mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-30 20:22:32 +00:00
* Rework Syndie Research Base * Fixing * Fixing.. * work you cu- * SPAACE * Pack of changes: - Removed Toilets and replaced them with "Dressing" room. - Added Genetics, because person on discord wished for it. - Placed Atmos pipes (scrubbers and supply) * Changes: - Added Pathing for ed209 (syndicate) - Removed random_spawners custom spawner made before. - Added "security" room with allow you to control turrets and see all base cameras. * Fixing turret control panel * Fixing turrets.. again * huh? * Changes: - Decreased Beacons amount from 20 to 10 (they give same path, just less stops). - Added special room to "store" ed209 syndicate, if you want to activate it: View Variables -> patrol = 1. - Added light switches everywhere. - Added Air alarms and fire alarms everywhere, and made sure there are fire doors to stop potential fires. - Added 2 more areas, Genetics and "control room". * Placed Power Cables. * Added disposals Lets fuckign Gooooo * Changes: - Made button from drive actually open doors and shoot stuff to toxin range. - Added emergency PACMAN generator, in case someone join late and whole base will be de-powered. - Added CCTV to caves, now you can see intruders. * Added 2 more boxes of plant disc. * Changes: - Added new variant of free drobes, now syndicate can get drip for free. - Added "hidden" safe at vault with contain 10000credits and stethoscope nearby to help, its only for syndicate researcher, if explorer steal it, they should get bounty on them by syndicate. - Added a lot of vendors refilling units, to make sure that you cannot run out by "accident". * Changed Toxin Test arena to indestructable walls. * Bunch of Changes: - Replaced "grenade casings" (with are foam grenades) with new created "Foam Grenades Box" so its more oblivious what it is. - Added paper note near PACMAN Generator with contain basic instruction how to use it. - Added missing fire doors for "drooms". - Added fire extinguishers EVERYWHERE so syndicate OSHA will be happy. - Changed "genetics" room, now instead of supporing 4 people, it support now only 2 in exchange for "faster" DNA researching. - Added "Foam Grenades Box" around base and in storage, so if there any breaches just throw kanu- grenades at them. - Named and connected disposal to "toxin launcher" so now you can disposal your constractions inside. - Added 4 buttons for "Chemical" testing room (with is not for explosives) so now you cannot get trapped inside. - Made special disposal Ride for genetics "monkeys" to turret so they will be killed (its made this way to avoid researchers spacing themselfs allowing them to escape) - Increased Toxin Storage room, by increasing oxygen and plasma tanks amount by tanks 2 each. - Moved AIR container to engine, now they are replaced with "tank container" to storage... custom plasma mixes without destroying main plasma containers. * fixes * Changed Genetics: - Now genetics layout got changed, now instead of supporting 4 genetics people it only support 2 in exchange for more efficency in making DNA syringes. - Now you can dispose bodies for turrets to shoot holes trough... its funny. * Added Mirrors to dressing room- And Fixed hallway curve * Made cryo and sleepers face themselfs * Added RPD for toxin launcher room - now if you run out of valves, you can just "spawn" new ones. * Used merge conflict fixing tool - and for *some* reason it keep showing merge conflict? (whot) * Requested changes: - Replaced NT machine with syndie cigarette machine. - Removed random blueshield note. - replaced syndie donk machines to secured variant. * Changes full build consoles to unbuild. * Fixes: - Fixed storage, somehow one rack with mats got exaporated. - Added tachyon-doppler array for tracking explosion size. - Removed duplicated buttons from toxin mixing room. - Removed console and placed in storage. - Storage now have items with offsets so they are more visible in stack pile. - Removed Air alarm from toxing testing arena, considering it dont have pipes. * Add RPD in toxing mixing * batch of fixes (?) - Changed Art vendor and critter care to free variant. - Fixed spelling on paper to requested one. - Now syndicate researchers spawn with 100 credits in their backpack for claw machine, if you run out, ask your coworkers to borrow more cash on game. * batch of changes: - Did most requested changes by S34N (except defib one) - Added APC to hallway, so now hallway use power too. - Made new subtype of syndicate APC's with offset depending on direction. * fix stripes issue * Removed random stripes and syndie having cash
374 lines
12 KiB
Plaintext
374 lines
12 KiB
Plaintext
/obj/effect/spawner/random_spawners
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name = "random spawners"
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icon = 'icons/effects/spawner_icons.dmi'
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icon_state = "questionmark"
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var/list/result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/blood/splatter = 1,
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/obj/effect/decal/cleanable/blood/oil = 1,
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/obj/effect/decal/cleanable/fungus = 1)
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var/spawn_inside = null
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// This needs to use New() instead of Initialize() because the thing it creates might need to be initialized too
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// AA 2022-08-11: The above comment doesnt even make sense. If extra atoms are loaded during SSatoms.Initialize(), they still get initialised!
