here we go again (#2456)
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@@ -126,7 +126,7 @@
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if(O.emped || !O.on)
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continue
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O.emp_act(EMP_HEAVY)
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else if((isliving(A) && !is_servant_of_ratvar(A)) || istype(A, /obj/structure/closet) || istype(A, /obj/item/weapon/storage)) //other things may have radios in them but we don't care
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else if((isliving(A) && !is_servant_of_ratvar(A)) || istype(A, /obj/structure/closet) || istype(A, /obj/item/storage)) //other things may have radios in them but we don't care
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for(var/obj/item/device/radio/O in A.GetAllContents())
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successfulprocess = TRUE
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if(O.emped || !O.on)
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@@ -102,11 +102,11 @@
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/obj/structure/destructible/clockwork/ocular_warden/proc/acquire_nearby_targets()
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. = list()
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for(var/mob/living/L in viewers(sight_range, src)) //Doesn't attack the blind
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var/obj/item/weapon/storage/book/bible/B = L.bible_check()
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var/obj/item/storage/book/bible/B = L.bible_check()
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if(B)
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if(!(B.resistance_flags & ON_FIRE))
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to_chat(L, "<span class='warning'>Your [B.name] bursts into flames!</span>")
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for(var/obj/item/weapon/storage/book/bible/BI in L.GetAllContents())
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for(var/obj/item/storage/book/bible/BI in L.GetAllContents())
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if(!(BI.resistance_flags & ON_FIRE))
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BI.fire_act()
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continue
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@@ -24,10 +24,10 @@
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return
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/obj/structure/destructible/clockwork/wall_gear/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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if(istype(I, /obj/item/wrench))
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default_unfasten_wrench(user, I, 10)
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return 1
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else if(istype(I, /obj/item/weapon/screwdriver))
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else if(istype(I, /obj/item/screwdriver))
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if(anchored)
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to_chat(user, "<span class='warning'>[src] needs to be unsecured to disassemble it!</span>")
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else
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