Changes some 1s and 0s to TRUE and FALSE (#1967)
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committed by
kevinz000
parent
1b70c06474
commit
ff6bbbedf5
@@ -12,9 +12,9 @@
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name = "acid"
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desc = "Burbling corrossive stuff."
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icon_state = "acid"
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density = 0
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density = FALSE
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opacity = 0
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anchored = 1
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anchored = TRUE
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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layer = ABOVE_NORMAL_TURF_LAYER
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var/turf/target
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@@ -4,8 +4,8 @@
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name = "anomaly"
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desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..."
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icon_state = "bhole3"
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density = 0
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anchored = 1
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density = FALSE
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anchored = TRUE
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light_range = 3
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var/movechance = 70
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var/obj/item/device/assembly/signaler/anomaly/aSignal = null
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@@ -81,7 +81,7 @@
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/obj/effect/anomaly/grav
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name = "gravitational anomaly"
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icon_state = "shield2"
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density = 0
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density = FALSE
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var/boing = 0
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/obj/effect/anomaly/grav/New()
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@@ -125,7 +125,7 @@
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/obj/effect/anomaly/flux
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name = "flux wave anomaly"
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icon_state = "electricity2"
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density = 1
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density = TRUE
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var/canshock = 0
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var/shockdamage = 20
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var/explosive = TRUE
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@@ -177,7 +177,7 @@
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name = "bluespace anomaly"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "bluespace"
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density = 1
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density = TRUE
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/obj/effect/anomaly/bluespace/New()
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..()
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@@ -5,8 +5,8 @@
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var/id = null //id of this bump_teleporter.
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var/id_target = null //id of bump_teleporter which this moves you to.
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invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
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anchored = 1
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density = 1
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anchored = TRUE
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density = TRUE
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opacity = 0
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var/static/list/AllTeleporters
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@@ -49,7 +49,7 @@
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var/original_name
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desc = "A large piece of space-resistant printed paper."
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icon = 'icons/obj/contraband.dmi'
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anchored = 1
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anchored = TRUE
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var/ruined = FALSE
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var/random_basetype
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var/never_random = FALSE // used for the 'random' subclasses.
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@@ -1,6 +1,6 @@
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/obj/effect/decal
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name = "decal"
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anchored = 1
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anchored = TRUE
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/effect/decal/ex_act(severity, target)
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@@ -19,7 +19,7 @@
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var/group = TURF_DECAL_PAINT
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icon = 'icons/turf/decals.dmi'
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icon_state = "warningline"
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anchored = 1
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anchored = TRUE
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//in case we need some special decals
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/obj/effect/turf_decal/proc/get_decal()
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@@ -31,4 +31,4 @@
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desc = "A lightweight support lattice."
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icon = 'icons/obj/smooth_structures/lattice.dmi'
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icon_state = "lattice"
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density = 1
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density = TRUE
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@@ -2,7 +2,7 @@
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name = "fire"
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icon_state = "explosion_particle"
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opacity = 1
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anchored = 1
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anchored = TRUE
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/obj/effect/particle_effect/expl_particles/New()
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..()
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@@ -26,7 +26,7 @@
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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opacity = 1
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anchored = 1
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anchored = TRUE
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mouse_opacity = 0
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pixel_x = -32
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pixel_y = -32
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@@ -9,8 +9,8 @@
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name = "foam"
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icon_state = "foam"
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opacity = 0
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anchored = 1
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density = 0
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anchored = TRUE
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density = FALSE
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layer = WALL_OBJ_LAYER
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mouse_opacity = 0
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var/amount = 3
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@@ -194,9 +194,9 @@
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/obj/structure/foamedmetal
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icon = 'icons/effects/effects.dmi'
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icon_state = "metalfoam"
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density = 1
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density = TRUE
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opacity = 1 // changed in New()
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anchored = 1
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anchored = TRUE
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resistance_flags = FIRE_PROOF | ACID_PROOF
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name = "foamed metal"
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desc = "A lightweight foamed metal wall."
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@@ -210,7 +210,7 @@
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/obj/structure/foamedmetal/Destroy()
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density = 0
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density = FALSE
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air_update_turf(1)
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return ..()
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@@ -8,8 +8,8 @@
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/datum/effect_system/trail_follow
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var/turf/oldposition
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var/processing = 1
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var/on = 1
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var/processing = TRUE
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var/on = TRUE
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/datum/effect_system/trail_follow/set_up(atom/atom)
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attach(atom)
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@@ -20,8 +20,8 @@
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return ..()
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/datum/effect_system/trail_follow/proc/stop()
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processing = 0
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on = 0
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processing = FALSE
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on = FALSE
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oldposition = null
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/datum/effect_system/trail_follow/steam
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@@ -29,12 +29,12 @@
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/datum/effect_system/trail_follow/steam/start()
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if(!on)
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on = 1
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processing = 1
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on = TRUE
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processing = TRUE
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if(!oldposition)
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oldposition = get_turf(holder)
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if(processing)
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processing = 0
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processing = FALSE
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if(number < 3)
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var/obj/effect/particle_effect/steam/I = new /obj/effect/particle_effect/steam(oldposition)
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number++
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@@ -45,13 +45,13 @@
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number--
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spawn(2)
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if(on)
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processing = 1
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processing = TRUE
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start()
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/obj/effect/particle_effect/ion_trails
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name = "ion trails"
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icon_state = "ion_trails"
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anchored = 1
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anchored = TRUE
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/obj/effect/particle_effect/ion_trails/flight
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icon_state = "ion_trails_flight"
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@@ -64,12 +64,12 @@
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/datum/effect_system/trail_follow/ion/start() //Whoever is responsible for this abomination of code should become an hero
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if(!on)
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on = 1
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processing = 1
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on = TRUE
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processing = TRUE
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if(!oldposition)
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oldposition = get_turf(holder)
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if(processing)
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processing = 0
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processing = FALSE
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var/turf/T = get_turf(holder)
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if(T != oldposition)
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if(!T.has_gravity() || !nograv_required)
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@@ -83,7 +83,7 @@
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oldposition = T
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spawn(2)
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if(on)
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processing = 1
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processing = TRUE
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start()
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/datum/effect_system/trail_follow/ion/proc/set_dir(obj/effect/particle_effect/ion_trails/I)
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@@ -10,7 +10,7 @@
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pixel_y = -32
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opacity = 0
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layer = FLY_LAYER
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anchored = 1
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anchored = TRUE
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mouse_opacity = 0
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animate_movement = 0
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var/amount = 4
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@@ -176,7 +176,7 @@
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G.garbage_collect()
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for(var/obj/machinery/atmospherics/components/unary/U in T)
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if(!isnull(U.welded) && !U.welded) //must be an unwelded vent pump or vent scrubber.
