Merge remote-tracking branch 'citadel/master' into shield_refactor
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@@ -36,16 +36,23 @@
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#define CAN_CLIMAX_WITH (1<<7)
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#define GENITAL_CAN_AROUSE (1<<8)
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#define DEF_VAGINA_SHAPE "Human"
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#define COCK_SIZE_MIN 1
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#define COCK_SIZE_DEF 6
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#define COCK_SIZE_MAX 20
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#define COCK_DIAMETER_RATIO_MAX 0.42
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#define COCK_DIAMETER_RATIO_DEF 0.25
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#define COCK_DIAMETER_RATIO_MIN 0.15
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#define DEF_COCK_SHAPE "Human"
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#define BALLS_VOLUME_BASE 25
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#define BALLS_VOLUME_MULT 1
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#define DEF_BALLS_SHAPE "Single"
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#define BALLS_SIZE_MIN 1
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#define BALLS_SIZE_DEF 2
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#define BALLS_SIZE_MAX 3
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@@ -57,6 +64,10 @@
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#define BREASTS_VOLUME_BASE 50 //base volume for the reagents in the breasts, multiplied by the size then multiplier. 50u for A cups, 850u for HH cups.
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#define BREASTS_VOLUME_MULT 1 //global multiplier for breast volume.
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#define BREASTS_SIZE_DEF "c" //lowercase cause those sprite accessory don't use uppercased letters.
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#define DEF_BREASTS_SHAPE "Pair"
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#define MILK_RATE 5
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#define MILK_RATE_MULT 1
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#define MILK_EFFICIENCY 1
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@@ -78,14 +89,6 @@
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#define XENOBIO_UPGRADE_SLIMEBASIC 2
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#define XENOBIO_UPGRADE_SLIMEADV 4
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//stamina stuff
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#define STAMINA_SOFTCRIT 100 //softcrit for stamina damage. prevents standing up, prevents performing actions that cost stamina, etc, but doesn't force a rest or stop movement
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#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
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#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
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#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
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#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
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//Citadel toggles because bitflag memes
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#define MEDIHOUND_SLEEPER (1<<0)
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#define EATING_NOISES (1<<1)
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@@ -103,8 +106,6 @@
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#define TOGGLES_CITADEL (EATING_NOISES|DIGESTION_NOISES|BREAST_ENLARGEMENT|PENIS_ENLARGEMENT)
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//component stuff
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#define COMSIG_COMBAT_TOGGLED "combatmode_toggled" //called by combat mode toggle on all equipped items. args: (mob/user, combatmode)
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#define COMSIG_VORE_TOGGLED "voremode_toggled" // totally not copypasta
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//belly sound pref things
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@@ -29,7 +29,54 @@
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#define EFFECT_DROWSY "drowsy"
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#define EFFECT_JITTER "jitter"
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// /mob/living/combat_flags
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#define CAN_TOGGLE_COMBAT_MODE(mob) FORCE_BOOLEAN((mob.stat == CONSCIOUS) && !(mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
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/// Default combat flags for those affected by ((stamina combat))
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#define COMBAT_FLAGS_DEFAULT NONE
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/// Default combat flags for everyone else (so literally everyone but humans)
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#define COMBAT_FLAGS_STAMSYSTEM_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_COMBAT_TOGGLED)
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/// Default combat flags for those only affected by sprint (so just silicons)
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#define COMBAT_FLAGS_STAMEXEMPT_YESSPRINT (COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_COMBAT_TOGGLED)
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/// The user wants combat mode on
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#define COMBAT_FLAG_COMBAT_TOGGLED (1<<0)
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/// The user wants sprint mode on
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#define COMBAT_FLAG_SPRINT_TOGGLED (1<<1)
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/// Combat mode is currently active
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#define COMBAT_FLAG_COMBAT_ACTIVE (1<<2)
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/// Sprint is currently active
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#define COMBAT_FLAG_SPRINT_ACTIVE (1<<3)
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/// Currently attempting to crawl under someone
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#define COMBAT_FLAG_ATTEMPTING_CRAWL (1<<4)
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/// Currently stamcritted
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#define COMBAT_FLAG_HARD_STAMCRIT (1<<5)
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/// Currently attempting to resist up from the ground
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#define COMBAT_FLAG_RESISTING_REST (1<<6)
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/// Intentionally resting
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#define COMBAT_FLAG_INTENTIONALLY_RESTING (1<<7)
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/// Currently stamcritted but not as violently
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#define COMBAT_FLAG_SOFT_STAMCRIT (1<<8)
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// Helpers for getting someone's stamcrit state. Cast to living.
