* Cleans up .rej spam and the empty file from #2792 * Update tgstation.dme
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@@ -1,9 +0,0 @@
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diff a/code/game/gamemodes/antag_spawner.dm b/code/game/gamemodes/antag_spawner.dm (rejected hunks)
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@@ -108,6 +108,7 @@
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new_objective.explanation_text = "Protect [usr.real_name], the wizard."
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M.mind.objectives += new_objective
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SSticker.mode.apprentices += M.mind
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+ M.mind.assigned_role = "Apprentice"
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M.mind.special_role = "apprentice"
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SSticker.mode.update_wiz_icons_added(M.mind)
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M << sound('sound/effects/magic.ogg')
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@@ -1 +0,0 @@
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//Todo
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@@ -1,11 +0,0 @@
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diff a/code/game/gamemodes/malfunction/Malf_Modules.dm b/code/game/gamemodes/malfunction/Malf_Modules.dm (rejected hunks)
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@@ -309,8 +309,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
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owner_AI.nuking = TRUE
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owner_AI.doomsday_device = DOOM
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owner_AI.doomsday_device.start()
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- for(var/pinpointer in GLOB.pinpointer_list)
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- var/obj/item/weapon/pinpointer/P = pinpointer
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+ for(var/obj/item/weapon/pinpointer/nuke/P in GLOB.pinpointer_list)
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P.switch_mode_to(TRACK_MALF_AI) //Pinpointers start tracking the AI wherever it goes
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qdel(src)
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@@ -1,10 +0,0 @@
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diff a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm (rejected hunks)
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@@ -325,7 +325,7 @@
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gloves = /obj/item/clothing/gloves/combat
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back = /obj/item/weapon/storage/backpack
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ears = /obj/item/device/radio/headset/syndicate/alt
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- l_pocket = /obj/item/weapon/pinpointer/syndicate
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+ l_pocket = /obj/item/weapon/pinpointer/nuke/syndicate
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id = /obj/item/weapon/card/id/syndicate
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belt = /obj/item/weapon/gun/ballistic/automatic/pistol
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backpack_contents = list(/obj/item/weapon/storage/box/syndie=1)
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@@ -1,33 +0,0 @@
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diff a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm (rejected hunks)
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@@ -362,9 +362,9 @@
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if(safety)
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if(timing)
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set_security_level(previous_level)
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- for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
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+ for(var/obj/item/weapon/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
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S.switch_mode_to(initial(S.mode))
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- S.nuke_warning = FALSE
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+ S.alert = FALSE
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timing = FALSE
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bomb_set = TRUE
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detonation_timer = null
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@@ -381,16 +381,16 @@
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bomb_set = TRUE
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set_security_level("delta")
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detonation_timer = world.time + (timer_set * 10)
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- for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
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+ for(var/obj/item/weapon/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
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S.switch_mode_to(TRACK_INFILTRATOR)
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countdown.start()
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else
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bomb_set = FALSE
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detonation_timer = null
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set_security_level(previous_level)
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- for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
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+ for(var/obj/item/weapon/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
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S.switch_mode_to(initial(S.mode))
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- S.nuke_warning = FALSE
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+ S.alert = FALSE
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countdown.stop()
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update_icon()
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@@ -1,21 +0,0 @@
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diff a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm (rejected hunks)
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@@ -30,7 +30,6 @@
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var/mob/living/L = loc
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to_chat(L, "<span class='userdanger'>Your [name] vibrates and lets out a tinny alarm. Uh oh.</span>")
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-
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/obj/item/pinpointer/nuke/scan_for_target()
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target = null
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switch(mode)
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@@ -58,10 +57,10 @@
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mode = new_mode
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scan_for_target()
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-
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/obj/item/pinpointer/nuke/syndicate // Syndicate pinpointers automatically point towards the infiltrator once the nuke is active.
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name = "syndicate pinpointer"
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desc = "A handheld tracking device that locks onto certain signals. It's configured to switch tracking modes once it detects the activation signal of a nuclear device."
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+ icon_state = "pinpointer_syndicate"
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/obj/item/pinpointer/syndicate_cyborg // Cyborg pinpointers just look for a random operative.
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name = "cyborg syndicate pinpointer"
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@@ -1,10 +0,0 @@
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diff a/code/game/gamemodes/objective_items.dm b/code/game/gamemodes/objective_items.dm (rejected hunks)
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@@ -158,7 +158,7 @@
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difficulty = 10
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//Old ninja objectives.
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-/datum/objective_item/special/pinpointer
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+/datum/objective_item/special/pinpointer/nuke
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name = "the captain's pinpointer."
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targetitem = /obj/item/pinpointer
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difficulty = 10
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