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/obj/effect/spawner/random_spawners/New()
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. = ..()
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var/turf/T = get_turf(src)
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if(!T)
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stack_trace("Spawner placed in nullspace!")
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return
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randspawn(T)
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/obj/effect/spawner/random_spawners/proc/randspawn(turf/T)
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var/thing_to_place = pickweight(result)
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if(ispath(thing_to_place, /datum/nothing))
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// Nothing.
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qdel(src) // See line 13, this needs moving to /Initialize() so we can use the qdel hint already
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return
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else if(ispath(thing_to_place, /turf))
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T.ChangeTurf(thing_to_place)
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else
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if(ispath(spawn_inside, /obj))
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var/obj/O = new thing_to_place(T)
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var/obj/E = new spawn_inside(T)
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O.forceMove(E)
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else
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new thing_to_place(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/blood_maybe
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name = "blood maybe"
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icon_state = "blood"
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result = list(
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/datum/nothing = 20,
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/obj/effect/decal/cleanable/blood/splatter = 1)
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/obj/effect/spawner/random_spawners/blood_often
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name = "blood often"
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icon_state = "blood"
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result = list(
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/datum/nothing = 5,
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/obj/effect/decal/cleanable/blood/splatter = 1)
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/obj/effect/spawner/random_spawners/oil_maybe
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name = "oil maybe"
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icon_state = "oil"
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result = list(
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/datum/nothing = 20,
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/obj/effect/decal/cleanable/blood/oil = 1)
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/obj/effect/spawner/random_spawners/oil_often
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name = "oil often"
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icon_state = "oil"
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result = list(
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/datum/nothing = 5,
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/obj/effect/decal/cleanable/blood/oil = 1)
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/obj/effect/spawner/random_spawners/proc/rustify(turf/T)
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var/turf/simulated/wall/W = T
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if(istype(W) && !W.rusted)
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W.rust()
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/obj/effect/spawner/random_spawners/wall_rusted_probably
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name = "rusted wall probably"
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icon_state = "rust"
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/obj/effect/spawner/random_spawners/wall_rusted_probably/randspawn(turf/T)
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if(prob(75))
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rustify(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/wall_rusted_maybe
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name = "rusted wall maybe"
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icon_state = "rust"
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/obj/effect/spawner/random_spawners/wall_rusted_maybe/randspawn(turf/T)
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if(prob(25))
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rustify(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/wall_rusted_always
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name = "rusted wall always"
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icon_state = "rust"
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/obj/effect/spawner/random_spawners/wall_rusted_always/randspawn(turf/T)
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rustify(T)
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qdel(src)
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/obj/effect/spawner/random_spawners/cobweb_left_frequent
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name = "cobweb left frequent"
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icon_state = "cobwebl"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/cobweb = 1)
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/obj/effect/spawner/random_spawners/cobweb_right_frequent
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name = "cobweb right frequent"
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icon_state = "cobwebr"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/cobweb2 = 1)
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/obj/effect/spawner/random_spawners/cobweb_left_rare
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name = "cobweb left rare"
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icon_state = "cobwebl"
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result = list(
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/datum/nothing = 10,
