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-Worked on mech fabs a bit more, replaced the has_var() proc with just the BYOND proc, since that's all it did anyways. Tweaked another part that wasn't silently discarding junk correctly. This is probably due to the lack of type-casting now, but even when I crammed areas and null refs into the fabs, they didn't runtime, and operated as intended.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4502 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -762,10 +762,6 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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if(A.vars.Find(lowertext(varname))) return 1
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else return 0
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/proc/has_var(var/atom/A, var/varname)//Object, non case-sensitive version
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if(A.vars.Find(varname)) return 1
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else return 0
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//Takes: Area type as text string or as typepath OR an instance of the area.
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//Returns: A list of all areas of that type in the world.
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/proc/get_areas(var/areatype)
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