mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 11:34:19 +01:00
Adding zlevel 8, for a game/rp element/admindickery thing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@243 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -706,6 +706,38 @@
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name = "Abandoned ship"
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icon_state = "yellow"
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/area/construction
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name = "Construction Area"
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icon_state = "yellow"
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/area/construction/supplyshuttle
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name = "Supply Shuttle"
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icon_state = "yellow"
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/area/construction/quarters
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name = "Engineer's Quarters"
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icon_state = "yellow"
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/area/construction/qmaint
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name = "Maintenance"
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icon_state = "yellow"
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/area/construction/hallway
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name = "Hallway"
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icon_state = "yellow"
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/area/construction/solars
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name = "Solar Panels"
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icon_state = "yellow"
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/area/construction/solarscontrol
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name = "Solar Panel Control"
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icon_state = "yellow"
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/area/construction/Storage
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name = "Construction Site Storage"
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icon_state = "yellow"
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/area/ai_monitored/storage/eva
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name = "EVA Storage"
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icon_state = "eva"
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@@ -121,6 +121,8 @@
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var/job = null
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var/knowledge = 0.0
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var/nodamage = 0
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var/logged_in = 0
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@@ -766,6 +766,17 @@
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var/permeability_coefficient = 0.99
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var/siemens_coefficient = 0.80
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/obj/item/weapon/directions
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name = "Crumpled Paper"
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icon = 'weapons.dmi'
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icon_state = "crumpled"
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throwforce = 0
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w_class = 1.0
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throw_speed = 3
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throw_range = 15
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layer = 4
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/obj/item/weapon/paper/Internal
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name = "paper- 'Internal Atmosphere Operating Instructions'"
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info = "Equipment:<BR>\n\t1+ Tank(s) with appropriate atmosphere<BR>\n\t1 Gas Mask w regulator (standard issue)<BR>\n<BR>\nProcedure:<BR>\n\t1. Wear mask<BR>\n\t2. Attach oxygen tank pipe to regulater (automatic))<BR>\n\t3. Set internal!<BR>\n<BR>\nNotes:<BR>\n\tDon't forget to stop internal when tank is low by<BR>\n\tremoving internal!<BR>\n<BR>\n\tDo not use a tank that has a high concentration of toxins.<BR>\n\tThe filters shut down on internal mode!<BR>\n<BR>\n\tWhen exiting a high danger environment it is advised<BR>\n\tthat you exit through a decontamination zone!<BR>\n<BR>\n\tRefill a tank at a oxygen canister by equiping the tank (Double Click)<BR>\n\tthen 'attacking' the canister (Double Click the canister)."
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@@ -42,7 +42,99 @@
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avnums.Remove(tempnum)
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BLINDBLOCK = tempnum
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/proc/setupcorpses()
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for (var/obj/landmark/A in world)
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if (A.name == "Corpse")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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del(A)
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continue
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if (A.name == "Corpse-Engineer")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/device/pda/engineering(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/clothing/under/rank/engineer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes)
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// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head)
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else
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Engineer-Space")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/clothing/under/rank/engineer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit)
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// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
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M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head)
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else
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
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else
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M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Engineer-Chief")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/weapon/storage/utilitybelt(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/clothing/under/rank/chief_engineer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes)
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// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head)
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else
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Syndicate")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
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//M.equip_if_possible(new /obj/item/weapon/gun/revolver(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/clothing/under/syndicate(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/weapon/tank/jetpack(M), M.slot_back)
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M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/suit/space/syndicate(M), M.slot_wear_suit)
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if (prob(50))
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M.equip_if_possible(new /obj/item/clothing/head/helmet/swat(M), M.slot_head)
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else
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M.equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate(M), M.slot_head)
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else
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M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/head/helmet/swat(M), M.slot_head)
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del(A)
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continue
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@@ -21,6 +21,8 @@ datum/controller/game_controller
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setupgenetics()
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setupcorpses()
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emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
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if(!ticker)
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@@ -510,6 +510,23 @@
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..()
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return
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/obj/item/weapon/directions/attack_hand(mob/user as mob)
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if (istype(usr, /mob/living/carbon/human))
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if (prob(50))
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usr << "\blue You try to read the paper, but it breaks apart in your hand. Must have been pretty old.."
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del(src)
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return
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else
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if (user.knowledge < 1)
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usr << "\red As you read over the paper, you slowly realize what you are reading. You quickly memorize the words on the paper before it breaks apart in your hand, and slips through your fingers."
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user.knowledge++
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del(src)
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return
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else
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usr << "\blue You already have read this paper."
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return
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return
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/obj/item/assembly/rad_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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+104
-8
@@ -775,7 +775,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 3
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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A.x = world.maxx - 2
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spawn (0)
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if ((A && A.loc))
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@@ -784,7 +796,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 4
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 4
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else
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A.z = 4
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else
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A.z = 4
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else
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A.z = 4
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A.x = world.maxx - 2
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spawn (0)
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if ((A && A.loc))
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@@ -794,7 +818,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 3
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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A.x = 3
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spawn (0)
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if ((A && A.loc))
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@@ -803,7 +839,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 4
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 4
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else
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A.z = 4
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else
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A.z = 4
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else
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A.z = 4
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A.x = 3
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spawn (0)
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if ((A && A.loc))
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@@ -813,7 +861,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 3
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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A.y = world.maxy - 2
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spawn (0)
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if ((A && A.loc))
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@@ -822,7 +882,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 4
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge > 0)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 4
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else
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A.z = 4
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else
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A.z = 4
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else
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A.z = 4
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A.y = world.maxy - 2
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spawn (0)
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if ((A && A.loc))
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@@ -833,7 +905,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 3
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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A.y = 3
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spawn (0)
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if ((A && A.loc))
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@@ -842,7 +926,19 @@ turf/simulated/floor/proc/update_icon()
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if(istype(A, /obj/meteor))
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del(A)
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return
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A.z = 4
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if(istype(A,/mob/living/carbon/human))
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if(A:knowledge)
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if(A:knowledge > 0)
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if(prob(50))
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A.z = 8
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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else
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A.z = 3
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A.y = 3
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spawn (0)
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if ((A && A.loc))
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 14 KiB |
+1181
-949
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