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Replaced mob/var/original_name with datum/mind/var/name. Halved the speak-chances of every simple-animal because that constant squeaking was insufferable. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
226 lines
7.5 KiB
Plaintext
226 lines
7.5 KiB
Plaintext
/mob
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density = 1
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layer = 4.0
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animate_movement = 2
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flags = NOREACT
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var/datum/mind/mind
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var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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//Not in use yet
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var/obj/effect/organstructure/organStructure = null
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// var/uses_hud = 0
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var/obj/screen/flash = null
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var/obj/screen/blind = null
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var/obj/screen/hands = null
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var/obj/screen/mach = null
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var/obj/screen/sleep = null
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var/obj/screen/rest = null
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var/obj/screen/pullin = null
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var/obj/screen/internals = null
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var/obj/screen/oxygen = null
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var/obj/screen/i_select = null
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var/obj/screen/m_select = null
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var/obj/screen/toxin = null
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var/obj/screen/fire = null
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var/obj/screen/bodytemp = null
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var/obj/screen/healths = null
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var/obj/screen/throw_icon = null
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var/obj/screen/nutrition_icon = null
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var/obj/screen/pressure = null
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var/obj/screen/damageoverlay = null
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var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
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var/last_luminosity = 0
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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var/obj/screen/zone_sel/zone_sel = null
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var/emote_allowed = 1
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var/computer_id = null
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var/lastattacker = null
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var/lastattacked = null
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var/attack_log = list( )
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var/already_placed = 0.0
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var/obj/machinery/machine = null
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var/other_mobs = null
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var/memory = ""
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var/poll_answer = 0.0
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var/sdisabilities = 0 //Carbon
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var/disabilities = 0 //Carbon
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var/atom/movable/pulling = null
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var/next_move = null
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var/prev_move = null
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var/monkeyizing = null //Carbon
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var/other = 0.0
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var/hand = null
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var/eye_blind = null //Carbon
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var/eye_blurry = null //Carbon
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var/ear_deaf = null //Carbon
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var/ear_damage = null //Carbon
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var/stuttering = null //Carbon
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var/real_name = null
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// var/original_name = null //Original name is only used in ghost chat! Depracated, now used bb
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var/blinded = null
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var/bhunger = 0 //Carbon
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var/ajourn = 0
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// var/rejuv = null
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var/druggy = 0 //Carbon
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var/confused = 0 //Carbon
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var/antitoxs = null
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var/plasma = null
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var/sleeping = 0 //Carbon
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var/resting = 0 //Carbon
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var/lying = 0
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var/lying_prev = 0
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var/canmove = 1
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var/eye_stat = null//Living, potentially Carbon
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var/lastpuke = 0
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var/unacidable = 0
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var/name_archive //For admin things like possession
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var/timeofdeath = 0.0//Living
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var/cpr_time = 1.0//Carbon
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var/bodytemperature = 310.055 //98.7 F
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var/drowsyness = 0.0//Carbon
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var/dizziness = 0//Carbon
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var/is_dizzy = 0
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var/is_jittery = 0
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var/jitteriness = 0//Carbon
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var/charges = 0.0
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var/nutrition = 400.0//Carbon
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/paralysis = 0.0
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var/stunned = 0.0
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var/weakened = 0.0
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var/losebreath = 0.0//Carbon
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var/intent = null//Living
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var/shakecamera = 0
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var/a_intent = "help"//Living
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var/m_int = null//Living
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var/m_intent = "run"//Living
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var/lastDblClick = 0
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var/lastKnownIP = null
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var/obj/structure/stool/bed/buckled = null//Living
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var/obj/item/handcuffed = null//Living
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var/obj/item/legcuffed = null//Living
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var/obj/item/l_hand = null//Living
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var/obj/item/r_hand = null//Living
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var/obj/item/weapon/back = null//Human/Monkey
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var/obj/item/weapon/tank/internal = null//Human/Monkey
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var/obj/item/weapon/storage/s_active = null//Carbon
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var/obj/item/clothing/mask/wear_mask = null//Carbon
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var/seer = 0 //for cult//Carbon, probably Human
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var/obj/hud/hud_used = null
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//var/list/organs = list( ) //moved to human.
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var/list/grabbed_by = list( )
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var/list/requests = list( )
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var/list/mapobjs = list()
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var/in_throw_mode = 0
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var/coughedtime = null
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var/inertia_dir = 0
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var/footstep = 1
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var/music_lastplayed = "null"
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var/job = null//Living
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var/nodamage = 0
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var/be_syndicate = 0//This really should be a client variable.
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var/be_random_name = 0
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var/const/blindness = 1//Carbon
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var/const/deafness = 2//Carbon
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var/const/muteness = 4//Carbon
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var/datum/dna/dna = null//Carbon
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var/radiation = 0.0//Carbon
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var/list/mutations = list() //Carbon -- Doohl
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//see: setup.dm for list of mutations
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var/list/augmentations = list() //Carbon -- Doohl
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//see: setup.dm for list of augmentations
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var/voice_name = "unidentifiable voice"
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var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
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var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
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//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
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var/proc_holder_list[] = list()//Right now unused.
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//Also unlike the spell list, this would only store the object in contents, not an object in itself.
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/* Add this line to whatever stat module you need in order to use the proc holder list.
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Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
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This requires creating a verb for the object proc holder.
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if (proc_holder_list.len)//Generic list for proc_holder objects.
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for(var/obj/effect/proc_holder/P in proc_holder_list)
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statpanel("[P.panel]","",P)
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*/
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//The last mob/living/carbon to push/drag/grab this mob (mostly used by Metroids friend recognition)
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var/mob/living/carbon/LAssailant = null
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//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
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var/obj/effect/proc_holder/spell/list/spell_list = list()
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//Changlings, but can be used in other modes
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var/obj/effect/proc_holder/changpower/list/power_list = list()
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//List of active diseases
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var/viruses = list() // replaces var/datum/disease/virus
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//Monkey/infected mode
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var/list/resistances = list()
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var/datum/disease/virus = null
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/update_icon = 1 //Set to 1 to trigger update_icons() at the next life() call
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var/UI = 'icons/mob/screen1_Midnight.dmi' // For changing the UI from preferences
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var/status_flags = 255 //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
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var/nopush = 0 //Can they be shoved?
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/datum/preferences/storedpreferences = null
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var/list/radar_blips = list() // list of screen objects, radar blips
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var/radar_open = 0 // nonzero is radar is open
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//Datum holding changeling stuff
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var/datum/changeling/changeling = null //TODO: Move this to living or carbon -Nodrak
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var/obj/control_object //Used by admins to possess objects. All mobs should have this var
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//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
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var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
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var/robot_talk_understand = 0
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var/alien_talk_understand = 0
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