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U.welded = 1
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U.welded = TRUE
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U.update_icon()
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U.visible_message("<span class='danger'>[U] was frozen shut!</span>")
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for(var/mob/living/L in T)
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@@ -19,7 +19,7 @@
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/obj/effect/particle_effect/sparks
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name = "sparks"
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icon_state = "sparks"
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anchored = 1
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anchored = TRUE
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light_range = 1
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/obj/effect/particle_effect/sparks/New()
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@@ -43,7 +43,7 @@ steam.start() -- spawns the effect
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/obj/effect/particle_effect/steam
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name = "steam"
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icon_state = "extinguish"
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density = 0
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density = FALSE
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/obj/effect/particle_effect/steam/New()
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..()
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@@ -2,9 +2,9 @@
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desc = "A space wizard's magic wall."
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name = "FORCEWALL"
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icon_state = "m_shield"
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anchored = 1
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anchored = TRUE
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opacity = 0
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density = 1
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density = TRUE
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CanAtmosPass = ATMOS_PASS_DENSITY
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/obj/effect/forcefield/cult
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@@ -3,9 +3,9 @@
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/obj/structure/glowshroom
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name = "glowshroom"
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desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
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anchored = 1
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anchored = TRUE
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opacity = 0
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density = 0
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density = FALSE
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icon = 'icons/obj/lighting.dmi'
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icon_state = "glowshroom" //replaced in New
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layer = ABOVE_NORMAL_TURF_LAYER
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@@ -2,7 +2,7 @@
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name = "landmark"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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anchored = 1
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anchored = TRUE
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invisibility = INVISIBILITY_ABSTRACT
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/obj/effect/landmark/New()
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@@ -18,7 +18,7 @@
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name = "start"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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anchored = 1
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anchored = TRUE
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/obj/effect/landmark/start/New()
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GLOB.start_landmarks_list += src
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@@ -1,8 +1,8 @@
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/obj/effect/mine
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name = "dummy mine"
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desc = "Better stay away from that thing."
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density = 0
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anchored = 1
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density = FALSE
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anchored = TRUE
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icon = 'icons/obj/weapons.dmi'
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icon_state = "uglymine"
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var/triggered = 0
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@@ -95,7 +95,7 @@
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desc = "pick me up"
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icon = 'icons/effects/effects.dmi'
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icon_state = "electricity2"
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density = 0
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density = FALSE
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var/duration = 0
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/obj/effect/mine/pickup/New()
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@@ -4,8 +4,8 @@
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desc = "It's a ... present?"
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icon = 'icons/obj/items.dmi'
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icon_state = "strangepresent"
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density = 1
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anchored = 0
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density = TRUE
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anchored = FALSE
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/obj/effect/beam
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name = "beam"
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@@ -22,17 +22,17 @@
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name = "Palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm1"
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density = 1
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density = TRUE
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layer = WALL_OBJ_LAYER
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anchored = 1
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anchored = TRUE
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/obj/effect/overlay/palmtree_l
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name = "Palm tree"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm2"
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density = 1
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density = TRUE
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layer = WALL_OBJ_LAYER
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anchored = 1
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anchored = TRUE
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/obj/effect/overlay/coconut
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name = "Coconuts"
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@@ -3,8 +3,8 @@
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name = "web"
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icon = 'icons/effects/effects.dmi'
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desc = "it's stringy and sticky"
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anchored = 1
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density = 0
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anchored = TRUE
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density = FALSE
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max_integrity = 15
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@@ -80,7 +80,7 @@
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name = "spiderling"
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desc = "It never stays still for long."
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icon_state = "spiderling"
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anchored = 0
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anchored = FALSE
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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max_integrity = 3
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var/amount_grown = 0
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@@ -5,7 +5,7 @@
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var/stopper = 1 // stops throwers
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var/mobs_only = FALSE
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invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
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anchored = 1
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anchored = TRUE
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/obj/effect/step_trigger/proc/Trigger(atom/movable/A)
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return 0
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@@ -1,7 +1,7 @@
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//temporary visual effects
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/obj/effect/temp_visual
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icon_state = "nothing"
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anchored = 1
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anchored = TRUE
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layer = ABOVE_MOB_LAYER
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mouse_opacity = 0
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var/duration = 10 //in deciseconds
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