my eyes hurt
This commit is contained in:
@@ -102,7 +102,7 @@
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/obj/effect/clockwork/sigil/submission/sigil_effects(mob/living/L)
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L.visible_message("<span class='warning'>[src] begins to glow a piercing magenta!</span>", "<span class='sevtug'>You feel something start to invade your mind...</span>")
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var/oldcolor = color
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animate(src, color = "#AF0AAF", time = convert_time, flags = ANIMATION_END_NOW)
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animate(src, color = "#AF0AAF", time = convert_time, flags_1 = ANIMATION_END_NOW)
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var/obj/effect/temp_visual/ratvar/sigil/glow
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if(glow_type)
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glow = new glow_type(get_turf(src))
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@@ -114,7 +114,7 @@
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if(get_turf(L) != get_turf(src))
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if(glow)
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qdel(glow)
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animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
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animate(src, color = oldcolor, time = 20, flags_1 = ANIMATION_END_NOW)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
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visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
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return
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@@ -136,7 +136,7 @@
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to_chat(M, "<span class='heavy_brass'>[message] you!</span>")
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else
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to_chat(M, "<span class='heavy_brass'>[message] [L.real_name]!</span>")
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animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
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animate(src, color = oldcolor, time = 20, flags_1 = ANIMATION_END_NOW)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
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visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
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@@ -314,7 +314,7 @@
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if((is_servant_of_ratvar(L) && L.suiciding) || sigil_active)
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return
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visible_message("<span class='warning'>[src] begins to glow bright blue!</span>")
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animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
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animate(src, alpha = 255, time = 10, flags_1 = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
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sleep(10)
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//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
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while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src))
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@@ -380,4 +380,4 @@
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animation_number = initial(animation_number)
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sigil_active = FALSE
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visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
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animate(src, alpha = initial(alpha), time = 10, flags = ANIMATION_END_NOW)
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animate(src, alpha = initial(alpha), time = 10, flags_1 = ANIMATION_END_NOW)
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@@ -98,12 +98,12 @@
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if(severity == 1 && uses)
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uses = 0
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visible_message("<span class='warning'>[src] is disrupted!</span>")
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animate(src, alpha = 0, transform = matrix()*2, time = 10, flags = ANIMATION_END_NOW)
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animate(src, alpha = 0, transform = matrix()*2, time = 10, flags_1 = ANIMATION_END_NOW)
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deltimer(timerid)
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timerid = QDEL_IN(src, 10)
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linked_gateway.uses = 0
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linked_gateway.visible_message("<span class='warning'>[linked_gateway] is disrupted!</span>")
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animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 10, flags = ANIMATION_END_NOW)
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animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 10, flags_1 = ANIMATION_END_NOW)
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deltimer(linked_gateway.timerid)
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linked_gateway.timerid = QDEL_IN(linked_gateway, 10)
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return TRUE
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@@ -136,13 +136,13 @@
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uses = max(0, uses - 1)
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linked_gateway.uses = max(0, linked_gateway.uses - 1)
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if(!uses)
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animate(src, transform = matrix() * 0.1, time = 10, flags = ANIMATION_END_NOW)
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animate(linked_gateway, transform = matrix() * 0.1, time = 10, flags = ANIMATION_END_NOW)
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animate(src, transform = matrix() * 0.1, time = 10, flags_1 = ANIMATION_END_NOW)
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animate(linked_gateway, transform = matrix() * 0.1, time = 10, flags_1 = ANIMATION_END_NOW)
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density = FALSE
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linked_gateway.density = FALSE
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else
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animate(src, transform = matrix() / 1.5, time = 10, flags = ANIMATION_END_NOW)
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animate(linked_gateway, transform = matrix() / 1.5, time = 10, flags = ANIMATION_END_NOW)
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animate(src, transform = matrix() / 1.5, time = 10, flags_1 = ANIMATION_END_NOW)
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animate(linked_gateway, transform = matrix() / 1.5, time = 10, flags_1 = ANIMATION_END_NOW)
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addtimer(CALLBACK(src, .proc/check_uses), 10)
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return TRUE
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@@ -365,7 +365,7 @@
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return
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if(health == maxHealth)
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return FALSE
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else if(!(flags & GODMODE))
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else if(!(flags_1 & GODMODE))
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user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
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"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
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proselytizer.repairing = src
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@@ -343,7 +343,7 @@
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desc = "Shackles that bind the wrists with sinister magic."
