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cleanup
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@@ -17,17 +17,10 @@ var/global/datum/controller/process/mob_hunt/mob_hunt_server
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start_delay = 20
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mob_hunt_server = src
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/datum/controller/process/mob_hunt/Destroy()
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for(var/datum/data/pda/app/mob_hunter_game/client in connected_clients)
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client.disconnect("Server Destruction")
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if(mob_hunt_server && mob_hunt_server == src)
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mob_hunt_server = null
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return ..()
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/datum/controller/process/mob_hunt/doWork()
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if(reset_cooldown) //if reset_cooldown is set (we are on cooldown, duh), reduce the remaining cooldown every cycle
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reset_cooldown--
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if(server_status == 0)
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if(!server_status)
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return
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client_mob_update()
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if(normal_spawns.len < max_normal_spawns)
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@@ -61,7 +61,7 @@
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if(mob_info.is_trap) //traps work even if you ran into them before, which is why this is before the clients_encountered check
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if(client.hacked) //hacked copies of the game (copies capable of setting traps) are protected from traps
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return
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if(istype(P.loc, /mob/living/carbon))
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if(iscarbon(P.loc))
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var/mob/living/carbon/C = P.loc
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//Strike them down with a lightning bolt to complete the illusion (copied from the surge reagent overdose, probably could make this a general-use proc in the future)
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playsound(get_turf(C), 'sound/effects/eleczap.ogg', 75, 1)
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