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/obj/effect/decal/cleanable/cobweb = 1)
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/obj/effect/spawner/random_spawners/cobweb_right_rare
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name = "cobweb right rare"
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icon_state = "cobwebr"
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result = list(
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/datum/nothing = 10,
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/obj/effect/decal/cleanable/cobweb2 = 1)
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/obj/effect/spawner/random_spawners/dirt_frequent
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name = "dirt frequent"
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icon_state = "dirt"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/dirt = 1)
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/obj/effect/spawner/random_spawners/dirt_often
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name = "dirt often"
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icon_state = "dirt"
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result = list(
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/datum/nothing = 5,
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/obj/effect/decal/cleanable/dirt = 1)
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/obj/effect/spawner/random_spawners/dirt_maybe
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name = "dirt maybe"
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icon_state = "dirt"
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result = list(
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/datum/nothing = 7,
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/obj/effect/decal/cleanable/dirt = 1)
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/obj/effect/spawner/random_spawners/fungus_maybe
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name = "fungus maybe"
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icon_state = "fungus"
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color = "#D5820B"
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result = list(
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/datum/nothing = 7,
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/obj/effect/decal/cleanable/fungus = 1)
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/obj/effect/spawner/random_spawners/fungus_probably
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name = "fungus probably"
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icon_state = "fungus"
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color = "#D5820B"
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result = list(
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/datum/nothing = 1,
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/obj/effect/decal/cleanable/fungus = 7)
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/obj/effect/spawner/random_spawners/mod
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name = "MOD module spawner"
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desc = "Modularize this, please."
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icon_state = "circuit"
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/obj/effect/spawner/random_spawners/mod/maint
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name = "maint MOD module spawner"
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result = list(
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/obj/item/mod/module/springlock = 2,
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/obj/item/mod/module/balloon = 1,
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/obj/item/mod/module/stamp = 1
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)
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// z6 DEPOT SPAWNERS
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/obj/effect/spawner/random_spawners/syndicate
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// Turrets
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/obj/effect/spawner/random_spawners/syndicate/turret
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name = "50pc int turret"
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icon_state = "x"
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result = list(/datum/nothing = 1,
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/obj/machinery/porta_turret/syndicate/interior = 1)
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/obj/effect/spawner/random_spawners/syndicate/turret/external
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name = "50pc ext turret"
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result = list(/datum/nothing = 1,
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/obj/machinery/porta_turret/syndicate/exterior = 1)
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// Mobs
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/obj/effect/spawner/random_spawners/syndicate/mob
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name = "50pc melee syndimob"
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icon_state = "x"
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color = "#333333"
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result = list(/datum/nothing = 1,
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/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot = 1)
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// Traps
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/obj/effect/spawner/random_spawners/syndicate/trap
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icon_state = "x"
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color = "#000000"
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/obj/effect/spawner/random_spawners/syndicate/trap/pizzabomb
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name = "33pc trap pizza"
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result = list(/obj/item/pizzabox/meat = 1,
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/obj/item/pizzabox/hawaiian = 1,
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/obj/item/pizzabox/margherita = 1,
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/obj/item/pizzabox/vegetable = 1,
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/obj/item/pizzabox/mushroom = 1,
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/obj/item/pizzabox/pepperoni = 7, //Higher weight as a pizza bomb looks like pepperoni by default
