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Works on New Blob
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@@ -92,6 +92,13 @@
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question = "An Alien has just been created on the facility. Would you like to play as them?"
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be_special_flag = BE_ALIEN
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/datum/ghost_query/blob
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role_name = "Blob"
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question = "A rapidly expanding Blob has just appeared on the facility. Would you like to play as it?"
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be_special_flag = BE_ALIEN
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cutoff_number = 1
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wait_time = 10 SECONDS
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/datum/ghost_query/syndicate_drone
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role_name = "Mercenary Drone"
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question = "A team of dubious mercenaries have purchased a powerful drone, and they are attempting to activate it. Would you like to play as the drone?"
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@@ -0,0 +1,18 @@
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// Mutable appearances are an inbuilt byond datastructure. Read the documentation on them by hitting F1 in DM.
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// Basically use them instead of images for overlays/underlays and when changing an object's appearance if you're doing so with any regularity.
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// Unless you need the overlay/underlay to have a different direction than the base object. Then you have to use an image due to a bug.
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// Mutable appearances are children of images, just so you know.
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/mutable_appearance/New()
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..()
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plane = FLOAT_PLANE // No clue why this is 0 by default yet images are on FLOAT_PLANE
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// And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var
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// Helper similar to image()
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/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER)
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var/mutable_appearance/MA = new()
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MA.icon = icon
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MA.icon_state = icon_state
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MA.layer = layer
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return MA
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@@ -55,12 +55,14 @@
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if(APC_WIRE_MAIN_POWER1, APC_WIRE_MAIN_POWER2)
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if(!mended)
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A.shock(usr, 50)
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if(istype(usr, /mob/living))
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A.shock(usr, 50)
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A.shorted = 1
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else if(!IsIndexCut(APC_WIRE_MAIN_POWER1) && !IsIndexCut(APC_WIRE_MAIN_POWER2))
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A.shorted = 0
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A.shock(usr, 50)
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if(istype(usr, /mob/living))
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A.shock(usr, 50)
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if(APC_WIRE_AI_CONTROL)
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