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@@ -70,4 +70,4 @@
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/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/__distance_check(atom/movable/AM, OldLoc, Dir, Forced)
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if(get_dist(src, AM) > gravity_power_range)
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remove_gravity(AM)
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remove_gravity(AM)
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@@ -130,4 +130,4 @@
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/mob/living/simple_animal/hostile/guardian/ranged/Recall(forced)
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// To stop scout mode from moving when recalled
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incorporeal_move = FALSE
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. = ..()
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. = ..()
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@@ -292,4 +292,4 @@
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if(mecha)
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walk_to(mecha, target, minimum_distance, mecha.step_in)
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else
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..()
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..()
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@@ -190,4 +190,4 @@
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/obj/item/clothing/accessory/pandora_hope/on_uniform_dropped(obj/item/clothing/under/U, user)
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var/mob/living/L = user
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if(L && L.mind)
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SEND_SIGNAL(L, COMSIG_CLEAR_MOOD_EVENT, "hope_lavaland")
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SEND_SIGNAL(L, COMSIG_CLEAR_MOOD_EVENT, "hope_lavaland")
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@@ -57,4 +57,4 @@
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casingtype = /obj/item/ammo_casing/c46x30mm
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projectilesound = 'sound/weapons/gunshot_smg.ogg'
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loot = list(/obj/item/gun/ballistic/automatic/wt550,
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/obj/effect/mob_spawn/human/corpse/nanotrasensoldier)
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/obj/effect/mob_spawn/human/corpse/nanotrasensoldier)
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@@ -81,4 +81,4 @@
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casingtype = /obj/item/ammo_casing/c46x30mm
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projectilesound = 'sound/weapons/gunshot_smg.ogg'
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loot = list(/obj/item/gun/ballistic/automatic/wt550,
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/obj/effect/mob_spawn/human/corpse/nanotrasensoldier)
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/obj/effect/mob_spawn/human/corpse/nanotrasensoldier)
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@@ -53,4 +53,4 @@
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/datum/emote/slime/mood/angry
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key = "moodangry"
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mood = "angry"
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mood = "angry"
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@@ -76,4 +76,4 @@
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slime_mutation[2] = colour
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slime_mutation[3] = colour
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slime_mutation[4] = colour
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return(slime_mutation)
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return(slime_mutation)
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@@ -177,4 +177,4 @@ If radio_freq is not null, the code will rely on the fact that the speaker is vi
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This is fairly hacky, but it means that I can advoid using istypes. It's mainly relevant for AI tracking and AI job display.
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That's all, folks!*/
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That's all, folks!*/
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@@ -68,4 +68,4 @@
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return
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/mob/proc/update_inv_ears()
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return
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return
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