Replace all secondary flags with bitflags stored in the flags_2 var
This commit is contained in:
@@ -3,7 +3,7 @@
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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@@ -303,7 +303,7 @@
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/obj/item/ammo_casing/shotgun/dart/New()
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..()
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container_type |= OPENCONTAINER
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container_type |= OPENCONTAINER_1
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create_reagents(30)
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reagents.set_reacting(FALSE)
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@@ -4,7 +4,7 @@
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desc = "A box of ammo."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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@@ -7,7 +7,7 @@
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BELT
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materials = list(MAT_METAL=2000)
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w_class = WEIGHT_CLASS_NORMAL
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@@ -96,7 +96,7 @@
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icon_state = "minigun_spin"
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item_state = "minigun"
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origin_tech = "combat=6;powerstorage=5;magnets=4"
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slowdown = 1
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slot_flags = null
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w_class = WEIGHT_CLASS_HUGE
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@@ -108,16 +108,15 @@
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fire_sound = 'sound/weapons/laser.ogg'
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mag_type = /obj/item/ammo_box/magazine/internal/minigun
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casing_ejector = 0
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flags_2 = SLOWS_WHILE_IN_HAND_2
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var/obj/item/weapon/minigunpack/ammo_pack
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/obj/item/weapon/gun/ballistic/minigun/Initialize()
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SET_SECONDARY_FLAG(src, SLOWS_WHILE_IN_HAND)
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if(istype(loc, /obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
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ammo_pack = loc
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else
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return INITIALIZE_HINT_QDEL //No pack, no gun
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return ..()
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/obj/item/weapon/gun/ballistic/minigun/attack_self(mob/living/user)
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@@ -261,7 +261,7 @@
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
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sawn_desc = "Omar's coming!"
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@@ -5,7 +5,7 @@
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot
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@@ -143,7 +143,7 @@
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icon_state = "arcane_barrage"
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item_state = "arcane_barrage"
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flags = DROPDEL
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flags_1 = DROPDEL_1
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
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@@ -0,0 +1,10 @@
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diff a/code/modules/projectiles/guns/beam_rifle.dm b/code/modules/projectiles/guns/beam_rifle.dm (rejected hunks)
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@@ -715,7 +715,7 @@
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light_range = 2
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light_color = "#00ffff"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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- flags = ABSTRACT
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+ flags_1 = ABSTRACT_1
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appearance_flags = 0
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/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
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@@ -83,7 +83,7 @@
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item_state = "laser"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
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@@ -0,0 +1,10 @@
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diff a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm (rejected hunks)
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@@ -6,7 +6,7 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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modifystate = TRUE
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- flags = CONDUCT
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+ flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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cell_type = "/obj/item/stock_parts/cell/pulse"
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@@ -6,7 +6,7 @@
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origin_tech = "combat=4;magnets=4"
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can_flashlight = 1
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w_class = WEIGHT_CLASS_HUGE
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flags = CONDUCT
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flags_1 = CONDUCT_1
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slot_flags = SLOT_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/ion)
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ammo_x_offset = 3
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@@ -126,8 +126,8 @@
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item_state = "plasmacutter"
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origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
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ammo_type = list(/obj/item/ammo_casing/energy/plasma)
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flags = CONDUCT
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container_type = OPENCONTAINER
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flags_1 = CONDUCT_1
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container_type = OPENCONTAINER_1
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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force = 12
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sharpness = IS_SHARP
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@@ -5,7 +5,7 @@
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icon_state = "staffofnothing"
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item_state = "staff"
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fire_sound = 'sound/weapons/emitter.ogg'
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flags = CONDUCT
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_HUGE
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var/max_charges = 6
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var/charges = 0
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@@ -5,7 +5,7 @@
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icon_state = "firing_pin"
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item_state = "pen"
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origin_tech = "materials=2;combat=4"
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flags = CONDUCT
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("poked")
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var/emagged = FALSE
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@@ -170,7 +170,7 @@
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permutated.Add(A)
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return FALSE
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else
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if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
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if(A && A.density && !ismob(A) && !(A.flags_1 & ON_BORDER_1)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
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var/list/mobs_list = list()
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for(var/mob/living/L in target_turf)
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mobs_list += L
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@@ -188,7 +188,7 @@
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return FALSE
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/obj/item/projectile/proc/check_ricochet_flag(atom/A)
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if(A.flags & CHECK_RICOCHET)
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if(A.flags_1 & CHECK_RICOCHET_1)
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return TRUE
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return FALSE
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@@ -0,0 +1,10 @@
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diff a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm (rejected hunks)
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@@ -4,7 +4,7 @@
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icon_state = "bullet"
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density = FALSE
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anchored = TRUE
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- flags = ABSTRACT
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+ flags_1 = ABSTRACT_1
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pass_flags = PASSTABLE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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hitsound = 'sound/weapons/pierce.ogg'
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@@ -259,7 +259,7 @@
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if(!new_mob)
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return
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new_mob.grant_language(/datum/language/common)
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SET_SECONDARY_FLAG(new_mob, OMNITONGUE)
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new_mob.flags_2 |= OMNITONGUE_2
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new_mob.logging = M.logging
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// Some forms can still wear some items
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