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@@ -117,9 +117,12 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
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animate(src, pixel_y = 2, time = 10, loop = -1)
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grant_all_languages()
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GLOB.dead_mob_list += src
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..()
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grant_all_languages()
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/mob/dead/observer/narsie_act()
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var/old_color = color
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color = "#960000"
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@@ -269,25 +272,24 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/Move(NewLoc, direct)
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if(updatedir)
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setDir(direct )//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
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setDir(direct)//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
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var/oldloc = loc
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if(NewLoc)
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loc = NewLoc
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for(var/obj/effect/step_trigger/S in NewLoc)
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S.Crossed(src)
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update_parallax_contents()
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return
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loc = get_turf(src) //Get out of closets and such as a ghost
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if((direct & NORTH) && y < world.maxy)
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y++
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else if((direct & SOUTH) && y > 1)
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y--
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if((direct & EAST) && x < world.maxx)
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x++
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else if((direct & WEST) && x > 1)
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x--
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else
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loc = get_turf(src) //Get out of closets and such as a ghost
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if((direct & NORTH) && y < world.maxy)
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y++
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else if((direct & SOUTH) && y > 1)
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y--
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if((direct & EAST) && x < world.maxx)
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x++
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else if((direct & WEST) && x > 1)
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x--
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for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
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S.Crossed(src)
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Moved(oldloc, direct)
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/mob/dead/observer/is_active()
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return 0
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@@ -296,9 +298,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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..()
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if(statpanel("Status"))
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if(SSticker.HasRoundStarted())
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for(var/datum/gang/G in SSticker.mode.gangs)
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if(G.is_dominating)
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stat(null, "[G.name] Gang Takeover: [max(G.domination_time_remaining(), 0)]")
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if(istype(SSticker.mode, /datum/game_mode/blob))
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var/datum/game_mode/blob/B = SSticker.mode
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if(B.message_sent)
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