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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 05:27:01 +01:00
Commented out metadata and some other non-sensical stuff.
This commit is contained in:
@@ -393,9 +393,6 @@
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#include "code\game\area\ai_monitored.dm"
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#include "code\game\area\areas.dm"
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#include "code\game\asteroid\artifacts.dm"
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#include "code\game\asteroid\asteroid.dm"
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#include "code\game\asteroid\device.dm"
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#include "code\game\asteroid\turf.dm"
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#include "code\game\events\Event.dm"
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#include "code\game\events\EventsMain.dm"
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#include "code\game\events\EventProcs\black_hole.dm"
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@@ -12,7 +12,7 @@ var/global
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defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
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list/global_map = null
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//list/global_map = null //Borked, do not touch. DMTG
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//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
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//Resulting sector map looks like
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//|_1_|_4_|
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@@ -113,3 +113,119 @@ var/global/list/spawned_surprises = list()
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new /obj/item/weapon/card/id/syndicate(src)
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new /obj/item/clothing/shoes/syndigaloshes(src)
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return
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// Copied over from asteroid.dm
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var/global/max_secret_rooms = 3
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proc/make_mining_asteroid_secret(var/size = 5)
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var/valid = 0
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var/turf/T = null
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var/sanity = 0
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var/list/room = null
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var/list/turfs = null
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turfs = get_area_turfs(/area/mine/unexplored)
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if(!turfs.len)
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return 0
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while(!valid)
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valid = 1
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sanity++
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if(sanity > 100)
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return 0
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T=pick(turfs)
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if(!T)
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return 0
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var/list/surroundings = list()
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surroundings += range(7, locate(T.x,T.y,T.z))
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surroundings += range(7, locate(T.x+size,T.y,T.z))
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surroundings += range(7, locate(T.x,T.y+size,T.z))
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surroundings += range(7, locate(T.x+size,T.y+size,T.z))
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if(locate(/area/mine/explored) in surroundings) // +5s are for view range
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valid = 0
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continue
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if(locate(/turf/space) in surroundings)
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valid = 0
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continue
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if(locate(/area/asteroid/artifactroom) in surroundings)
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valid = 0
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continue
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if(locate(/turf/simulated/floor/plating/airless/asteroid) in surroundings)
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valid = 0
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continue
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if(!T)
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return 0
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room = spawn_room(T,size,size,,,1)
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if(room)
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T = pick(room["floors"])
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if(T)
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var/surprise = null
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valid = 0
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while(!valid)
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surprise = pickweight(space_surprises)
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if(surprise in spawned_surprises)
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if(prob(20))
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valid++
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else
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continue
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else
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valid++
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spawned_surprises.Add(surprise)
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new surprise(T)
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return 1
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proc/spawn_room(var/atom/start_loc,var/x_size,var/y_size,var/wall,var/floor , var/clean = 0 , var/name)
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var/list/room_turfs = list("walls"=list(),"floors"=list())
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//world << "Room spawned at [start_loc.x],[start_loc.y],[start_loc.z]"
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if(!wall)
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wall = pick(/turf/simulated/wall/r_wall,/turf/simulated/wall,/obj/effect/alien/resin)
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if(!floor)
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floor = pick(/turf/simulated/floor,/turf/simulated/floor/engine)
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for(var/x = 0,x<x_size,x++)
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for(var/y = 0,y<y_size,y++)
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var/turf/T
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var/cur_loc = locate(start_loc.x+x,start_loc.y+y,start_loc.z)
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if(clean)
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for(var/O in cur_loc)
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del(O)
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var/area/asteroid/artifactroom/A = new
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if(name)
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A.name = name
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else
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A.name = "Artifact Room #[start_loc.x][start_loc.y][start_loc.z]"
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if(x == 0 || x==x_size-1 || y==0 || y==y_size-1)
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if(wall == /obj/effect/alien/resin)
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T = new floor(cur_loc)
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new /obj/effect/alien/resin(T)
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else
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T = new wall(cur_loc)
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room_turfs["walls"] += T
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else
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T = new floor(cur_loc)
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room_turfs["floors"] += T
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A.contents += T
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return room_turfs
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@@ -1070,7 +1070,7 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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src.Topic(nhref, params2list(nhref), src, 1)
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return
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/*
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/atom/proc/get_global_map_pos()
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if(!islist(global_map) || isemptylist(global_map)) return
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var/cur_x = null
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@@ -1086,7 +1086,7 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
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return list("x"=cur_x,"y"=cur_y)
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else
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return 0
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*/ //Don't touch this either. DMTG
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/atom/proc/checkpass(passflag)
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return pass_flags&passflag
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@@ -128,7 +128,7 @@ datum/controller/game_controller
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ticker.process()
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sleep(world.timeofday+12-start_time)
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sleep(world.timeofday+10-start_time) // This is fine for our tick lag. DMTG
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spawn process()
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@@ -310,12 +310,13 @@ ZIPPO
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user << "\blue You refill the pipe with tobacco."