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#define NOT_STAMCRIT 0
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#define SOFT_STAMCRIT 1
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#define HARD_STAMCRIT 2
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// Stamcrit check helpers
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#define IS_STAMCRIT(mob) (CHECK_STAMCRIT(mob) != NOT_STAMCRIT)
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#define CHECK_STAMCRIT(mob) ((mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)? HARD_STAMCRIT : ((mob.combat_flags & COMBAT_FLAG_SOFT_STAMCRIT)? SOFT_STAMCRIT : NOT_STAMCRIT))
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//stamina stuff
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#define STAMINA_SOFTCRIT 100 //softcrit for stamina damage. prevents standing up, prevents performing actions that cost stamina, etc, but doesn't force a rest or stop movement
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#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
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#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
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#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
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#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
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//Bitflags defining which status effects could be or are inflicted on a mob
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// This is a bit out of date/inaccurate in light of all the new status effects and is probably pending rework.
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#define CANSTUN (1<<0)
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#define CANKNOCKDOWN (1<<1)
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#define CANUNCONSCIOUS (1<<2)
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@@ -188,6 +188,8 @@
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#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
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// This returns flags as defined for block in __DEFINES/combat.dm!
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#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
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#define COMSIG_LIVING_COMBAT_ENABLED "combatmode_enabled" //from base of mob/living/enable_combat_mode() (was_forced)
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#define COMSIG_LIVING_COMBAT_DISABLED "combatmode_disabled" //from base of mob/living/disable_combat_mode() (was_forced)
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//ALL OF THESE DO NOT TAKE INTO ACCOUNT WHETHER AMOUNT IS 0 OR LOWER AND ARE SENT REGARDLESS!
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#define COMSIG_LIVING_STATUS_STUN "living_stun" //from base of mob/living/Stun() (amount, update, ignore)
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@@ -197,6 +199,7 @@
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#define COMSIG_LIVING_STATUS_UNCONSCIOUS "living_unconscious" //from base of mob/living/Unconscious() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_SLEEP "living_sleeping" //from base of mob/living/Sleeping() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_DAZE "living_daze" //from base of mob/living/Daze() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_STAGGER "living_stagger" //from base of mob/living/Stagger() (amount, update, ignore)
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#define COMPONENT_NO_STUN 1 //For all of them
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// /mob/living/carbon signals
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@@ -201,4 +201,7 @@
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#define RULE_OF_THREE(a, b, x) ((a*x)/b)
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// )
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#define MANHATTAN_DISTANCE(a, b) (abs(a.x - b.x) + abs(a.y - b.y))
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#define MANHATTAN_DISTANCE(a, b) (abs(a.x - b.x) + abs(a.y - b.y))
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/// Make sure something is a boolean TRUE/FALSE 1/0 value, since things like bitfield & bitflag doesn't always give 1s and 0s.
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#define FORCE_BOOLEAN(x) ((x)? TRUE : FALSE)
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@@ -53,6 +53,9 @@
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#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
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/// Blocks sprint
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#define STATUS_EFFECT_STAGGERED /datum/status_effect/staggered
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#define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down
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#define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control
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@@ -131,6 +131,8 @@
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#define TRAIT_UNINTELLIGIBLE_SPEECH "unintelligible-speech"
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#define TRAIT_SOOTHED_THROAT "soothed-throat"
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#define TRAIT_LAW_ENFORCEMENT_METABOLISM "law-enforcement-metabolism"
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#define TRAIT_QUICK_CARRY "quick-carry"
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#define TRAIT_QUICKER_CARRY "quicker-carry"
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#define TRAIT_STRONG_GRABBER "strong_grabber"
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#define TRAIT_CALCIUM_HEALER "calcium_healer"
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#define TRAIT_MAGIC_CHOKE "magic_choke"
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@@ -160,6 +162,15 @@
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#define TRAIT_SWIMMING "swimming" //only applied by /datum/element/swimming, for checking
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/**
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* COMBAT MODE/SPRINT MODE TRAITS
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*/
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/// Prevents combat mode from being active.
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#define TRAIT_COMBAT_MODE_LOCKED "combatmode_locked"
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/// Prevents sprinting from being active.
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#define TRAIT_SPRINT_LOCKED "sprint_locked"
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//non-mob traits
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#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
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@@ -224,6 +235,7 @@
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#define GHOSTROLE_TRAIT "ghostrole"
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#define APHRO_TRAIT "aphro"
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#define BLOODSUCKER_TRAIT "bloodsucker"
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#define CLOTHING_TRAIT "clothing" //used for quirky carrygloves
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// unique trait sources, still defines
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#define STATUE_MUTE "statue"
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