Refactor machinery to default to being anchored
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@@ -8,7 +8,6 @@
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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state_open = TRUE
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anchored = TRUE
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occupant_typecache = list(/mob/living/carbon/human) // turned into typecache in Initialize
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circuit = /obj/item/circuitboard/machine/vr_sleeper
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var/you_die_in_the_game_you_die_for_real = FALSE
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@@ -179,7 +178,7 @@
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vr_human.vr_sleeper = null // Prevents race condition where a new human could get created out of order and set to null.
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QDEL_NULL(vr_human)
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/obj/machinery/vr_sleeper/proc/emagNotify()
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/obj/machinery/vr_sleeper/proc/emagNotify()
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if(vr_human)
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vr_human.Dizzy(10)
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@@ -199,10 +198,10 @@
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vr_category = "team_1"
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/obj/effect/landmark/vr_spawn/team_2
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vr_category = "team_2"
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vr_category = "team_2"
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/obj/effect/landmark/vr_spawn/admin
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vr_category = "event"
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vr_category = "event"
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/obj/effect/landmark/vr_spawn/syndicate // Multiple missions will use syndicate gear
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vr_outfit = /datum/outfit/vr/syndicate
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