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TG: Runtime fix for paint
Shuttle call/recall announcements are now more noticeable. Removed a few ways they could be spammed. Cats and Dogs can see in the dark. Recommitted some of the poop stuff by Doohl because, hell it's only one day and I don't hate fun. Revision: r3382 Author: elly1...@rocketmail.com Date: Mar 31, 2012
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@@ -780,7 +780,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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return
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emergency_shuttle.incall()
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world << "\blue <B>Alert: The emergency shuttle has been called. It will arrive in [round(emergency_shuttle.timeleft()/60)] minutes.</B>"
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captain_announce("The emergency shuttle has been called. It will arrive in [round(emergency_shuttle.timeleft()/60)] minutes.")
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world << sound('shuttlecalled.ogg')
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//feedback_add_details("admin_verb","CSHUT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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@@ -37,7 +37,6 @@ var/global/sent_strike_team = 0
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if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
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emergency_shuttle.recall()
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world << "\blue <B>Alert: The shuttle is going back!</B>"
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var/commando_number = commandos_possible //for selecting a leader
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var/leader_selected = 0 //when the leader is chosen. The last person spawned.
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@@ -186,6 +185,7 @@ var/global/sent_strike_team = 0
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L.implanted = 1
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var/obj/item/weapon/card/id/W = new(src)
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W.name = "[real_name]'s ID Card"
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W.icon_state = "centcom"
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