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smoketime = maxsmoketime
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return
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/*
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/obj/item/clothing/mask/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/match))
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..()
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else
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user << "\red The [src] straight out REFUSES to be lit by such means."
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*/// Yeah no. DMTG
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/obj/item/clothing/mask/pipe/cobpipe
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+2
-2
@@ -1421,7 +1421,7 @@ turf/simulated/floor/return_siding_icon_state()
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spawn (0)
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if ((A && A.loc))
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A.loc.Entered(A)
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/*
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/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
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var/cur_x
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var/cur_y
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@@ -1530,7 +1530,7 @@ turf/simulated/floor/return_siding_icon_state()
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if ((A && A.loc))
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A.loc.Entered(A)
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return
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*/ //Don't touch this either! DMTG
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/obj/effect/vaultspawner
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var/maxX = 6
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var/maxY = 6
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@@ -420,7 +420,7 @@
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set src in usr
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if(usr != src)
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usr << "No."
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var/msg = input(usr,"Set the flavor text in your 'examine' verb. Don't metagame!","Flavor Text",html_decode(flavor_text)) as message|null
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var/msg = input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null
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if(msg != null)
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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@@ -626,10 +626,10 @@
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if(H.mutations & FAT) // is a human and fat?
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has_fat_guy = 1 // set flag on holder
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*/
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if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
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if(istype(AM, /obj/structure/bigDelivery))// && !hasmob) Already have a check for this.
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var/obj/structure/bigDelivery/T = AM
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src.destinationTag = T.sortTag
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if(istype(AM, /obj/item/smallDelivery) && !hasmob)
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if(istype(AM, /obj/item/smallDelivery))// && !hasmob) And that. DMTG
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var/obj/item/smallDelivery/T = AM
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src.destinationTag = T.sortTag
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else if (!src.destinationTag)
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+1
-1
@@ -82,7 +82,7 @@ TRAITOR_SCALING
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#TENSIONER_ACTIVE
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## If metadata is supported
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ALLOW_METADATA
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# ALLOW_METADATA
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## allow players to initiate a restart vote
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ALLOW_VOTE_RESTART
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@@ -59,7 +59,6 @@ should be listed in the changelog upon commit though. Thanks. -->
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<li class="rscadd">Adds a borg upgrade system. Can be used to reset modules or 'restart' dead cyborgs. </li>
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<li class="rscadd">Officers can now use huds to modify humans' criminal statuses on the go. To do this, simply examine a human and at the end should be a clickable link to change the status. </li>
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<li class="rscadd">Cell charger and Recharger are now wrenchable to make them moveable </li>
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<li class="rscadd">You can add some metadata to your character which is purley OOC knowledge. Use it for RP preferences, backstories, whatever! Remember that flavour text is part of the IC examine! </li>
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<li class="tweak">Cats and Dogs can see in the dark. </li>
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<li class="tweak">Changed around a few access levels; only jobs who need to do maintenance have access to maintenance tunnels. Also the heads and detective. </li>
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<li class="tweak">Shuttle call/recall announcements are now more noticeable. </li>
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