[MIRROR] Fixes language code ignoring holder restrictions (#858)
* Fixes language code ignoring holder restrictions * resolve .rej file.
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committed by
Poojawa
parent
e84191b5c3
commit
8bcaa54cbe
@@ -1,39 +1,39 @@
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/obj/item/weapon/grenade/spawnergrenade
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desc = "It will unleash an unspecified anomaly into the vicinity."
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name = "delivery grenade"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "delivery"
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item_state = "flashbang"
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origin_tech = "materials=3;magnets=4"
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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/obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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update_mob()
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/C in viewers(T, null))
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C.flash_act()
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// Spawn some hostile syndicate critters and spread them out
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spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
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qdel(src)
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/obj/item/weapon/grenade/spawnergrenade/manhacks
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name = "viscerator delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/viscerator
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deliveryamt = 10
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origin_tech = "materials=3;magnets=4;syndicate=3"
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/obj/item/weapon/grenade/spawnergrenade/spesscarp
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name = "carp delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/carp
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=3"
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/obj/item/weapon/grenade/spawnergrenade/syndiesoap
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name = "Mister Scrubby"
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spawner_type = /obj/item/weapon/soap/syndie
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/obj/item/weapon/grenade/spawnergrenade
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desc = "It will unleash an unspecified anomaly into the vicinity."
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name = "delivery grenade"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "delivery"
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item_state = "flashbang"
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origin_tech = "materials=3;magnets=4"
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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/obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
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update_mob()
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if(spawner_type && deliveryamt)
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// Make a quick flash
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var/turf/T = get_turf(src)
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playsound(T, 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/C in viewers(T, null))
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C.flash_act()
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// Spawn some hostile syndicate critters and spread them out
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spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
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qdel(src)
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/obj/item/weapon/grenade/spawnergrenade/manhacks
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name = "viscerator delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/viscerator
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deliveryamt = 10
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origin_tech = "materials=3;magnets=4;syndicate=3"
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/obj/item/weapon/grenade/spawnergrenade/spesscarp
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name = "carp delivery grenade"
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spawner_type = /mob/living/simple_animal/hostile/carp
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deliveryamt = 5
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origin_tech = "materials=3;magnets=4;syndicate=3"
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/obj/item/weapon/grenade/spawnergrenade/syndiesoap
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name = "Mister Scrubby"
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spawner_type = /obj/item/weapon/soap/syndie
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