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https://github.com/ParadiseSS13/Paradise.git
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DMI File Casing Rename
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@@ -242,7 +242,7 @@
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/obj/effect/mob_spawn/human/alive
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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death = FALSE
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roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
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@@ -256,7 +256,7 @@
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mob_type = /mob/living/simple_animal/mouse
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death = FALSE
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roundstart = FALSE
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "Squeak!"
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@@ -267,7 +267,7 @@
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death = FALSE
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roundstart = FALSE
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mob_gender = FEMALE
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "Moo!"
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@@ -306,7 +306,7 @@
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roundstart = FALSE
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random = TRUE
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name = "sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a space doctor!</span>"
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assignedrole = "Space Doctor"
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@@ -437,7 +437,7 @@
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roundstart = FALSE
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random = TRUE
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name = "bartender sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "<span class='big bold'>You are a space bartender!</span><b> Time to mix drinks and change lives.</b>"
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assignedrole = "Space Bartender"
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@@ -461,7 +461,7 @@
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random = TRUE
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mob_name = "Beach Bum"
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name = "beach bum sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "You are a beach bum!"
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assignedrole = "Beach Bum"
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@@ -369,7 +369,7 @@
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a security uniform underneath the built up ice. The machine is attempting to wake up its occupant."
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mob_name = "a security officer"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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@@ -394,7 +394,7 @@
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a medical uniform underneath the built up ice. The machine is attempting to wake up its occupant."
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mob_name = "a medical doctor"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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@@ -419,7 +419,7 @@
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise an engineering uniform underneath the built up ice. The machine is attempting to wake up its occupant."
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mob_name = "an engineer"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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@@ -444,7 +444,7 @@
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name = "old cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a science uniform underneath the built up ice. The machine is attempting to wake up its occupant."
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mob_name = "a scientist"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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@@ -467,7 +467,7 @@
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/obj/structure/showcase/machinery/oldpod
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name = "damaged cryogenic pod"
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desc = "A damaged cryogenic pod long since lost to time, including its former occupant..."
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icon = 'icons/obj/Cryogenic2.dmi'
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper-open"
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/obj/structure/showcase/machinery/oldpod/used
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@@ -89,7 +89,7 @@
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// The door to a hotel room, but also metadata for the room itself
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/obj/machinery/door/unpowered/hotel_door
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name = "Room Door"
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icon = 'icons/obj/doors/Doorsand.dmi'
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icon = 'icons/obj/doors/doorsand.dmi'
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icon_state = "door_closed"
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autoclose = 1
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var/doorOpen = 'sound/machines/airlock_open.ogg'
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@@ -36,7 +36,7 @@ var/list/ai_verbs_default = list(
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/mob/living/silicon/ai
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name = "AI"
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icon = 'icons/mob/AI.dmi'//
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icon = 'icons/mob/ai.dmi'//
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icon_state = "ai"
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move_resist = MOVE_FORCE_VERY_STRONG
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density = 1
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@@ -143,7 +143,7 @@ var/list/ai_verbs_default = list(
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density = 1
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loc = loc
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
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holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"holo1"))
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proc_holder_list = new()
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@@ -379,7 +379,7 @@ var/list/ai_verbs_default = list(
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//if(icon_state == initial(icon_state))
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var/icontype = ""
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icontype = input("Select an icon!", "AI", null, null) in display_choices
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icon = 'icons/mob/AI.dmi' //reset this in case we were on a custom sprite and want to change to a standard one
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icon = 'icons/mob/ai.dmi' //reset this in case we were on a custom sprite and want to change to a standard one
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switch(icontype)
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if("Custom")
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icon = 'icons/mob/custom_synthetic/custom-synthetic.dmi' //set this here so we can use the custom_sprite
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@@ -1007,13 +1007,13 @@ var/list/ai_verbs_default = list(
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qdel(holo_icon)
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switch(input)
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if("default")
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
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holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"holo1"))
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if("floating face")
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo2"))
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holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"holo2"))
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if("xeno queen")
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo3"))
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holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"holo3"))
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if("eldritch")
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo4"))
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holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"holo4"))
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if("ancient machine")
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holo_icon = getHologramIcon(icon('icons/mob/ancient_machine.dmi', "ancient_machine"))
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if("custom")
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@@ -1022,7 +1022,7 @@ var/list/ai_verbs_default = list(
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else if("[ckey]-ai-holo" in icon_states('icons/mob/custom_synthetic/custom-synthetic64.dmi'))
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holo_icon = getHologramIcon(icon('icons/mob/custom_synthetic/custom-synthetic64.dmi', "[ckey]-ai-holo"))
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else
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holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo1"))
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holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"holo1"))
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return
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@@ -6,7 +6,7 @@
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/mob/camera/aiEye
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name = "Inactive AI Eye"
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icon = 'icons/mob/AI.dmi' //Allows ghosts to see what the AI is looking at.
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icon = 'icons/mob/ai.dmi' //Allows ghosts to see what the AI is looking at.
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icon_state = "eye"
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alpha = 127
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invisibility = SEE_INVISIBLE_OBSERVER
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@@ -1,13 +1,13 @@
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/mob/living/silicon/decoy
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name = "AI"
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icon = 'icons/mob/AI.dmi'//
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icon = 'icons/mob/ai.dmi'//
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icon_state = "ai"
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anchored = 1 // -- TLE
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canmove = 0
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a_intent = INTENT_HARM // This is apparently the only thing that stops other mobs walking through them as if they were thin air.
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/mob/living/silicon/decoy/New()
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src.icon = 'icons/mob/AI.dmi'
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src.icon = 'icons/mob/ai.dmi'
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src.icon_state = "ai"
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src.anchored = 1
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src.canmove = 0
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