Actually, the cult team should process it instead.
Got you covered, badmins spawning cult on other modes.
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@@ -242,6 +242,30 @@
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var/cult_risen = FALSE
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var/cult_ascendent = FALSE
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/datum/team/cult/New()
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. = ..()
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START_PROCESSING(SSprocessing, src)
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/datum/team/cult/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/datum/team/cult/process()
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if(SSticker.current_state == GAME_STATE_FINISHED)
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return
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var/datum/objective/sacrifice/sac_objective = locate() in objectives
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if(!sac_objective || sac_objective.check_completion())
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return
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var/datum/mind/sacrificial = sac_objective.get_target()
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var/mob/living/sac_current = sacrificial.current
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if(!sacrificial || !sac_current) //target is gone for good but not sacrified.
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sort_sacrifice(TRUE)
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return
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if(QDELETED(sac_objective.target_current) || sac_objective.target_current != sac_current) //target is now a different mob (monkey, simple mob)
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sac_objective.sac_image = sac_current.get_sac_image()
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sac_objective.target_current = sac_current
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sac_objective.update_explanation_text()
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/datum/team/cult/proc/check_size()
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if(cult_ascendent)
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return
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