removes rej files
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@@ -1,21 +0,0 @@
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diff a/code/modules/client/client_procs.dm b/code/modules/client/client_procs.dm (rejected hunks)
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@@ -286,16 +294,9 @@ GLOBAL_LIST(external_rsc_urls)
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message_admins("New user: [key_name_admin(src)] is connecting here for the first time.")
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if (config.irc_first_connection_alert)
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send2irc_adminless_only("New-user", "[key_name(src)] is connecting for the first time!")
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-
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- player_age = 0 // set it from -1 to 0 so the job selection code doesn't have a panic attack
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-
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- else if (isnum(player_age) && player_age < config.notify_new_player_age)
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- message_admins("New user: [key_name_admin(src)] just connected with an age of [player_age] day[(player_age==1?"":"s")]")
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-
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- if(!IsGuestKey(key) && SSdbcore.IsConnected())
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- findJoinDate()
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-
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- sync_client_with_db(tdata)
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+ else if (isnum(cached_player_age) && cached_player_age < config.notify_new_player_age)
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+ message_admins("New user: [key_name_admin(src)] just connected with an age of [cached_player_age] day[(player_age==1?"":"s")]")
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+
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get_message_output("watchlist entry", ckey)
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check_ip_intel()
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@@ -1,42 +0,0 @@
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diff a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm (rejected hunks)
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@@ -272,25 +272,24 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/Move(NewLoc, direct)
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if(updatedir)
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- setDir(direct )//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
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+ setDir(direct)//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
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+ var/oldloc = loc
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+
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if(NewLoc)
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loc = NewLoc
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- for(var/obj/effect/step_trigger/S in NewLoc)
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- S.Crossed(src)
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update_parallax_contents()
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- return
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- loc = get_turf(src) //Get out of closets and such as a ghost
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- if((direct & NORTH) && y < world.maxy)
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- y++
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- else if((direct & SOUTH) && y > 1)
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- y--
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- if((direct & EAST) && x < world.maxx)
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- x++
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- else if((direct & WEST) && x > 1)
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- x--
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-
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- for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
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- S.Crossed(src)
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+ else
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+ loc = get_turf(src) //Get out of closets and such as a ghost
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+ if((direct & NORTH) && y < world.maxy)
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+ y++
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+ else if((direct & SOUTH) && y > 1)
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+ y--
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+ if((direct & EAST) && x < world.maxx)
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+ x++
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+ else if((direct & WEST) && x > 1)
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+ x--
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+
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+ Moved(oldloc, direct)
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/mob/dead/observer/is_active()
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return 0
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