/obj/screen --> /atom/movable/screen
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@@ -91,7 +91,7 @@ INITIALIZE_IMMEDIATE(/mob/dead)
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var/client/C = client
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to_chat(C, "<span class='notice'>Sending you to [pick].</span>")
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new /obj/screen/splash(C)
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new /atom/movable/screen/splash(C)
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mob_transforming = TRUE
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sleep(29) //let the animation play
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@@ -21,7 +21,7 @@
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/mob/dead/new_player/Initialize()
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if(client && SSticker.state == GAME_STATE_STARTUP)
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var/obj/screen/splash/S = new(client, TRUE, TRUE)
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var/atom/movable/screen/splash/S = new(client, TRUE, TRUE)
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S.Fade(TRUE)
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if(length(GLOB.newplayer_start))
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@@ -567,7 +567,7 @@
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if(job && !job.override_latejoin_spawn(character))
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SSjob.SendToLateJoin(character)
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if(!arrivals_docked)
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var/obj/screen/splash/Spl = new(character.client, TRUE)
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var/atom/movable/screen/splash/Spl = new(character.client, TRUE)
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Spl.Fade(TRUE)
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character.playsound_local(get_turf(character), 'sound/voice/ApproachingTG.ogg', 25)
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@@ -447,7 +447,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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if(message)
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to_chat(src, "<span class='ghostalert'>[message]</span>")
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if(source)
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var/obj/screen/alert/A = throw_alert("[REF(source)]_notify_cloning", /obj/screen/alert/notify_cloning)
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var/atom/movable/screen/alert/A = throw_alert("[REF(source)]_notify_cloning", /atom/movable/screen/alert/notify_cloning)
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if(A)
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if(client && client.prefs && client.prefs.UI_style)
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A.icon = ui_style2icon(client.prefs.UI_style)
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