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Update for game masters:
-Right click commands "Make robot/alien/ai/monkey" moved to "edit player" screen. -Right click commands "Make traitor/cultist/changeling/etc" moved to "edit mind" screen. -- note: currently the only way to humanize monkey is to use "edit mind" screen. -Added right click commands showing "edit player" and "edit memory" screens. In light of an incoming tournament on ss13.ru I have added "Select equipment" right click command. It allows to instantly dress mob as you wish. Coders, feel free to add more dress packs, like "centcom inspector", "space pirate" and so on. A strange command "list_occ" now called "List free slots" and shows unoccupied jobs. Added golden cup, sprite belongs to Farart. You can now take a power cell from charger even if there is no power. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1724 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -203,7 +203,7 @@ AI MODULES
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/obj/item/weapon/aiModule/oneHuman/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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..()
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var/law = "Only [targetName] is human."
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if (!checktraitor(target)) // Makes sure the AI isn't a traitor before changing their law 0. --NeoFite
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if (!is_special_character(target)) // Makes sure the AI isn't a traitor before changing their law 0. --NeoFite
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target << law
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target.set_zeroth_law(law)
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lawchanges.Add("The law specified [targetName]")
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@@ -353,7 +353,7 @@ AI MODULES
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/obj/item/weapon/aiModule/reset/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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..()
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if (!checktraitor(target))
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if (!is_special_character(target))
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target.set_zeroth_law("")
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target.clear_supplied_laws()
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target.clear_ion_laws()
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@@ -369,7 +369,7 @@ AI MODULES
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/obj/item/weapon/aiModule/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
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..()
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if (!checktraitor(target))
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if (!is_special_character(target))
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target.set_zeroth_law("")
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target << "[sender.real_name] attempted to wipe your laws using a purge module."
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target.clear_supplied_laws()
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@@ -464,6 +464,17 @@ var/const/PROJECTILE_DART = 8
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power_supply.give(power_supply.maxcharge)
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update_icon()
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destroyer
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name = "pulse destroyer"
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desc = "A heavy-duty, pulse-based energy weapon. The mode is set to DESRTOY. Always destroy."
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mode = 2
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New()
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power_supply = new /obj/item/weapon/cell/infinite(src)
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power_supply.give(power_supply.maxcharge)
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update_icon()
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attack_self(mob/living/user as mob)
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return
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nuclear
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name = "Advanced Energy Gun"
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desc = "An energy gun with an experimental miniaturized reactor."
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