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/obj/item/pizzabox/garlic = 1,
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/obj/item/pizzabox/firecracker = 1,
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/obj/item/pizzabox/pizza_bomb/autoarm = 7)
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/obj/effect/spawner/random_spawners/syndicate/trap/medbot
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name = "50pc trap medibot"
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result = list(/datum/nothing = 1,
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/mob/living/simple_animal/bot/medbot/syndicate/emagged = 1)
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/obj/effect/spawner/random_spawners/syndicate/trap/mine
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name = "50pc trap landmine"
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result = list(/datum/nothing = 1,
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/obj/effect/mine/depot = 1)
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/obj/effect/spawner/random_spawners/syndicate/trap/documents
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name = "66pc trapped documents"
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result = list(/obj/item/documents/syndicate/yellow = 1,
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/obj/item/documents/syndicate/yellow/trapped = 1)
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// Loot
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/obj/effect/spawner/random_spawners/syndicate/loot
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name = "common loot"
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icon_state = "x3"
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spawn_inside = /obj/structure/closet/secure_closet/syndicate/depot
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// Loot schema: costumes, toys, useless gimmick items
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result = list(/datum/nothing = 13,
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/obj/item/storage/toolbox/syndicate = 1,
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/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 1,
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/obj/item/deck/cards/syndicate = 1,
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/obj/item/storage/secure/briefcase/syndie = 1,
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/obj/item/toy/syndicateballoon = 1,
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/obj/item/soap/syndie = 1,
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/obj/item/clothing/under/syndicate = 1,
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/obj/item/clothing/under/syndicate/tacticool = 1,
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/obj/item/clothing/mask/gas/syndicate = 1,
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/obj/item/suppressor = 1,
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/obj/item/coin/antagtoken/syndicate = 1,
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/obj/item/storage/box/syndie_kit/cutouts = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/stetchkin
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name = "20pc stetchkin"
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icon_state = "x3"
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spawn_inside = null
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result = list(/datum/nothing = 1,
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/obj/item/wrench = 1,
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/obj/item/reagent_containers/food/snacks/syndicake = 1,
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/obj/item/coin/antagtoken/syndicate = 1,
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/obj/item/gun/projectile/automatic/pistol = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level2
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name = "rare loot"
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// Loot schema: space gear, basic armor, basic ammo (10mm, rcd), drugs, more dangerous/useful gimmick items, lower-value minerals
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result = list(/datum/nothing = 27,
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/obj/item/storage/box/syndie_kit/space = 1,
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/obj/item/storage/box/syndie_kit/modsuit = 1,
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/obj/item/clothing/shoes/magboots/syndie = 1,
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/obj/item/clothing/suit/armor/vest/combat = 1,
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/obj/item/ammo_box/magazine/m10mm = 1,
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/obj/item/storage/pill_bottle/happy = 1,
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/obj/item/storage/pill_bottle/zoom = 1,
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/obj/item/storage/pill_bottle/random_drug_bottle = 2,
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/obj/item/storage/backpack/duffel/syndie/med/surgery = 1,
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/obj/item/clothing/shoes/chameleon/noslip = 1,
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/obj/item/storage/belt/military = 1,
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/obj/item/clothing/under/chameleon = 1,
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/obj/item/storage/backpack/satchel_flat = 1,
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/obj/item/rcd = 1,
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/obj/item/rcd_ammo = 1,
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/obj/item/stamp/chameleon = 1,
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/obj/item/flag/chameleon = 1,
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/obj/item/lighter/zippo/gonzofist = 1,
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/obj/item/clothing/gloves/fingerless/rapid = 1,
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/obj/item/grenade/spawnergrenade/manhacks = 1,
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/obj/item/grenade/syndieminibomb = 1,
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/obj/item/storage/box/syndie_kit/throwing_weapons = 1,
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/obj/item/pen/edagger = 1,
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/obj/item/stack/sheet/mineral/plasma{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/silver{amount = 20} = 1,
