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https://github.com/ParadiseSS13/Paradise.git
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Properly document harmbatonning removal, window update check
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@@ -16,6 +16,7 @@
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var/obj/item/weapon/cell/high/bcell = null
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var/mob/foundmob = "" //Used in throwing proc.
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var/hitcost = 1500 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
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var/allowharm = 0 // Allow or disallow harming with the stunbaton
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/obj/item/weapon/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.</span>")
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@@ -123,7 +124,7 @@
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var/mob/living/L = M
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var/target_zone = check_zone(user.zone_sel.selecting)
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if(user.a_intent == "harm")
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if(user.a_intent == "harm" && allowharm == 1)
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if (!..()) //item/attack() does it's own messaging and logs
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return 0 // item/attack() will return 1 if they hit, 0 if they missed.
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agony *= 0.5 //whacking someone causes a much poorer contact than prodding them.
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@@ -2,7 +2,7 @@
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var/global/wcBar
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var/global/wcBrig
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var/global/wcCommon
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var/global/wcColored
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/proc/color_windows_init()
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var/list/bar = list("#0d8395", "#58b5c3", "#58c366", "#90d79a", "#ffffff")
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var/list/brig = list("#aa0808", "#7f0606", "#ff0000")
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@@ -13,11 +13,13 @@ var/global/wcCommon
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wcCommon = pick(common)
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/obj/proc/color_windows(var/obj/W as obj)
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if(!wcColored)
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sleep(50) // Sleeping to make sure the glass has initialized on the map
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wcColored = 1
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var/list/wcBarAreas = list(/area/crew_quarters/bar)
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var/list/wcBrigAreas = list(/area/security,/area/security/main,/area/security/lobby,/area/security/brig,/area/security/permabrig,/area/security/prison,/area/security/prison/cell_block/A,/area/security/prison/cell_block/B,/area/security/prison/cell_block/C,/area/security/execution,/area/security/processing,/area/security/interrogation,/area/security/interrogationobs,/area/security/evidence,/area/security/prisonlockers,/area/security/medbay,/area/security/processing,/area/security/warden,/area/security/armoury,/area/security/securearmoury,/area/security/armoury/gamma,/area/security/securehallway,/area/security/hos,/area/security/podbay,/area/security/detectives_office,/area/security/range,/area/security/nuke_storage,/area/security/checkpoint,/area/security/checkpoint2,/area/security/checkpoint2,/area/security/checkpoint/supply,/area/security/checkpoint/engineering,/area/security/checkpoint/medical,/area/security/checkpoint/science,/area/security/vacantoffice,/area/security/vacantoffice2,/area/prison,/area/prison/arrival_airlock,/area/prison/control,/area/prison/crew_quarters,/area/prison/rec_room,/area/prison/closet,/area/prison/hallway/fore,/area/prison/hallway/aft,/area/prison/hallway/port,/area/prison/hallway/starboard,/area/prison/morgue,/area/prison/medical_research,/area/prison/medical,/area/prison/solar,/area/prison/podbay,/area/prison/solar_control,/area/prison/solitary,/area/prison/cell_block,/area/prison/cell_block/A,/area/prison/cell_block/B,/area/prison/cell_block/C)
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sleep(25) // Sleeping to make sure the glass has initialized on the map
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var/newcolor
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for(var/A in wcBarAreas)
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if(W.areaMaster == locate(A))
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