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@@ -1,8 +1,8 @@
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//Corgi
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/mob/living/simple_animal/corgi
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name = "corgi"
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name = "\improper corgi"
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real_name = "corgi"
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desc = "Puppy!!"
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desc = "It's a corgi."
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icon = 'mob.dmi'
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icon_state = "corgi"
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icon_living = "corgi"
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@@ -10,9 +10,9 @@
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks", "woofs", "yaps","pants")
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emote_see = list("shakes it's head", "shivers")
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emote_see = list("shakes its head", "shivers")
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speak_chance = 1
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turns_per_move = 5
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turns_per_move = 10
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
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meat_amount = 3
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response_help = "pets the"
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@@ -20,7 +20,6 @@
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response_harm = "kicks the"
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var/obj/item/inventory_head
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var/obj/item/inventory_back
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var/obj/item/inventory_mouth
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/mob/living/simple_animal/corgi/update_clothing()
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overlays = list()
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@@ -70,22 +69,22 @@
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//helmet and armor = 100% protection
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if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
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if( O.force )
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usr << "\red This animal is wearing too much armor. You can't cause it any damage."
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usr << "\red This animal is wearing too much armor. You can't cause /him any damage."
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for (var/mob/M in viewers(src, null))
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M.show_message("\red \b [user] hits [src] with the [O], however [src] is too armored.")
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else
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usr << "\red This animal is wearing too much armor. You can't reach it's skin."
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usr << "\red This animal is wearing too much armor. You can't reach its skin."
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for (var/mob/M in viewers(src, null))
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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if(prob(15))
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emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on it's face")
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emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on \his face")
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return
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..()
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/mob/living/simple_animal/corgi/Topic(href, href_list)
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//Removing from inventory
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if(href_list["remove_inv"])
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if(get_dist(src,usr) > 1)
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if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/remove_from = href_list["remove_inv"]
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switch(remove_from)
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@@ -96,36 +95,36 @@
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks", "woofs", "yaps","pants")
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emote_see = list("shakes it's head", "shivers")
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emote_see = list("shakes its head", "shivers")
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desc = "It's a corgi."
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src.sd_SetLuminosity(0)
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inventory_head.loc = src.loc
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inventory_head = null
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else
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usr << "\red There is nothing on its [remove_from]."
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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if("back")
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if(inventory_back)
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inventory_back.loc = src.loc
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inventory_back = null
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else
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usr << "\red There is nothing on its [remove_from]."
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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show_inv(usr)
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//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
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//Adding things to inventory
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else if(href_list["add_inv"])
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if(get_dist(src,usr) > 1)
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return
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your active hand to put in the slot."
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if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/add_to = href_list["add_inv"]
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your hand to put on its [add_to]."
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return
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switch(add_to)
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if("head")
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if(inventory_head)
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usr << "\red The [inventory_head] is already in this slot."
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usr << "\red It's is already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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@@ -169,7 +168,7 @@
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)
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if( ! ( item_to_add.type in allowed_types ) )
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usr << "\red The corgi doesn't seem too keen on wearing that item."
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usr << "\red It doesn't seem too keen on wearing that item."
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return
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usr.drop_item()
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@@ -192,13 +191,13 @@
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desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
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if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
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name = "Hoppy"
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emote_see = list("twitches his nose", "hops around a bit")
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emote_see = list("twitches its nose", "hops around a bit")
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desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
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if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
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name = "Yann"
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desc = "mon dieu! C'est un chien!"
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desc = "Mon dieu! C'est un chien!"
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speak = list("le woof!", "le bark!", "JAPPE!!")
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emote_see = list("cowers in fear", "surrenders", "plays dead")
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emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of /him")
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if(/obj/item/clothing/head/det_hat)
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name = "Detective [real_name]"
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desc = "[name] sees through your lies..."
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@@ -207,13 +206,13 @@
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name = "Nurse [real_name]"
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desc = "[name] needs 100cc of beef jerky...STAT!"
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if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
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name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibbles","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
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name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
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desc = "Yaarghh!! Thar' be a scurvy dog!"
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emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
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emote_hear = list("growls ferociously", "snarls")
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speak = list("Arrrrgh!!","Grrrrrr!")
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if(/obj/item/clothing/head/ushanka)
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name = "[pick("Comrade","Commissar")] [real_name]"
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name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
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desc = "A follower of Karl Barx."
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emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
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if(/obj/item/clothing/head/collectable/police)
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@@ -224,7 +223,7 @@
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name = "Grandwizard [real_name]"
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
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if(/obj/item/weapon/bedsheet)
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name = "The ghost"
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name = "\improper Ghost"
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speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
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emote_see = list("stumbles around", "shivers")
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emote_hear = list("howls","groans")
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@@ -237,7 +236,7 @@
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if("back")
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if(inventory_back)
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usr << "\red The [inventory_back] is already in this slot."
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usr << "\red It's already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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@@ -253,7 +252,7 @@
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)
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if( ! ( item_to_add.type in allowed_types ) )
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usr << "\red The object cannot fit on this animal."
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usr << "\red This object won't fit."
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return
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usr.drop_item()
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@@ -269,6 +268,7 @@
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/mob/living/simple_animal/corgi/Ian
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name = "Ian"
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real_name = "Ian" //Intended to hold the name without altering it.
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gender = "male"
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desc = "It's a corgi."
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var/turns_since_scan = 0
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var/obj/movement_target
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@@ -321,7 +321,7 @@
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emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
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if(prob(1))
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emote("dances around")
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emote(pick("dances around","chases its tail"))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
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dir = i
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