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trashtype = /obj/item/weapon/restraints/handcuffs/energy/used
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origin_tech = "materials=2;magnets=5"
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flags = DROPDEL
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flags_1 = DROPDEL_1
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/obj/item/weapon/restraints/handcuffs/energy/cult/used/dropped(mob/user)
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user.visible_message("<span class='danger'>[user]'s shackles shatter in a discharge of dark magic!</span>", \
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@@ -19,7 +19,7 @@
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var/probability = 0
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
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var/round_ends_with_antag_death = 0 //flags_1 the "one verse the station" antags as such
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var/list/datum/mind/modePlayer = new
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var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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@@ -83,7 +83,7 @@
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if(SSdbcore.Connect())
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var/sql
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if(SSticker.mode)
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if(SSticker.mode)
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sql += "game_mode = '[SSticker.mode]'"
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if(GLOB.revdata.originmastercommit)
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if(sql)
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@@ -111,7 +111,7 @@
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var/list/living_crew = list()
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for(var/mob/Player in GLOB.mob_list)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
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living_crew += Player
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if(living_crew.len / GLOB.joined_player_list.len <= config.midround_antag_life_check) //If a lot of the player base died, we start fresh
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message_admins("Convert_roundtype failed due to too many dead people. Limit is [config.midround_antag_life_check * 100]% living crew")
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@@ -120,7 +120,7 @@
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var/list/datum/game_mode/runnable_modes = config.get_runnable_midround_modes(living_crew.len)
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var/list/datum/game_mode/usable_modes = list()
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for(var/datum/game_mode/G in runnable_modes)
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if(G.reroll_friendly && living_crew >= G.required_players)
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if(G.reroll_friendly && living_crew >= G.required_players)
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usable_modes += G
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else
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qdel(G)
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@@ -208,7 +208,7 @@
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return 0 //A resource saver: once we find someone who has to die for all antags to be dead, we can just keep checking them, cycling over everyone only when we lose our mark.
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for(var/mob/Player in GLOB.living_mob_list)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client)
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if(Player.mind.special_role) //Someone's still antaging!
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living_antag_player = Player
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return 0
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@@ -369,7 +369,7 @@
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if(candidates.len < recommended_enemies)
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for(var/mob/dead/new_player/player in players)
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if(player.client && player.ready == PLAYER_READY_TO_PLAY)
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if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a separate list of people who don't want to be one
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if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a separate list of people who don't want to be one
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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@@ -499,7 +499,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
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/obj/item/weapon/restraints/handcuffs/energy/used
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desc = "energy discharge"
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flags = DROPDEL
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flags_1 = DROPDEL_1
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/obj/item/weapon/restraints/handcuffs/energy/used/dropped(mob/user)
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user.visible_message("<span class='danger'>[user]'s [src] break in a discharge of energy!</span>", \
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@@ -23,7 +23,7 @@
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var/obj/item/clothing/suit/armor/abductor/vest/V = locate() in H
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if(V)
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console.AddVest(V)
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V.flags |= NODROP
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V.flags_1 |= NODROP_1
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var/obj/item/weapon/storage/backpack/B = locate() in H
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if(B)
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@@ -16,7 +16,7 @@
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/obj/structure/chair/hades/New()
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..()
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flags |= NODECONSTRUCT
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flags_1 |= NODECONSTRUCT_1
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for(var/obj/structure/kitchenspike/KS in range(12))
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watchedSpikes += KS
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