></font>")
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my_target.show_message("<font color='red'><B>[src] has been attacked by [my_target] </B></font>", 1) //Lazy.
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src.health -= P.force
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return
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/obj/effect/fake_attacker/Crossed(var/mob/M, somenumber)
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if(M == my_target)
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step_away(src,my_target,2)
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for(var/mob/M in oviewers(world.view,my_target))
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to_chat(M, "<font color='red'><B>[my_target] flails around wildly.</B></font>")
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my_target.show_message("<font color='red'><B>[src] has been attacked by [my_target] </B></font>", 1) //Lazy.
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if(prob(30))
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for(var/mob/O in oviewers(world.view , my_target))
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to_chat(O, "<font color='red'><B>[my_target] stumbles around.</B></font>")
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src.health -= P.force
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/obj/effect/fake_attacker/New()
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..()
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QDEL_IN(src, 30 SECONDS)
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step_away(src,my_target,2)
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spawn attack_loop()
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/obj/effect/fake_attacker/Destroy()
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if(my_target)
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my_target.hallucinations -= src
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return ..()
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return
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Crossed(var/mob/M, somenumber)
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if(M == my_target)
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step_away(src,my_target,2)
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if(prob(30))
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for(var/mob/O in oviewers(world.view , my_target))
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to_chat(O, "<font color='red'><B>[my_target] stumbles around.</B></font>")
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New()
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..()
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spawn(300)
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if(my_target)
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my_target.hallucinations -= src
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qdel(src)
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step_away(src,my_target,2)
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spawn attack_loop()
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/obj/effect/fake_attacker/proc/updateimage()
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// qdel(src.currentimage)
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proc/updateimage()
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// qdel(src.currentimage)
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if(src.dir == NORTH)
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qdel(src.currentimage)
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src.currentimage = new /image(up,src)
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else if(src.dir == SOUTH)
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qdel(src.currentimage)
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src.currentimage = new /image(down,src)
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else if(src.dir == EAST)
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qdel(src.currentimage)
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src.currentimage = new /image(right,src)
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else if(src.dir == WEST)
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qdel(src.currentimage)
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src.currentimage = new /image(left,src)
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my_target << currentimage
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if(src.dir == NORTH)
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qdel(src.currentimage)
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src.currentimage = new /image(up,src)
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else if(src.dir == SOUTH)
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qdel(src.currentimage)
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src.currentimage = new /image(down,src)
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else if(src.dir == EAST)
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qdel(src.currentimage)
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src.currentimage = new /image(right,src)
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else if(src.dir == WEST)
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qdel(src.currentimage)
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src.currentimage = new /image(left,src)
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my_target << currentimage
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proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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src.set_dir(get_dir(src,my_target))
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message("<font color='red'><B>[my_target] has been attacked with [weapon_name] by [src.name] </B></font>", 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
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my_target.show_message("<font color='red'><B>[src.name] has punched [my_target]!</B></font>", 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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/obj/effect/fake_attacker/proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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src.set_dir(get_dir(src,my_target))
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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step_away(src,my_target,2)
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message("<font color='red'><B>[my_target] has been attacked with [weapon_name] by [src.name] </B></font>", 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
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my_target.show_message("<font color='red'><B>[src.name] has punched [my_target]!</B></font>", 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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proc/collapse()
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collapse = 1
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updateimage()
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if(prob(15))
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step_away(src,my_target,2)
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/obj/effect/fake_attacker/proc/collapse()
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collapse = 1
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updateimage()
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/proc/fake_blood(var/mob/target)
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var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
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@@ -1,6 +1,6 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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proc/Intoxicated(phrase)
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/proc/Intoxicated(phrase)
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phrase = html_decode(phrase)
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var/leng=length(phrase)
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var/counter=length(phrase)
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@@ -23,7 +23,7 @@ proc/Intoxicated(phrase)
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newphrase+="[newletter]";counter-=1
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return newphrase
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proc/NewStutter(phrase,stunned)
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/proc/NewStutter(phrase,stunned)
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phrase = html_decode(phrase)
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var/list/split_phrase = splittext(phrase," ") //Split it up into words.
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@@ -59,10 +59,10 @@ proc/NewStutter(phrase,stunned)
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return sanitize(jointext(split_phrase," "))
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proc/Stagger(mob/M,d) //Technically not a filter, but it relates to drunkenness.
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/proc/Stagger(mob/M,d) //Technically not a filter, but it relates to drunkenness.
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step(M, pick(d,turn(d,90),turn(d,-90)))
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proc/Ellipsis(original_msg, chance = 50)
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/proc/Ellipsis(original_msg, chance = 50)
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if(chance <= 0) return "..."
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if(chance >= 100) return original_msg
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