mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 18:32:03 +00:00
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot. •Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
248 lines
5.9 KiB
Plaintext
248 lines
5.9 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/admins
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name = "admins"
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var/rank = null
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var/owner = null
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var/state = 1
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//state = 1 for playing : default
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//state = 2 for observing
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var/admincaster_screen = 0 //See newscaster.dm under machinery for a full description
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var/datum/feed_message/admincaster_feed_message = new /datum/feed_message //These two will act as holders.
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var/datum/feed_channel/admincaster_feed_channel = new /datum/feed_channel
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var/admincaster_signature //What you'll sign the newsfeeds as
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/obj/admins/New()
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src.admincaster_signature = "Nanotrasen Officer #[rand(0,9)][rand(0,9)][rand(0,9)]"
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..()
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/obj/effect/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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/obj/item/device/infra_sensor
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name = "Infrared Sensor"
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desc = "Scans for infrared beams in the vicinity."
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icon_state = "infra_sensor"
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var/passive = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 150
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origin_tech = "magnets=2"
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/structure/cable
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level = 1
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anchored =1
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var/netnum = 0
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/color="red"
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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color="yellow"
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icon = 'icons/obj/power_cond_yellow.dmi'
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/obj/structure/cable/green
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color="green"
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icon = 'icons/obj/power_cond_green.dmi'
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/obj/structure/cable/blue
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color="blue"
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icon = 'icons/obj/power_cond_blue.dmi'
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/obj/structure/cable/pink
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color="pink"
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icon = 'icons/obj/power_cond_pink.dmi'
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/obj/structure/cable/orange
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color="orange"
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icon = 'icons/obj/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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color="cyan"
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icon = 'icons/obj/power_cond_cyan.dmi'
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/obj/structure/cable/white
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color="white"
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icon = 'icons/obj/power_cond_white.dmi'
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/effect/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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// Basically this Metroid Core catalyzes reactions that normally wouldn't happen anywhere
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/obj/item/metroid_core
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name = "metroid core"
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desc = "A very slimy and tender part of a Metroid. They also legend to have \"magical powers\"."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "metroid core"
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flags = TABLEPASS
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force = 1.0
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w_class = 1.0
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throwforce = 1.0
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throw_speed = 3
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throw_range = 6
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origin_tech = "biotech=4"
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var/POWERFLAG = 0 // sshhhhhhh
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var/Flush = 30
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var/Uses = 5 // uses before it goes inert
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New()
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..()
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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R.my_atom = src
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POWERFLAG = rand(1,10)
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Uses = rand(7, 25)
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//flags |= NOREACT
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spawn()
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Life()
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proc/Life()
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while(src)
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sleep(25)
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Flush--
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if(Flush <= 0)
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reagents.clear_reagents()
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Flush = 30
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/obj/effect/deskclutter
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name = "desk clutter"
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icon = 'icons/obj/items.dmi'
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icon_state = "deskclutter"
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desc = "Some clutter the detective has accumalated over the years..."
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anchored = 1
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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// TODO: robust mixology system! (and merge with beakers, maybe)
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/obj/item/weapon/glass
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name = "empty glass"
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desc = "Emptysville."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "glass_empty"
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item_state = "beaker"
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flags = FPRINT | TABLEPASS | OPENCONTAINER
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var/datum/substance/inside = null
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throwforce = 5
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g_amt = 100
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New()
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..()
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src.pixel_x = rand(-5, 5)
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src.pixel_y = rand(-5, 5)
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "ball"
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name = "beach ball"
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item_state = "beachball"
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density = 0
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anchored = 0
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w_class = 1.0
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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