wow, totally the wrong proc, very cool
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@@ -538,16 +538,15 @@
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high_population_requirement = 15
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var/list/spawn_locs = list()
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/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready()
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/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
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var/deadMobs = 0
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for(var/mob/M in GLOB.dead_mob_list)
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deadMobs++
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if(deadMobs < REVENANT_SPAWN_THRESHOLD)
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message_admins("Dynamic attempted to spawn a revenant, but there were only [deadMobs]/[REVENANT_SPAWN_THRESHOLD] dead mobs.")
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return FALSE
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return ..()
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/datum/dynamic_ruleset/midround/from_ghosts/revenant/execute()
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if(required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
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var/turf/T = get_turf(L)
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if(T && is_station_level(T.z))
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@@ -592,12 +591,14 @@
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high_population_requirement = 30
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var/list/spawn_locs = list()
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/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/execute()
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/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/ready(forced = FALSE)
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if(required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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if(isturf(L.loc))
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spawn_locs += L.loc
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if(!(spawn_locs.len))
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if(!spawn_locs.len)
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message_admins("No valid spawn locations found for slaughter demon, aborting...")
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return FALSE
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return ..()
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@@ -645,8 +646,10 @@
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return FALSE // Unavailable if nuke ops were already sent at roundstart. yes, this is intentional for abductors too.
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return ..()
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/datum/dynamic_ruleset/midround/from_ghosts/abductors/execute()
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var/datum/team/abductor_team/team = new
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/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
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if(required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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team = new /datum/team/abductor_team
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if(team.team_number > ABDUCTOR_MAX_TEAMS)
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return FALSE
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return ..()
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@@ -682,13 +685,15 @@
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var/list/spawn_locs = list()
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var/spawn_loc
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/datum/dynamic_ruleset/midround/from_ghosts/ninja/execute()
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/datum/dynamic_ruleset/midround/from_ghosts/ninja/ready(forced = FALSE)
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if(required_candidates > (dead_players.len + list_observers.len))
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return FALSE
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if(!spawn_loc)
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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if(isturf(L.loc))
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spawn_locs += L.loc
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if(!(spawn_locs.len))
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if(!spawn_locs.len)
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return FALSE
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spawn_loc = pick(spawn_locs)
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if(!spawn_loc)
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