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Merge pull request #9961 from VOREStation/upstream-merge-7976
[MIRROR] Fixes Global and Fixes Eyes
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@@ -112,7 +112,7 @@
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'sound/ambience/generic/generic2.ogg',\
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'sound/ambience/generic/generic3.ogg'\
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)
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// 'sound/ambience/generic/generic4.ogg'\ // VOREStation Edit: Comment out entry 4 as this doesn't fit on Virgo, and we have our own weather system.
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// 'sound/ambience/generic/generic4.ogg'\
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// Sounds of PA announcements, presumably involving shuttles?
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#define AMBIENCE_ARRIVALS list(\
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@@ -680,7 +680,7 @@ var/global/datum/controller/occupations/job_master
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to_chat(C, "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead.")
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var/spawning = pick(latejoin)
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.["turf"] = get_turf(spawning)
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.["msg"] = "will arrive at the station shortly" //VOREStation Edit - Grammar but mostly 'shuttle' reference removal, and this also applies to notified spawn-character verb use
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.["msg"] = "will arrive at the station shortly"
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else if(!fail_deadly)
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var/spawning = pick(latejoin)
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.["turf"] = get_turf(spawning)
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@@ -46,7 +46,7 @@
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starts_with = null
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if(!opened) // if closed, any item at the crate's loc is put in the contents
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if(istype(loc, /mob/living)) return //VOREStation Edit - No collecting mob organs if spawned inside mob
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if(istype(loc, /mob/living)) return
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var/obj/item/I
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for(I in loc)
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if(I.density || I.anchored || I == src) continue
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@@ -334,7 +334,7 @@
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if(!iscarbon(owner) || !owner.species)
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return
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var/icon/eyecon //VOREStation Edit -- holds eye icon to render over markings later.
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var/icon/eyecon
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//Eye color/icon
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var/should_have_eyes = owner.should_have_organ(O_EYES)
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@@ -373,7 +373,7 @@
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for(var/M in markings)
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var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
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var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode)
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add_overlay(mark_s) //So when it's not on your body, it has icons
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mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
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icon_cache_key += "[M][markings[M]["color"]]"
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