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Moves many uses of log_to_dd to log_runtime, to make the output
more visible at runtime, to someone who isn't watching DD first-hand
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@@ -1232,13 +1232,13 @@ steam.start() -- spawns the effect
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var/amount = 6.0
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anchored = 1.0
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mouse_opacity = 0
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/obj/effect/sparkles/New()
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..()
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var/icon/I = new(src.icon,src.icon_state)
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var/r = rand(0,255)
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var/g = rand(0,255)
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var/b = rand(0,255)
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log_to_dd("Colour , [r],[g],[b]")
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I.Blend(rgb(r,g,b),ICON_MULTIPLY)
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src.icon = I
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playsound(src.loc, "sparks", 100, 1)
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@@ -352,7 +352,7 @@
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if(ghost && !ghost.client)
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// In case the ghost's not getting deleted for some reason
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H.key = ghost.key
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log_to_dd("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost.")
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log_runtime(EXCEPTION("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost."), src)
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qdel(ghost)
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ghost = null
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@@ -499,7 +499,7 @@
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if(ghost && !ghost.client)
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// In case the ghost's not getting deleted for some reason
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H.key = ghost.key
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log_to_dd("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost.")
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log_runtime(EXCEPTION("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost."), H)
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qdel(ghost)
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ghost = null
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