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Ports code for scatter portals
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@@ -76,4 +76,44 @@
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M << 'sound/effects/phasein.ogg'
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playsound(src, 'sound/effects/phasein.ogg', 100, 1)
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M.forceMove(dest.loc)
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if(istype(M, /mob/living) && dest.abductor)
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var/mob/living/L = M
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//Situations to get the mob out of
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if(L.buckled)
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L.buckled.unbuckle_mob()
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if(istype(L.loc,/obj/mecha))
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var/obj/mecha/ME = L.loc
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ME.go_out()
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else if(istype(L.loc,/obj/machinery/sleeper))
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var/obj/machinery/sleeper/SL = L.loc
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SL.go_out()
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else if(istype(L.loc,/obj/machinery/recharge_station))
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var/obj/machinery/recharge_station/RS = L.loc
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RS.go_out()
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if(!issilicon(L)) //Don't drop borg modules...
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for(var/obj/item/I in L)
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if(istype(I,/obj/item/weapon/implant) || istype(I,/obj/item/device/nif))
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continue
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if(istype(I,/obj/item/weapon/holder))
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var/obj/item/weapon/holder/H = I
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var/mob/living/MI = H.held_mob
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MI.forceMove(get_turf(H))
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if(!issilicon(MI)) //Don't drop borg modules...
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for(var/obj/item/II in MI)
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if(istype(II,/obj/item/weapon/implant) || istype(II,/obj/item/device/nif))
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continue
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MI.drop_from_inventory(II, loc)
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var/obj/effect/landmark/finaldest = pick(awayabductors)
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MI.forceMove(finaldest.loc)
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sleep(1)
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MI.Paralyse(10)
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MI << 'sound/effects/bamf.ogg'
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to_chat(MI,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
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L.drop_from_inventory(I, dest.loc)
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var/obj/effect/landmark/finaldest = pick(awayabductors)
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L.forceMove(finaldest.loc)
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sleep(1)
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L.Paralyse(10)
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L << 'sound/effects/bamf.ogg'
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to_chat(L,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
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return
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