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FUCKFUCKFUCKFUCKFUCKFUCKFUCK
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@@ -213,7 +213,7 @@
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if(istype(spawn_by,/list))
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sources=spawn_by
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else
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sources.Add(spawn_by)
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sources |= (spawn_by)
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if(_range==-1)
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#ifdef BEAM_DEBUG
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@@ -83,7 +83,7 @@ var/global/list/obj/machinery/mirror/mirror_list = list()
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/obj/machinery/mirror/beam_connect(var/obj/effect/beam/emitter/B)
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if(istype(B))
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if(B.HasSource(src))
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if(B.HasSource(src) || src == B.source)
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return // Prevent infinite loops.
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..()
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powerchange_hooks[B]=B.power_change.Add(src,"on_power_change")
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@@ -140,7 +140,7 @@ var/global/list/obj/machinery/mirror/mirror_list = list()
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continue // Prevent infinite loops.
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// For recursion protection
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spawners += B.sources
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spawners |= B.sources
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var/beamdir=get_dir(src,B)
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@@ -118,7 +118,7 @@ var/list/obj/machinery/prism/prism_list = list()
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continue // Prevent infinite loops.
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// Don't process beams firing into our emission side.
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spawners += B.sources
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spawners |= B.sources
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beam.power += B.power
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var/beamdir=get_dir(B.loc,src)
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overlays += image(icon=icon,icon_state="beam_arrow",dir=beamdir)
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