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Datumizes Wizards (#24702)
* fucking wizards * this too * this * i think thats it * okay lets do this * remove commented code * gdn review * welp * fix runtime * yes * lewc review
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@@ -647,9 +647,9 @@ GLOBAL_VAR_INIT(nologevent, 0)
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antag_list += "Cultist"
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if(M.mind in SSticker.mode.syndicates)
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antag_list += "Nuclear Operative"
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if(M.mind in SSticker.mode.wizards)
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if(iswizard(M))
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antag_list += "Wizard"
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if(M.mind in SSticker.mode.changelings)
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if(ischangeling(M))
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antag_list += "Changeling"
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if(M.mind in SSticker.mode.abductors)
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antag_list += "Abductor"
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@@ -147,10 +147,11 @@
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candidates -= selected
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var/mob/living/carbon/human/new_character = makeBody(selected)
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new_character.mind.make_Wizard()
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new_character.mind.add_antag_datum(/datum/antagonist/wizard)
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new_character.forceMove(pick(GLOB.wizardstart))
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dust_if_respawnable(selected)
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return 1
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return 0
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return TRUE
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return FALSE
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/datum/admins/proc/makeCult()
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@@ -455,9 +455,11 @@ Traitors and the like can also be revived with the previous role mostly intact.
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else
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new_character.mind.add_antag_datum(/datum/antagonist/traitor)
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if("Wizard")
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new_character.loc = pick(GLOB.wizardstart)
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new_character.forceMove(pick(GLOB.wizardstart))
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//ticker.mode.learn_basic_spells(new_character)
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SSticker.mode.equip_wizard(new_character)
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var/datum/antagonist/wizard/wizard = new_character.mind.has_antag_datum(/datum/antagonist/wizard)
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if(istype(wizard))
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wizard.equip_wizard()
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if("Syndicate")
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var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
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if(synd_spawn)
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