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https://github.com/vgstation-coders/vgstation13.git
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-Made the admin "floor is lava" secret to only hurt carbons. Otherwise activating it would kill the AI everytime, since it cannot move.
-Fixed following not working right. Optimized "observe". git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4685 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -2069,7 +2069,7 @@ var/global/floorIsLava = 0
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spawn(0)
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for(var/i = i, i < length, i++) // 180 = 3 minutes
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for(var/mob/living/L in living_mob_list)
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for(var/mob/living/carbon/L in living_mob_list)
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if(istype(L.loc, /turf/simulated/floor)) // Are they on LAVA?!
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var/turf/simulated/floor/F = L.loc
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var/safe = 0
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@@ -180,12 +180,17 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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set desc = "Follow and haunt a mob."
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if(istype(usr, /mob/dead/observer))
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var/mob/target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in getmobs()
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if(target)
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var/list/mobs = getmobs()
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var/input = input("Please, select a mob!", "Follow Mob", null, null) as null|anything in mobs
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var/mob/target = mobs[input]
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if(target && target != usr)
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spawn(0)
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var/turf/pos = get_turf(src)
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while(src.loc == pos)
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src.loc = get_turf(target)
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var/turf/T = get_turf(target)
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if(!T)
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break
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src.loc = T
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pos = src.loc
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sleep(15)
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@@ -443,51 +443,40 @@ var/list/slot_equipment_priority = list( \
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var/list/namecounts = list()
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var/list/creatures = list()
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for (var/obj/item/weapon/disk/nuclear/D in world)
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var/name = "Nuclear Disk"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = D
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for(var/obj/O in world)
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if(!O.loc)
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continue
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if(istype(O, /obj/item/weapon/disk/nuclear))
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var/name = "Nuclear Disk"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = O
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for (var/obj/machinery/singularity/S in world)
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var/name = "Singularity"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = S
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if(istype(O, /obj/machinery/singularity))
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var/name = "Singularity"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = O
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for (var/obj/machinery/bot/B in world)
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var/name = "BOT: [B.name]"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = B
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/*
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for (var/mob/living/silicon/decoy/D in world)
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var/name = "[D.name]"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = D
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*/
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if(istype(O, /obj/machinery/bot))
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var/name = "BOT: [O.name]"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = O
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//THIS IS HOW YOU ADD OBJECTS TO BE OBSERVED
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for(var/mob/M in sortAtom(mob_list))
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var/name = M.name
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if (names.Find(name))
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@@ -499,7 +488,6 @@ var/list/slot_equipment_priority = list( \
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creatures[name] = M
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//THIS IS THE MOBS PART: LOOK IN HELPERS.DM
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client.perspective = EYE_PERSPECTIVE
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