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Doors now check for critter access.
Cleaned up the objectives a bit and made a new "kill" one for rev. Cleaned up implants and implanters a bit. Cleaned up the prisoner computer a bit. Sec Huds can be placed on security helmets (Still needs a sprite) The beachball now has in hand sprites (Kor) Cult: Heads other than the Captain and HoS are now able to start as or be converted to a cultist. Loyalty implants will block conversion but will not unconvert cultists. Rev: Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level. Loyalty implants will block conversion and will unconvert revs upon injection. Once a mind has been unconverted it may not be reconverted New items: Loyalty implants, small implant that prevents reving/cult The Captain, Warden, Officers, and Detective all start with one already implanted Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -40,18 +40,28 @@
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if(iscarbon(M))
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var/safety = M:eyecheck()
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if(!safety)
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if(safety <= 0)
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if(M.weakened <= 10)
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M.weakened = 10
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flick("e_flash", M.flash)
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if(ishuman(M))//&& (rerevcheckvargoeshere)) //Rev check
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if(user.mind in ticker.mode.head_revolutionaries)
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ticker.mode.add_revolutionary(M.mind)
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if(ishuman(M))
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var/revsafe = 0
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for(var/obj/item/weapon/implant/loyalty/L in M)
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if(L && L.implanted)
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revsafe = 1
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break
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if(M.mind.has_been_rev)
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revsafe = 1
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if(!revsafe)
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if(user.mind in ticker.mode.head_revolutionaries)
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ticker.mode.add_revolutionary(M.mind)
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M.mind.has_been_rev = 1
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else
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flashfail = 1
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else if(isrobot(user))
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M.weakened = max(user.weakened, rand(5,10))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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@@ -61,7 +71,6 @@
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flick("blspell", animation)
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sleep(5)
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del(animation)
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M.weakened = max(user.weakened, 10)
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if(!flashfail)
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