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Refactored, simplified access system a bit. Tested, for once.
* Mobs provide GetAccess() and hasFullAccess() * Human GetAccess() provides the "best" accesses available combined from all conventional sources.\ * Silicons have hasFullAccess() * AdminGhosts also provide full access. Conflicts: code/game/jobs/access.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/silicon/silicon.dm code/modules/mob/mob.dm html/changelog.html
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@@ -24,6 +24,7 @@
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var/atom/movable/following = null
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var/medHUD = 0
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/mob/dead/observer/New(var/mob/body=null, var/flags=1)
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = SEE_INVISIBLE_OBSERVER
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