mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Some path normalization
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@@ -1407,27 +1407,27 @@ var/list/ghostteleportlocs = list()
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dynamic_lighting = 0
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valid_territory = FALSE
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auxport
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/area/solar/auxport
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name = "\improper Fore Port Solar Array"
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icon_state = "panelsA"
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auxstarboard
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/area/solar/auxstarboard
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name = "\improper Fore Starboard Solar Array"
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icon_state = "panelsA"
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fore
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/area/solar/fore
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name = "\improper Fore Solar Array"
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icon_state = "yellow"
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aft
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/area/solar/aft
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name = "\improper Aft Solar Array"
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icon_state = "aft"
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starboard
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/area/solar/starboard
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name = "\improper Aft Starboard Solar Array"
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icon_state = "panelsS"
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port
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/area/solar/port
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name = "\improper Aft Port Solar Array"
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icon_state = "panelsP"
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@@ -1756,7 +1756,7 @@ var/list/ghostteleportlocs = list()
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name = "\improper Head of Security's Office"
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icon_state = "sec_hos"
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area/security/podbay
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/area/security/podbay
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name = "\improper Security Podbay"
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icon_state = "securitypodbay"
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@@ -1848,7 +1848,7 @@ area/security/podbay
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name = "\improper Mech Bay"
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icon_state = "yellow"
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/area/janitor/
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/area/janitor
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name = "\improper Custodial Closet"
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icon_state = "janitor"
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@@ -1,4 +1,4 @@
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/obj/machinery/computer/arcade/
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/obj/machinery/computer/arcade
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name = "random arcade"
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desc = "random arcade machine"
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icon = 'icons/obj/computer.dmi'
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@@ -651,7 +651,7 @@ to destroy them and players will be able to make replacements.
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build_path = /obj/machinery/power/port_gen/pacman/mrs
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origin_tech = "programming=3;powerstorage=4;engineering=4;plasmatech=4"
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obj/item/circuitboard/rdserver
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/obj/item/circuitboard/rdserver
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name = "Circuit Board (R&D Server)"
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build_path = /obj/machinery/r_n_d/server
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board_type = "machine"
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@@ -94,32 +94,32 @@
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T.reconsider_lights()
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update_freelook_sight()
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/obj/machinery/door/poddoor/multi_tile/four_tile_ver/
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/obj/machinery/door/poddoor/multi_tile/four_tile_ver
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icon = 'icons/obj/doors/1x4blast_vert.dmi'
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width = 4
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dir = NORTH
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/obj/machinery/door/poddoor/multi_tile/three_tile_ver/
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/obj/machinery/door/poddoor/multi_tile/three_tile_ver
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icon = 'icons/obj/doors/1x3blast_vert.dmi'
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width = 3
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dir = NORTH
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/obj/machinery/door/poddoor/multi_tile/two_tile_ver/
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/obj/machinery/door/poddoor/multi_tile/two_tile_ver
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icon = 'icons/obj/doors/1x2blast_vert.dmi'
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width = 2
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dir = NORTH
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/obj/machinery/door/poddoor/multi_tile/four_tile_hor/
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/obj/machinery/door/poddoor/multi_tile/four_tile_hor
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icon = 'icons/obj/doors/1x4blast_hor.dmi'
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width = 4
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dir = EAST
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/obj/machinery/door/poddoor/multi_tile/three_tile_hor/
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/obj/machinery/door/poddoor/multi_tile/three_tile_hor
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icon = 'icons/obj/doors/1x3blast_hor.dmi'
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width = 3
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dir = EAST
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/obj/machinery/door/poddoor/multi_tile/two_tile_hor/
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/obj/machinery/door/poddoor/multi_tile/two_tile_hor
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icon = 'icons/obj/doors/1x2blast_hor.dmi'
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width = 2
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dir = EAST
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@@ -115,7 +115,7 @@
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if(R.rcell.give(R.rcell.chargerate))
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use_power(200)
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using_power = 1
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if(istype(charging, /obj/item/bodyanalyzer))
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var/obj/item/bodyanalyzer/B = charging
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if(B.power_supply)
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@@ -154,7 +154,7 @@
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icon_state = icon_state_idle
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// Atlantis: No need for that copy-pasta code, just use var to store icon_states instead.
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obj/machinery/recharger/wallcharger
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/obj/machinery/recharger/wallcharger
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name = "wall recharger"
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icon_state = "wrecharger0"
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icon_state_off = "wrechargeroff"
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@@ -142,7 +142,7 @@
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attack_self(usr)
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//Bananalamp
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obj/item/flashlight/lamp/bananalamp
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/obj/item/flashlight/lamp/bananalamp
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name = "banana lamp"
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desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
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icon_state = "bananalamp"
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@@ -381,4 +381,4 @@ obj/item/flashlight/lamp/bananalamp
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anchored = TRUE
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var/range = null
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unacidable = TRUE
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burn_state = LAVA_PROOF
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burn_state = LAVA_PROOF
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@@ -9,7 +9,7 @@
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var/icon/virtualIcon
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var/list/bulletholes = list()
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Destroy()
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/obj/item/target/Destroy()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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@@ -18,7 +18,7 @@
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break
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return ..() // delete target
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Move()
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/obj/item/target/Move()
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..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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@@ -32,7 +32,7 @@
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attackby(obj/item/W as obj, mob/user as mob, params)
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/obj/item/target/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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@@ -41,7 +41,7 @@
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return
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attack_hand(mob/user as mob)
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/obj/item/target/attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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@@ -70,11 +70,11 @@
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else
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..()
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syndicate
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/obj/item/target/syndicate
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icon_state = "target_s"
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desc = "A shooting target that looks like a syndicate scum."
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hp = 2600 // i guess syndie targets are sturdier?
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alien
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/obj/item/target/alien
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icon_state = "target_q"
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desc = "A shooting target that looks like a xenomorphic alien."
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hp = 2350 // alium onest too kinda
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@@ -89,7 +89,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("jabbed","stabbed","ripped")
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obj/item/wirerod
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/obj/item/wirerod
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name = "Wired rod"
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desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
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icon_state = "wiredrod"
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@@ -101,7 +101,7 @@ obj/item/wirerod
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materials = list(MAT_METAL=1150, MAT_GLASS=75)
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attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
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obj/item/wirerod/attackby(obj/item/I, mob/user, params)
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/obj/item/wirerod/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/shard))
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var/obj/item/twohanded/spear/S = new /obj/item/twohanded/spear
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@@ -1,5 +1,5 @@
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/////SINGULARITY SPAWNER
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/obj/machinery/the_singularitygen/
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/obj/machinery/the_singularitygen
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name = "Gravitational Singularity Generator"
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desc = "An odd device which produces a Gravitational Singularity when set up."
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icon = 'icons/obj/singularity.dmi'
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