12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
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/obj/item/device/mmi
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name = "Man-Machine Interface"
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desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity, that nevertheless has become standard-issue on Nanotrasen stations."
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icon = 'icons/obj/assemblies.dmi'
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icon_state = "mmi_empty"
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "biotech=2;programming=3;engineering=2"
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var/braintype = "Cyborg"
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var/obj/item/device/radio/radio = null //Let's give it a radio.
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var/hacked = 0 //Whether or not this is a Syndicate MMI
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var/mob/living/brain/brainmob = null //The current occupant.
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var/mob/living/silicon/robot = null //Appears unused.
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var/obj/mecha = null //This does not appear to be used outside of reference in mecha.dm.
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var/obj/item/organ/brain/brain = null //The actual brain
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var/clockwork = FALSE //If this is a soul vessel
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/obj/item/device/mmi/update_icon()
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if(brain)
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if(istype(brain,/obj/item/organ/brain/alien))
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if(brainmob && brainmob.stat == DEAD)
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icon_state = "mmi_alien_dead"
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else
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icon_state = "mmi_alien"
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braintype = "Xenoborg" //HISS....Beep.
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else
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if(brainmob && brainmob.stat == DEAD)
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icon_state = "mmi_dead"
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else
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icon_state = "mmi_full"
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braintype = "Cyborg"
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else
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icon_state = "mmi_empty"
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/obj/item/device/mmi/New()
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..()
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radio = new(src) //Spawns a radio inside the MMI.
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radio.broadcasting = 0 //researching radio mmis turned the robofabs into radios because this didnt start as 0.
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/obj/item/device/mmi/attackby(obj/item/O, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(istype(O,/obj/item/organ/brain)) //Time to stick a brain in it --NEO
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var/obj/item/organ/brain/newbrain = O
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if(brain)
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user << "<span class='warning'>There's already a brain in the MMI!</span>"
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return
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if(!newbrain.brainmob)
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user << "<span class='warning'>You aren't sure where this brain came from, but you're pretty sure it's a useless brain!</span>"
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return
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if(!user.unEquip(O))
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return
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var/mob/living/brain/B = newbrain.brainmob
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if(!B.key)
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B.notify_ghost_cloning("Someone has put your brain in a MMI!", source = src)
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visible_message("[user] sticks \a [newbrain] into \the [src].")
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brainmob = newbrain.brainmob
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newbrain.brainmob = null
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brainmob.loc = src
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brainmob.container = src
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if(!newbrain.damaged_brain) // the brain organ hasn't been beaten to death.
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brainmob.stat = CONSCIOUS //we manually revive the brain mob
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dead_mob_list -= brainmob
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living_mob_list += brainmob
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brainmob.reset_perspective()
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if(clockwork)
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add_servant_of_ratvar(brainmob, TRUE)
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newbrain.loc = src //P-put your brain in it
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brain = newbrain
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name = "Man-Machine Interface: [brainmob.real_name]"
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update_icon()
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feedback_inc("cyborg_mmis_filled",1)
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else if(brainmob)
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O.attack(brainmob, user) //Oh noooeeeee
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else
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return ..()
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/obj/item/device/mmi/attack_self(mob/user)
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if(!brain)
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radio.on = !radio.on
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user << "<span class='notice'>You toggle the MMI's radio system [radio.on==1 ? "on" : "off"].</span>"
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else
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user << "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>"
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eject_brain(user)
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update_icon()
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name = "Man-Machine Interface"
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/obj/item/device/mmi/proc/eject_brain(mob/user)
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brainmob.container = null //Reset brainmob mmi var.
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brainmob.loc = brain //Throw mob into brain.
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brainmob.stat = DEAD
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brainmob.emp_damage = 0
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brainmob.reset_perspective() //so the brainmob follows the brain organ instead of the mmi. And to update our vision
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living_mob_list -= brainmob //Get outta here
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dead_mob_list += brainmob
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brain.brainmob = brainmob //Set the brain to use the brainmob
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brainmob = null //Set mmi brainmob var to null
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if(user)
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user.put_in_hands(brain) //puts brain in the user's hand or otherwise drops it on the user's turf
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else
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brain.forceMove(get_turf(src))
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brain = null //No more brain in here
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/obj/item/device/mmi/proc/transfer_identity(mob/living/L) //Same deal as the regular brain proc. Used for human-->robot people.
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if(!brainmob)
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brainmob = new(src)
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brainmob.name = L.real_name
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brainmob.real_name = L.real_name
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if(L.has_dna())
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var/mob/living/carbon/C = L
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if(!brainmob.stored_dna)
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brainmob.stored_dna = new /datum/dna/stored(brainmob)
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C.dna.copy_dna(brainmob.stored_dna)
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brainmob.container = src
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/obj/item/organ/brain/newbrain = H.getorgan(/obj/item/organ/brain)
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newbrain.loc = src
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brain = newbrain
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else if(!brain)
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brain = new(src)
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brain.name = "[L.real_name]'s brain"
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name = "Man-Machine Interface: [brainmob.real_name]"
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update_icon()
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return
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/obj/item/device/mmi/verb/Toggle_Listening()
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set name = "Toggle Listening"
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set desc = "Toggle listening channel on or off."
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set category = "MMI"
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set src = usr.loc
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set popup_menu = 0
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if(brainmob.stat)
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brainmob << "<span class='warning'>Can't do that while incapacitated or dead!</span>"
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if(!radio.on)
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brainmob << "<span class='warning'>Your radio is disabled!</span>"
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return
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radio.listening = radio.listening==1 ? 0 : 1
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brainmob << "<span class='notice'>Radio is [radio.listening==1 ? "now" : "no longer"] receiving broadcast.</span>"
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/obj/item/device/mmi/emp_act(severity)
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if(!brainmob)
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return
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else
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switch(severity)
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if(1)
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brainmob.emp_damage = min(brainmob.emp_damage + rand(20,30), 30)
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if(2)
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brainmob.emp_damage = min(brainmob.emp_damage + rand(10,20), 30)
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if(3)
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brainmob.emp_damage = min(brainmob.emp_damage + rand(0,10), 30)
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brainmob.emote("alarm")
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..()
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/obj/item/device/mmi/Destroy()
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if(iscyborg(loc))
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var/mob/living/silicon/robot/borg = loc
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borg.mmi = null
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if(brainmob)
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qdel(brainmob)
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brainmob = null
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if(brain)
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qdel(brain)
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brain = null
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if(mecha)
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mecha = null
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if(radio)
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qdel(radio)
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radio = null
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return ..()
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/obj/item/device/mmi/deconstruct(disassembled = TRUE)
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if(brain)
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eject_brain()
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qdel(src)
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/obj/item/device/mmi/examine(mob/user)
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..()
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if(brainmob)
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var/mob/living/brain/B = brainmob
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if(!B.key || !B.mind || B.stat == DEAD)
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user << "<span class='warning'>The MMI indicates the brain is completely unresponsive.</span>"
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else if(!B.client)
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user << "<span class='warning'>The MMI indicates the brain is currently inactive; it might change.</span>"
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else
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user << "<span class='notice'>The MMI indicates the brain is active.</span>"
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/obj/item/device/mmi/syndie
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name = "Syndicate Man-Machine Interface"
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desc = "Syndicate's own brand of MMI. It enforces laws designed to help Syndicate agents achieve their goals upon cyborgs created with it, but doesn't fit in Nanotrasen AI cores."
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origin_tech = "biotech=4;programming=4;syndicate=2"
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hacked = 1
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/obj/item/device/mmi/syndie/New()
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..()
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radio.on = 0
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