Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -382,28 +382,28 @@
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if (devillaws && devillaws.len) //Yes, devil laws go in FRONT of zeroth laws, as the devil must still obey it's ban/obligation.
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for(var/i in devillaws)
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who << "666. [i]"
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to_chat(who, "666. [i]")
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if (zeroth)
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who << "0. [zeroth]"
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to_chat(who, "0. [zeroth]")
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for (var/index = 1, index <= ion.len, index++)
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var/law = ion[index]
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var/num = ionnum()
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who << "[num]. [law]"
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to_chat(who, "[num]. [law]")
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var/number = 1
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for (var/index = 1, index <= inherent.len, index++)
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var/law = inherent[index]
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if (length(law) > 0)
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who << "[number]. [law]"
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to_chat(who, "[number]. [law]")
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number++
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for (var/index = 1, index <= supplied.len, index++)
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var/law = supplied[index]
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if (length(law) > 0)
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who << "[number]. [law]"
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to_chat(who, "[number]. [law]")
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number++
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/datum/ai_laws/proc/clear_zeroth_law(force) //only removes zeroth from antag ai if force is 1
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