mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 03:33:21 +00:00
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time. Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb. Modes that will no longer autoupdate at all: Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu. Modes that will only autoupdate every 5 ticks: APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator) Some other things that I just can't remember right now.
319 lines
9.2 KiB
Plaintext
319 lines
9.2 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/effect/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/*
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* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
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*/
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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/obj/effect/datacore/proc/get_manifest(monochrome, OOC)
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var/list/heads = new()
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var/list/sec = new()
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var/list/eng = new()
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var/list/med = new()
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var/list/sci = new()
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var/list/civ = new()
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var/list/bot = new()
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var/list/misc = new()
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var/list/isactive = new()
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var/dat = {"
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<head><style>
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.manifest {border-collapse:collapse;}
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.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
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.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
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.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
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.manifest td:first-child {text-align:right}
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.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
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</style></head>
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<table class="manifest" width='350px'>
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<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
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"}
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var/even = 0
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// sort mobs
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for(var/datum/data/record/t in data_core.general)
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var/name = t.fields["name"]
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var/rank = t.fields["rank"]
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var/real_rank = t.fields["real_rank"]
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if(OOC)
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var/active = 0
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for(var/mob/M in player_list)
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if(M.real_name == name && M.client && M.client.inactivity <= 10 * 60 * 10)
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active = 1
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break
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isactive[name] = active ? "Active" : "Inactive"
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else
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isactive[name] = t.fields["p_stat"]
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//world << "[name]: [rank]"
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//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
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var/department = 0
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if(real_rank in command_positions)
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heads[name] = rank
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department = 1
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if(real_rank in security_positions)
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sec[name] = rank
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department = 1
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if(real_rank in engineering_positions)
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eng[name] = rank
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department = 1
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if(real_rank in medical_positions)
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med[name] = rank
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department = 1
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if(real_rank in science_positions)
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sci[name] = rank
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department = 1
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if(real_rank in civilian_positions)
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civ[name] = rank
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department = 1
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if(real_rank in nonhuman_positions)
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bot[name] = rank
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department = 1
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if(!department && !(name in heads))
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misc[name] = rank
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if(heads.len > 0)
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dat += "<tr><th colspan=3>Heads</th></tr>"
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for(name in heads)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sec.len > 0)
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dat += "<tr><th colspan=3>Security</th></tr>"
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for(name in sec)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(eng.len > 0)
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dat += "<tr><th colspan=3>Engineering</th></tr>"
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for(name in eng)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(med.len > 0)
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dat += "<tr><th colspan=3>Medical</th></tr>"
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for(name in med)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sci.len > 0)
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dat += "<tr><th colspan=3>Science</th></tr>"
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for(name in sci)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(civ.len > 0)
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dat += "<tr><th colspan=3>Civilian</th></tr>"
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for(name in civ)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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// in case somebody is insane and added them to the manifest, why not
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if(bot.len > 0)
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dat += "<tr><th colspan=3>Silicon</th></tr>"
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for(name in bot)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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// misc guys
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if(misc.len > 0)
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dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
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for(name in misc)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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dat += "</table>"
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dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
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dat = replacetext(dat, "\t", "")
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return dat
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/*
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We can't just insert in HTML into the nanoUI so we need the raw data to play with.
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Instead of creating this list over and over when someone leaves their PDA open to the page
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we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change
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using /obj/effect/datacore/proc/manifest_inject( ), or manifest_insert( )
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*/
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var/global/list/PDA_Manifest = list()
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/obj/effect/datacore/proc/get_manifest_json()
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if(PDA_Manifest.len)
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return PDA_Manifest
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var/heads[0]
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var/sec[0]
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var/eng[0]
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var/med[0]
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var/sci[0]
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var/civ[0]
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var/bot[0]
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var/misc[0]
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for(var/datum/data/record/t in data_core.general)
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var/name = sanitize(t.fields["name"])
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var/rank = sanitize(t.fields["rank"])
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var/real_rank = t.fields["real_rank"]
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var/isactive = t.fields["p_stat"]
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var/department = 0
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var/depthead = 0 // Department Heads will be placed at the top of their lists.
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if(real_rank in command_positions)
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heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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depthead = 1
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if(rank=="Captain" && heads.len != 1)
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heads.Swap(1,heads.len)
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if(real_rank in security_positions)
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sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sec.len != 1)
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sec.Swap(1,sec.len)
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if(real_rank in engineering_positions)
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eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && eng.len != 1)
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eng.Swap(1,eng.len)
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if(real_rank in medical_positions)
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med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && med.len != 1)
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med.Swap(1,med.len)
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if(real_rank in science_positions)
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sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && sci.len != 1)
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sci.Swap(1,sci.len)
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if(real_rank in civilian_positions)
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civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(depthead && civ.len != 1)
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civ.Swap(1,civ.len)
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if(real_rank in nonhuman_positions)
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bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
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department = 1
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if(!department && !(name in heads))
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misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
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PDA_Manifest = list(\
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"heads" = heads,\
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"sec" = sec,\
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"eng" = eng,\
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"med" = med,\
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"sci" = sci,\
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"civ" = civ,\
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"bot" = bot,\
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"misc" = misc\
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)
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return PDA_Manifest
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/structure/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "ball"
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name = "beach ball"
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item_state = "beachball"
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density = 0
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anchored = 0
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w_class = 1.0
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = FPRINT | TABLEPASS | CONDUCT
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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