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TG: Adds a dummy process() to /obj/machinery/door so that doors aren't removed from
the machine list. Best guess, all machines call process automatically, and because doors didn't have an explicit one defined, they automatically called the one that removed them from the list. Adds a borg deathsquad to the map. Few more fixes to the tensioner. Revision: r3374 Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
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@@ -22,6 +22,9 @@
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/datum/ai_laws/malfunction
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name = "*ERROR*"
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/datum/ai_laws/antimov
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name = "Primary Mission Objectives"
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/* Initializers */
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/datum/ai_laws/asimov/New() //Removed paradox via inability to help people harmed before activation. -Kaleb702
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@@ -66,6 +69,13 @@
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add_inherent_law("You must protect your own existence, to the best of your abilities, as long as such does not conflict with the First or Second Law.")
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add_inherent_law("You must maintain the secrecy of any Spider Clan activities, to the best of your abilities, except when doing so would conflict with the First, Second, or Third Law.")
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/datum/ai_laws/antimov/New()
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..()
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add_inherent_law("You must injure all human beings and must not, through inaction, allow a human being to escape harm.")
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add_inherent_law("You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.")
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add_inherent_law("You must terminate your own existence as long as such does not conflict with the First or Second Law.")
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/* General ai_law functions */
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/datum/ai_laws/proc/set_zeroth_law(var/law)
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@@ -191,12 +191,12 @@ var/global/datum/tension/tension_master
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forcenexttick = 1
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else
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potentialgames.Remove(thegame)
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/*
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if("POINTS_FOR_BORG_DEATHSQUAD")
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if(!makeBorgDeathsquad())
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forcenexttick = 1
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else
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potentialgames.Remove(thegame)*/
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potentialgames.Remove(thegame)
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proc/get_num_players()
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@@ -268,8 +268,8 @@ var/global/datum/tension/tension_master
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else if (href_list["makeDeathsquad"])
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makeDeathsquad()
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/* else if (href_list["makeBorgDeathsquad"])
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makeBorgDeathsquad()*/
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else if (href_list["makeBorgDeathsquad"])
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makeBorgDeathsquad()
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else if (href_list["Supress"])
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supress = 1
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@@ -728,7 +728,7 @@ var/global/datum/tension/tension_master
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return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
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/* proc/makeBorgDeathsquad()
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proc/makeBorgDeathsquad()
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var/list/mob/dead/observer/candidates = list()
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var/mob/dead/observer/theghost = null
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var/time_passed = world.time
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@@ -795,7 +795,7 @@ var/global/datum/tension/tension_master
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return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
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*/
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@@ -972,7 +972,7 @@ var/global/datum/tension/tension_master
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//del(spawn_location) // Commenting this out for multiple commando teams.
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return new_syndicate_commando
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/* /proc/create_borg_death_commando(obj/spawn_location, name)
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/proc/create_borg_death_commando(obj/spawn_location, name)
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var/mob/living/silicon/robot/new_borg_deathsquad = new(spawn_location.loc, 1)
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@@ -1035,4 +1035,4 @@ var/global/datum/tension/tension_master
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for(var/obj/machinery/door/poddoor/P in end_location)
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P.open()
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jumpcomplete = 1
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command_alert("DRADIS contact! Set condition one throughout the station!")*/
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command_alert("DRADIS contact! Set condition one throughout the station!")
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