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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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@@ -74,9 +74,9 @@
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for(var/obj/critter/C in view(src.seekrange,src))
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if(istype(C, /obj/critter) && !src.atkcritter) continue
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if(istype(C, /obj/mecha) && !src.atkmech) continue
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if(C.health < 0) continue
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if(C.health <= 0) continue
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if(istype(C, /obj/critter) && src.atkcritter)
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if(istype(C, /obj/critter/hivebot) && !src.atksame) continue
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if((istype(C, /obj/critter/hivebot) && !src.atksame) || (C == src)) continue
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src.attack = 1
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if(istype(C, /obj/mecha) && src.atkmech) src.attack = 1
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if(src.attack)
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@@ -203,6 +203,7 @@
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if(auto_spawn)
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spawn(spawn_delay)
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turn_on = 1
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auto_spawn = 0
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warpbots()
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@@ -224,11 +225,12 @@
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process()
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if(health < (max_health/2))
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turn_on = 1
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if(turn_on)
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if((health < (max_health/2)) && (!turn_on))
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if(prob(2))//Might be a bit low, will mess with it likely
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turn_on = 1
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if(turn_on == 1)
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warpbots()
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turn_on = 0
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turn_on = 2
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..()
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/obj/critter/hivebot/tele/massive
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