here we go again (#2456)
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@@ -23,20 +23,20 @@
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name = "Safecode hint spawner"
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/obj/effect/landmark/sc_bible_spawner/New()
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var/obj/item/weapon/storage/book/bible/B = new /obj/item/weapon/storage/book/bible/booze(src.loc)
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var/obj/item/storage/book/bible/B = new /obj/item/storage/book/bible/booze(src.loc)
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B.name = "The Holy book of the Geometer"
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B.deity_name = "Narsie"
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B.icon_state = "melted"
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B.item_state = "melted"
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new /obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_bible(B)
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new /obj/item/weapon/pen(B)
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new /obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_bible(B)
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new /obj/item/pen(B)
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qdel(src)
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/*
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* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
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*/
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//Captain's retro laser - Fires practice laser shots instead.
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/obj/item/weapon/gun/energy/laser/retro/sc_retro
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/obj/item/gun/energy/laser/retro/sc_retro
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name ="retro laser"
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icon_state = "retro"
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desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces."
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@@ -44,25 +44,25 @@
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clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
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//Syndicate sub-machine guns.
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/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r
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/obj/item/gun/ballistic/automatic/c20r/sc_c20r
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/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/Initialize()
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/obj/item/gun/ballistic/automatic/c20r/sc_c20r/Initialize()
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. = ..()
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for(var/ammo in magazine.stored_ammo)
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if(prob(95)) //95% chance
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magazine.stored_ammo -= ammo
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//Barman's shotgun
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/obj/item/weapon/gun/ballistic/shotgun/sc_pump
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/obj/item/gun/ballistic/shotgun/sc_pump
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/obj/item/weapon/gun/ballistic/shotgun/sc_pump/Initialize()
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/obj/item/gun/ballistic/shotgun/sc_pump/Initialize()
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. = ..()
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for(var/ammo in magazine.stored_ammo)
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if(prob(95)) //95% chance
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magazine.stored_ammo -= ammo
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//Lasers
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/obj/item/weapon/gun/energy/laser/practice/sc_laser
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/obj/item/gun/energy/laser/practice/sc_laser
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name = "Old laser"
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desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
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clumsy_check = 0
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@@ -79,30 +79,30 @@ GLOBAL_VAR_INIT(sc_safecode4, "[rand(0,9)]")
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GLOBAL_VAR_INIT(sc_safecode5, "[rand(0,9)]")
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//Pieces of paper actually containing the hints
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_prison
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_prison
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name = "smudged paper"
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_prison/New()
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_prison/New()
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info = "<i>The ink is smudged, you can only make out a couple numbers:</i> '[GLOB.sc_safecode1]**[GLOB.sc_safecode4]*'"
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_hydro
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_hydro
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name = "shredded paper"
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_hydro/New()
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_hydro/New()
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info = "<i>Although the paper is shredded, you can clearly see the number:</i> '[GLOB.sc_safecode2]'"
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_caf
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_caf
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name = "blood-soaked paper"
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//This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
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info = "<font color=red><i>This paper is soaked in blood, it is impossible to read any text.</i></font>"
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_bible
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_bible
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name = "hidden paper"
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_bible/New()
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_bible/New()
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info = {"<i>It would appear that the pen hidden with the paper had leaked ink over the paper.
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However you can make out the last three digits:</i>'[GLOB.sc_safecode3][GLOB.sc_safecode4][GLOB.sc_safecode5]'
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"}
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/obj/item/weapon/paper/fluff/awaymissions/stationcollision/safehint_paper_shuttle
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/obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_shuttle
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info = {"<b>Target:</b> Research-station Epsilon<br>
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<b>Objective:</b> Prototype weaponry. The captain likely keeps them locked in her safe.<br>
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<br>
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@@ -118,18 +118,18 @@ GLOBAL_VAR_INIT(sc_safecode5, "[rand(0,9)]")
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/*
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* Captain's safe
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*/
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/obj/item/weapon/storage/secure/safe/sc_ssafe
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/obj/item/storage/secure/safe/sc_ssafe
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name = "Captain's secure safe"
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/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
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/obj/item/storage/secure/safe/sc_ssafe/New()
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..()
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l_code = "[GLOB.sc_safecode1][GLOB.sc_safecode2][GLOB.sc_safecode3][GLOB.sc_safecode4][GLOB.sc_safecode5]"
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l_set = 1
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new /obj/item/weapon/gun/energy/mindflayer(src)
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new /obj/item/gun/energy/mindflayer(src)
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new /obj/item/device/soulstone(src)
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new /obj/item/clothing/suit/space/hardsuit/cult(src)
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//new /obj/item/weapon/teleportation_scroll(src)
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new /obj/item/weapon/ore/diamond(src)
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//new /obj/item/teleportation_scroll(src)
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new /obj/item/ore/diamond(src)
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/*
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* Modified Nar-Sie
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