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Merge pull request #48 from Miniature/master
Made security able to be traitors (AI and cyborg still can't)
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@@ -66,7 +66,7 @@
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for(var/obj/machinery/camera/c in cameras)
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var/lum = c.luminosity
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c.luminosity = 6
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c.luminosity = 7
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for(var/turf/t in view(7, c))
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if(t in turfs)
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newDimTurfs += t
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@@ -153,7 +153,7 @@
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for(var/obj/machinery/camera/c in cameras)
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var/lum = c.luminosity
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c.luminosity = 6
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c.luminosity = 7
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for(var/turf/t in view(7, c))
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if(t in turfs)
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dimTurfs += t
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@@ -177,6 +177,7 @@
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if(!(t in visibleTurfs))
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if(!t.dim)
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t.dim = image('cameravis.dmi', t, "dim", TURF_LAYER)
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t.dim.mouse_opacity = 0
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dim += t.dim
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@@ -307,4 +308,11 @@ var/datum/cameranet/cameranet = new()
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/obj/machinery/camera/New()
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..()
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cameranet.addCamera(src)
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cameranet.addCamera(src)
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/proc/checkcameravis(atom/A)
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for(var/obj/machinery/camera/C in view(A,7))
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if(!C.status)
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continue
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return 1
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return 0
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@@ -5,7 +5,7 @@
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/datum/game_mode/traitor
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name = "traitor"
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config_tag = "traitor"
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restricted_jobs = list("Cyborg", "AI", "Security Officer", "Warden", "Detective", "Head of Security")//Approved by headmins for a week test, if you see this it would be nice if you didn't spread it everywhere
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restricted_jobs = list("Cyborg", "AI")//Approved by headmins for a week test, if you see this it would be nice if you didn't spread it everywhere
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required_players = 0
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required_enemies = 1
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