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Fixed Arrivals runtime. Does not fix issue of it not announcing arrival though.
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@@ -363,13 +363,18 @@
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proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
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if (ticker.current_state == GAME_STATE_PLAYING)
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var/mob/living/silicon/ai/announcer = new (null)
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var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)// BS12 EDIT Arrivals Announcement Computer, rather than the AI.
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if (a == null)
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world << "ffuck"
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a.autosay("\"[character.real_name],[character.wear_id.assignment ? " [character.wear_id.assignment]," : "" ] has arrived on the station.\"", "Arrivals Announcement Computer")
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del(a)
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/*
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var/mob/living/silicon/ai/announcer = new (null)
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announcer.name = "Arrivals Announcement Computer"
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announcer.real_name = "Arrivals Announcement Computer"
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a.autosay("\"[character.real_name],[character.wear_id.assignment ? " [character.wear_id.assignment]," : "" ] has arrived on the station.\"", announcer)
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del(a)
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del(announcer)
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*/
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proc/LateChoices()
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var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
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