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TG: Renamed the prisoner computer's file to prisoner and added a sanity check.
The singularity is now able to eat things like signs and chameleon projectors' projections. A few other misc runtime fixes. r2916
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+29
-71
@@ -975,85 +975,43 @@ note dizziness decrements automatically in the mob's Life() proc.
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statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
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if("holdervar")
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statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S)
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#if 1
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/client/proc/station_explosion_cinematic(var/derp)
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if(mob)
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var/mob/M = mob
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M.loc = null // HACK, but whatever, this works
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if (M.client&&M.hud_used)//They may some times not have a hud, apparently.
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var/obj/screen/boom = M.hud_used.station_explosion
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M.client.screen += boom
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if(ticker)
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switch(ticker.mode.name)
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if("nuclear emergency")
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flick("start_nuke", boom)
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if("AI malfunction")
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flick("start_malf", boom)
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else
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boom.icon_state = "start"
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sleep(40)
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M << sound('explosionfar.ogg')
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boom.icon_state = "end"
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if(!derp) flick("explode", boom)
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else flick("explode2", boom)
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sleep(40)
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if(ticker)
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switch(ticker.mode.name)
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if("nuclear emergency")
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if(!derp) boom.icon_state = "loss_nuke"
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else boom.icon_state = "loss_nuke2"
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if("malfunction")
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boom.icon_state = "loss_malf"
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if("blob")
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return//Nothin here yet and the general one does not fit.
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else
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boom.icon_state = "loss_general"
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#elif
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/client/proc/station_explosion_cinematic(var/derp)
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if(!mob)
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return
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var/mob/M = mob
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M.loc = null // HACK, but whatever, this works
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/client/proc/station_explosion_cinematic(var/station_missed)
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if(!mob || !ticker) return
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if(!mob.client || !mob.hud_used || !ticker.mode) return
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// M.loc = null this might make it act weird but fuck putting them in nullspace, it causes issues.
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var/obj/screen/boom = mob.hud_used.station_explosion
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if(!istype(boom)) return
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if(!M.hud_used)
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return
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mob.client.screen += boom
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switch(ticker.mode.name)
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if("nuclear emergency")
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flick("start_nuke", boom)
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if("AI malfunction")
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flick("start_malf", boom)
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else
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boom.icon_state = "start"
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var/obj/screen/boom = M.hud_used.station_explosion
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screen += boom
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if(ticker)
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switch(ticker.mode.name)
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if("nuclear emergency")
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flick("start_nuke", boom)
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if("AI malfunction")
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flick("start_malf", boom)
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else
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boom.icon_state = "start"
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sleep(40)
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M << sound('explosionfar.ogg')
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mob << sound('explosionfar.ogg')
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boom.icon_state = "end"
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if(!derp)
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flick("explode", boom)
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else
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flick("explode2", boom)
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if(!station_missed) flick("explode", boom)
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else flick("explode2", boom)
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sleep(40)
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if(ticker)
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switch(ticker.mode.name)
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if("nuclear emergency")
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if (!derp)
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boom.icon_state = "loss_nuke"
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else
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boom.icon_state = "loss_nuke2"
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if("AI malfunction")
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boom.icon_state = "loss_malf"
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else
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boom.icon_state = "loss_general"
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#endif
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switch(ticker.mode.name)
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if("nuclear emergency")
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if(!station_missed) boom.icon_state = "loss_nuke"
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else boom.icon_state = "loss_nuke2"
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if("malfunction")
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boom.icon_state = "loss_malf"
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if("blob")
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return//Nothin here yet and the general one does not fit.
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else
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boom.icon_state = "loss_general"
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return
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// facing verbs
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