mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 05:57:24 +01:00
+4
-4
@@ -966,10 +966,10 @@
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#include "code\modules\critters\critter_defenses.dm"
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#include "code\modules\critters\critters.dm"
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#include "code\modules\critters\hivebots\hivebot.dm"
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#include "code\modules\detectivework\detective_work.dm"
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#include "code\modules\detectivework\evidence.dm"
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#include "code\modules\detectivework\footprints_and_rag.dm"
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#include "code\modules\detectivework\scanner.dm"
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#include "code\modules\DetectiveWork\detective_work.dm"
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#include "code\modules\DetectiveWork\evidence.dm"
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#include "code\modules\DetectiveWork\footprints_and_rag.dm"
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#include "code\modules\DetectiveWork\scanner.dm"
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#include "code\modules\flufftext\Dreaming.dm"
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#include "code\modules\flufftext\Hallucination.dm"
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#include "code\modules\flufftext\TextFilters.dm"
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@@ -828,7 +828,15 @@ About the new airlock wires panel:
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src.aiHacking = 0
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src.attack_ai(user)
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/obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (src.isElectrified())
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if (istype(mover, /obj/item))
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var/obj/item/i = mover
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if (i.m_amt)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return ..()
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/obj/machinery/door/airlock/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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@@ -210,7 +210,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
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if (!connection)
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return
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Broadcast_Message(connection, new /mob/living/silicon/ai(src),
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Broadcast_Message(connection, new /mob/living/silicon/ai(src,null,null,1),
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0, "*garbled automated announcement*", src,
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message, from, "Automated Announcement", from, "synthesized voice",
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4, 0, 1)
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@@ -176,6 +176,8 @@
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new /obj/item/clothing/under/det(src)
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new /obj/item/clothing/suit/armor/det_suit(src)
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new /obj/item/clothing/suit/det_suit(src)
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new /obj/item/clothing/suit/forensics/blue(src)
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new /obj/item/clothing/suit/forensics/red(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/head/det_hat(src)
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new /obj/item/clothing/shoes/brown(src)
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@@ -101,6 +101,16 @@
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if (istype(mover, /obj/item/projectile))
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return prob(30)
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else
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if (C.powernet.avail)
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if (istype(mover, /obj/item))
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var/obj/item/i = mover
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if (i.m_amt)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return !src.density
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@@ -14,6 +14,9 @@
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if(!..()) return 0//Cooldown check
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var/turf/location = get_turf(loc)
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if(location) location.hotspot_expose(1000,1000)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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return 1
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@@ -66,6 +66,25 @@
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/cigpacket,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
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//Forensics
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/obj/item/clothing/suit/forensics
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name = "jacket"
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desc = "A forensics technician jacket."
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item_state = "det_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/cigpacket,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
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armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/suit/forensics/red
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name = "red jacket"
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desc = "A red forensics technician jacket."
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icon_state = "forensics_red"
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/obj/item/clothing/suit/forensics/blue
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name = "blue jacket"
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desc = "A blue forensics technician jacket."
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icon_state = "forensics_blue"
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//Engineering
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/obj/item/clothing/suit/hazardvest
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name = "hazard vest"
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@@ -1052,7 +1052,8 @@
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if(stuttering)
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stuttering = max(stuttering-1, 0)
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if (src.slurring)
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stuttering = max(slurring-1, 0)
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if(silent)
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silent = max(silent-1, 0)
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@@ -368,13 +368,16 @@
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proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
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if (ticker.current_state == GAME_STATE_PLAYING)
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var/mob/living/silicon/ai/announcer = new (null,null,null,1)
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var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)// BS12 EDIT Arrivals Announcement Computer, rather than the AI.
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a.autosay("\"[character.real_name],[character.wear_id.assignment ? " [character.wear_id.assignment]," : "" ] has arrived on the station.\"", "Arrivals Announcement Computer")
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del(a)
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/*
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var/mob/living/silicon/ai/announcer = new (null)
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announcer.name = "Arrivals Announcement Computer"
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announcer.real_name = "Arrivals Announcement Computer"
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a.autosay("\"[character.real_name],[character.wear_id.assignment ? " [character.wear_id.assignment]," : "" ] has arrived on the station.\"", announcer)
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del(a)
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del(announcer)
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*/
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proc/LateChoices()
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var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
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@@ -63,10 +63,22 @@
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name = "Shoulder-length Hair"
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icon_state = "hair_b"
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longalt
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name = "Shoulder-length Hair Alt"
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icon_state = "hair_longfringe"
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longish
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name = "Longer Hair"
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icon_state = "hair_b2"
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longer
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name = "Long Hair"
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icon_state = "hair_vlong"
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longeralt
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name = "Long Hair Alt"
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icon_state = "hair_vlongfringe"
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longest
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name = "Very Long Hair"
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icon_state = "hair_longest"
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@@ -1639,7 +1639,7 @@ datum
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if(!M) M = holder.my_atom
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M.dizziness = 0
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M.drowsyness = 0
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M.stuttering = 0
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M.slurring = 0
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M.confused = 0
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..()
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return
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+12
-8
@@ -57,22 +57,26 @@ should be listed in the changelog upon commit though. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">October 17th, 2012</h2>
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<h2 class="date">17.10.2012</h2>
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<h3 class="author">CIB updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Ported limb selection on startup. Note that this may still be bugged, so use at own risk.</li>
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<li class="tweak">You can now select opposite gender hairstyles.</li>
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</ul>
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<h3 class="author">Chinsky updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed arrivals announcment.</li>
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<li class="bugfix">Slur will properly fade away with time now.</li>
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<li class="bugfix">Anti-alco chem will get rid of slur now.</li>
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<li class="tweak">Throwing metal item at eletrified grilles and doors will cause them to spark.</li>
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<li class="rscadd">Added forensics tech jackets.</li>
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<li class="rscadd">Ported some hairstyles from pre-merge code.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">15.10.2012</h2>
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<h3 class="author">Chinsky updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Ported over surgery procedures (face surgery and bone surgery). Re-added delays on surgery steps. !!WARNING!! almost all surgery steps now damage patient if interrupted (user moved or changed active hand between starting message and ending message), so be careful.</li>
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<li class="tweak">Now only cuting wounds and really bad blunt ones (>20 damage) will cause bleeding</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">October 13th, 2012</h2>
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