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/obj/item/stack/sheet/mineral/gold{amount = 20} = 1,
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/obj/item/mod/module/noslip = 1,
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/obj/item/mod/module/visor/night = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level3
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name = "officer loot"
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// Loot schema: medkits, very useful devices (jammer, illegal upgrade, RCD), better quality ammo (AP, fire), basic weapons (pistol, empgrenade), high value ores (diamond, uranium)
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result = list(/datum/nothing = 25,
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/obj/item/jammer = 1,
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/obj/item/storage/firstaid/regular = 1,
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/obj/item/storage/box/syndie_kit/bonerepair = 1,
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/obj/item/gun/projectile/automatic/pistol = 1,
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/obj/item/stock_parts/cell/bluespace = 1,
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/obj/item/card/emag = 1,
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/obj/item/encryptionkey/binary = 1,
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/obj/item/pinpointer/advpinpointer = 1,
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/obj/item/borg/upgrade/vtec = 1,
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/obj/item/borg/upgrade/syndicate = 1,
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/obj/item/borg/upgrade/selfrepair = 1,
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/obj/item/stack/sheet/mineral/diamond{amount = 10} = 1,
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/obj/item/stack/sheet/mineral/uranium{amount = 10} = 1,
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/obj/item/clothing/shoes/magboots/elite = 1,
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/obj/item/grenade/empgrenade = 1,
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/obj/item/grenade/clown_grenade = 1,
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/obj/item/grenade/spawnergrenade/feral_cats = 1,
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/obj/item/ammo_box/magazine/m10mm/ap = 1,
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/obj/item/ammo_box/magazine/m10mm/fire = 1,
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/obj/item/ammo_box/magazine/m10mm/hp = 1,
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/obj/item/storage/box/syndie_kit/emp = 1,
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/obj/item/toy/plushie/carpplushie/dehy_carp = 1,
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/obj/item/clothing/glasses/hud/security/chameleon = 1,
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/obj/item/mod/module/visor/thermal = 1,
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/obj/item/mod/module/stealth = 1,
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/obj/item/mod/module/power_kick = 1)
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/obj/effect/spawner/random_spawners/syndicate/loot/level4
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name = "armory loot"
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spawn_inside = /obj/structure/closet/secure_closet/syndicate/depot/armory
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// Loot schema: high-power weapons (m90, esword, ebow, revolver), devices that negate depot challenges (thermal glasses, chameleon device), explosives
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result = list(/obj/item/gun/projectile/automatic/c20r = 1,
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/obj/item/gun/projectile/automatic/m90 = 1,
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/obj/item/gun/projectile/automatic/sniper_rifle/syndicate = 1,
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/obj/item/melee/energy/sword/saber = 1,
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/obj/item/gun/energy/kinetic_accelerator/crossbow = 1,
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/obj/item/gun/projectile/revolver = 1,
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/obj/item/clothing/gloves/color/yellow/power = 1,
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/obj/item/butcher_chainsaw = 1,
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/obj/item/bee_briefcase = 1,
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/obj/item/fireaxe/energized = 1,
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/obj/item/clothing/glasses/thermal = 1,
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/obj/item/chameleon = 1,
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/obj/item/reagent_containers/hypospray/autoinjector/stimulants = 1,
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/obj/item/grenade/plastic/c4/x4 = 1,
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/obj/item/storage/box/syndie_kit/modsuit/elite = 1)// Adding this as it is something an explorer can use to explore space better, that isn't a high powered murder weapon.
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// Layout-affecting spawns
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/obj/effect/spawner/random_spawners/syndicate/layout
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icon_state = "x2"
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/obj/effect/spawner/random_spawners/syndicate/layout/door
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name = "50pc door 25pc falsewall 25pc wall"
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result = list(/obj/machinery/door/airlock/hatch/syndicate = 6,
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/turf/simulated/wall/mineral/plastitanium/nodiagonal = 2,
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/obj/structure/falsewall/plastitanium = 2)
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/obj/effect/spawner/random_spawners/syndicate/layout/door/vault
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name = "80pc vaultdoor 20pc wall"
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result = list(/obj/machinery/door/airlock/hatch/syndicate/vault = 4,
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/turf/simulated/wall/mineral/plastitanium/nodiagonal = 1)
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