New() goes in the trash, we've gotta Initialize()
This commit is contained in:
@@ -44,10 +44,10 @@
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/obj/effect/overlay/temp/dir_setting
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randomdir = FALSE
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/obj/effect/overlay/temp/dir_setting/New(loc, set_dir)
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/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
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if(set_dir)
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setDir(set_dir)
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..()
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. = ..()
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/obj/effect/overlay/temp/dir_setting/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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@@ -56,12 +56,12 @@
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layer = BELOW_MOB_LAYER
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var/splatter_type = "splatter"
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/obj/effect/overlay/temp/dir_setting/bloodsplatter/New(loc, set_dir)
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/obj/effect/overlay/temp/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
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if(set_dir in GLOB.diagonals)
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icon_state = "[splatter_type][pick(1, 2, 6)]"
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else
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icon_state = "[splatter_type][pick(3, 4, 5)]"
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..()
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. = ..()
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var/target_pixel_x = 0
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var/target_pixel_y = 0
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switch(set_dir)
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@@ -93,6 +93,13 @@
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/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
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splatter_type = "xsplatter"
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/obj/effect/overlay/temp/dir_setting/speedbike_trail
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name = "speedbike trails"
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icon_state = "ion_fade"
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layer = BELOW_MOB_LAYER
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duration = 10
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randomdir = 0
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/obj/effect/overlay/temp/dir_setting/firing_effect
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icon = 'icons/effects/effects.dmi'
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icon_state = "firing_effect"
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@@ -189,8 +196,8 @@
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desc = "It's a decoy!"
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duration = 15
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/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
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..()
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/obj/effect/overlay/temp/decoy/Initialize(mapload, atom/mimiced_atom)
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. = ..()
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alpha = initial(alpha)
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if(mimiced_atom)
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name = mimiced_atom.name
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@@ -198,8 +205,8 @@
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setDir(mimiced_atom.dir)
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mouse_opacity = 0
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/obj/effect/overlay/temp/decoy/fading/New(loc, atom/mimiced_atom)
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..()
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/obj/effect/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
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. = ..()
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animate(src, alpha = 0, time = duration)
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/obj/effect/overlay/temp/decoy/fading/fivesecond
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@@ -324,15 +331,15 @@
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var/mob/user
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var/damage = 20
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/obj/effect/overlay/temp/ratvar/volt_hit/New(loc, caster, multiplier)
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/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
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if(multiplier)
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damage *= multiplier
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duration = max(round(damage * 0.2), 1)
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..()
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. = ..()
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set_light(1.5, 2, LIGHT_COLOR_ORANGE)
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/obj/effect/overlay/temp/ratvar/volt_hit/true/New(loc, caster, multiplier)
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..()
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/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
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. = ..()
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user = caster
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if(user)
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var/matrix/M = new
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@@ -376,8 +383,8 @@
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icon_state = "warden_gaze"
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duration = 3
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/obj/effect/overlay/temp/ratvar/ocular_warden/New()
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..()
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/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
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. = ..()
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pixel_x = rand(-8, 8)
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pixel_y = rand(-10, 10)
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animate(src, alpha = 0, time = 3, easing = EASE_OUT)
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@@ -401,8 +408,8 @@
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layer = ABOVE_MOB_LAYER
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duration = 10
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/obj/effect/overlay/temp/ratvar/component/New()
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..()
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/obj/effect/overlay/temp/ratvar/component/Initialize()
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. = ..()
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transform = matrix()*0.75
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, -2)
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@@ -432,9 +439,8 @@
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light_power = 2
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light_color = "#FAE48C"
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/obj/effect/overlay/temp/ratvar/sigil/transgression/New()
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..()
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update_light()
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/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
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. = ..()
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var/oldtransform = transform
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animate(src, transform = matrix()*2, time = 5)
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animate(transform = oldtransform, alpha = 0, time = 65)
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@@ -447,10 +453,6 @@
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light_power = 0.5
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light_color = "#1E8CE1"
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/obj/effect/overlay/temp/ratvar/sigil/vitality/New()
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..()
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update_light()
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/obj/effect/overlay/temp/ratvar/sigil/accession
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color = "#AF0AAF"
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layer = ABOVE_MOB_LAYER
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@@ -493,9 +495,9 @@
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icon = 'icons/mob/mob.dmi'
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duration = 15
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/obj/effect/overlay/temp/gib_animation/New(loc, gib_icon)
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/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
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icon_state = gib_icon // Needs to be before ..() so icon is correct
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..()
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. = ..()
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/obj/effect/overlay/temp/gib_animation/ex_act(severity)
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return //so the overlay isn't deleted by the explosion that gibbed the mob.
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@@ -507,9 +509,9 @@
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icon = 'icons/mob/mob.dmi'
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duration = 15
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/obj/effect/overlay/temp/dust_animation/New(loc, dust_icon)
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/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
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icon_state = dust_icon // Before ..() so the correct icon is flick()'d
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..()
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. = ..()
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/obj/effect/overlay/temp/mummy_animation
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icon = 'icons/mob/mob.dmi'
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@@ -521,12 +523,12 @@
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icon_state = "heal"
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duration = 15
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/obj/effect/overlay/temp/heal/New(loc, colour)
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..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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/obj/effect/overlay/temp/heal/Initialize(mapload, colour)
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if(colour)
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color = colour
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. = ..()
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pixel_x = rand(-12, 12)
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pixel_y = rand(-9, 0)
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/obj/effect/overlay/temp/kinetic_blast
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name = "kinetic explosion"
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@@ -558,14 +560,14 @@
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icon_state = "impact_bullet"
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duration = 5
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/obj/effect/overlay/temp/impact_effect/New(loc, atom/target, obj/item/projectile/P)
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/obj/effect/overlay/temp/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
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if(target == P.original) //the projectile hit the target originally clicked
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pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
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pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
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else
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pixel_x = target.pixel_x + rand(-4,4)
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pixel_y = target.pixel_y + rand(-4,4)
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..()
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. = ..()
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/obj/effect/overlay/temp/impact_effect/red_laser
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icon_state = "impact_laser"
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@@ -0,0 +1,21 @@
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diff a/code/game/objects/effects/overlays.dm b/code/game/objects/effects/overlays.dm (rejected hunks)
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@@ -31,8 +31,8 @@
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. = ..()
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deltimer(timerid)
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-/obj/effect/overlay/temp/New()
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- ..()
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+/obj/effect/overlay/temp/Initialize()
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+ . = ..()
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if(randomdir)
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setDir(pick(GLOB.cardinal))
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flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
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@@ -214,7 +221,7 @@
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icon = 'icons/effects/fire.dmi'
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icon_state = "3"
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duration = 20
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-
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+
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/obj/effect/overlay/temp/cult
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randomdir = 0
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duration = 10
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@@ -100,8 +100,8 @@
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icon_state = "medi_holo"
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duration = 30
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/obj/effect/overlay/temp/medical_holosign/New(loc, creator)
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..()
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/obj/effect/overlay/temp/medical_holosign/Initialize(mapload, creator)
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. = ..()
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playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
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if(creator)
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visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
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