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MODsuits Port #1785

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MODsuits Port #1785

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MrSamu99
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About The Pull Request

MODsuits. I don't know how to make beautiful descriptions with checks and other fluff. Later this will be changed

Why It's Good For The Game

Utility and protection. Excellent.

Changelog

🆑
add: Added MODsuits
/:cl:

Russian translation, commented code. Just a regular shitcode
@github-actions github-actions bot added the Code change Watch something violently break. label Feb 22, 2023
@github-actions github-actions bot added the Sprites A bikeshed full of soulless bikes. label Feb 22, 2023
@genessee-forgot-his-password-again

oh fuck yes. oh hell yes

@Calyxman
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No. Please. Please. No. I'm begging you.
Bay RIGs were cool.
TG MODs manage to feel like a worse, less useful version of RIGs.
Please.

@MrSamu99
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MrSamu99 commented Feb 23, 2023

@Calyxman
I'm trying to make them better. Armor module would be available for everyone after research, so protection is the same as hardsuits have. And since this PR is draft you can suggest your idea how to make them better

@Valorium-RB
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Does this remove hardsuits or simply add MODsuits as a thing you can make/find?

@Sun-Soaked
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Does this remove hardsuits or simply add MODsuits as a thing you can make/find?

don't give me ideas, Valo 😈
(Real though: we could probably keep hardsuits as "voidsuits", like they are on bay)

@MrSamu99
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This DO not remove regular hardsuits. They have some advantages over MODs. Since if you are missing an arm or a leg, you aren't protected from space, but with hardsuit you are. This 100% bug, but we can make it a feature

@axelzonvolt
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modsuits don't have enough content AS STANDS to even be worthwhile, let alone accounting for research/material/financial costs AND how awful they are to use in a hurry.

throw it bake in the oven. it's not done being baked yet.

@github-actions github-actions bot added DME Edit Sound USSR Anthem 2.66 MB file. labels Feb 23, 2023
@github-actions github-actions bot added the TGUI label Feb 23, 2023
@thgvr
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thgvr commented Feb 23, 2023

Keep up the good work. Hope this works out well.

@MrSamu99
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Can someone explain how to fix tgui? Only it fails checks

@ZephyrTFA
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You need to run prettier

@MrSamu99
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Where I can find it?

@Calyxman
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@Calyxman I'm trying to make them better. Armor module would be available for everyone after research, so protection is the same as hardsuits have. And since this PR is draft you can suggest your idea how to make them better

Make them more like DS13 RIGs. Simple as.
Their equip/unequip takes too long, with mediocre modules. They don't even let you wear storage on your back, and the tradeoff really just isn't worth it in general.
They feel absolutely awful to use.
Then again, my opinion means nothing since I barely play /tg/ or use the MODsuits.

@BarteG44
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@Calyxman I'm trying to make them better. Armor module would be available for everyone after research, so protection is the same as hardsuits have. And since this PR is draft you can suggest your idea how to make them better

Make them more like DS13 RIGs. Simple as. Their equip/unequip takes too long, with mediocre modules. They don't even let you wear storage on your back, and the tradeoff really just isn't worth it in general. They feel absolutely awful to use. Then again, my opinion means nothing since I barely play /tg/ or use the MODsuits.

i believe that the thing you wear on your back IS a backpack

@MrSamu99
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@Calyxman I'm trying to make them better. Armor module would be available for everyone after research, so protection is the same as hardsuits have. And since this PR is draft you can suggest your idea how to make them better

Make them more like DS13 RIGs. Simple as. Their equip/unequip takes too long, with mediocre modules. They don't even let you wear storage on your back, and the tradeoff really just isn't worth it in general. They feel absolutely awful to use. Then again, my opinion means nothing since I barely play /tg/ or use the MODsuits.

i believe that the thing you wear on your back IS a backpack

If you insert storage module to the control unit it would work like backpack. Normal capacity storage smaller than the backpack, while large capacity is the same. So after researching Large capacity storage MODs can be used like normal backpack

@Sun-Soaked
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we can faff around with balance and implementation when we have The Thing-

Also note these are White Dream modsuits so the balance may be different to what you're all familiar with.
Just wait and see when they're in, I guess

@tmtmtl30
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I'd recommend against including research in this PR, since I have fairly specific but long-term preferences on how I want modsuits to be balanced. I'm fine with them hanging around in the code until then, though.

@AverageUser67
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Yeah this would be really cool if we have this alongside hardsuits. Best of both worlds and if it proves to be bad we can nuke it from orbit.

@spockye
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spockye commented Apr 28, 2023

image

still some russian text around.

@github-actions github-actions bot added the Merge Conflict Use Git Hooks, you're welcome. label May 5, 2023
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github-actions bot commented May 5, 2023

This pull request has conflicts, please resolve those before we can evaluate the pull request.

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thgvr commented May 15, 2023

bump ;(

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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thgvr commented Jul 12, 2023

hello pls fix conflicts

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added the Merge Conflict Use Git Hooks, you're welcome. label Sep 13, 2023
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oops

Signed-off-by: thgvr <[email protected]>
@MrSamu99
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MrSamu99 commented Dec 7, 2023

I close this PR because I won't have time for it for at least 3 months
image-13

@MrSamu99 MrSamu99 closed this Dec 7, 2023
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I close this PR because I won't have time for it for at least 3 months image-13

based but sadge

@FalloutFalcon FalloutFalcon mentioned this pull request Jun 4, 2024
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github-merge-queue bot pushed a commit that referenced this pull request Aug 25, 2024
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## About The Pull Request
finishes #1785

Todo

- [x] Init icons are broken
- [x] Do afters can be canceled by walking

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: FalloutFalcon, MrSamu99, Fikou
add: a few shipments of MOD control units have found there way to the
frontier, premium versions of existing hard suits with the latest tech!
add: Ported modsuits from tg, no mapped stuff yet
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: thgvr <[email protected]>
MysticalFaceLesS pushed a commit to CeladonSS13/Shiptest that referenced this pull request Aug 26, 2024
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finishes shiptest-ss13#1785

Todo

- [x] Init icons are broken
- [x] Do afters can be canceled by walking

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:cl: FalloutFalcon, MrSamu99, Fikou
add: a few shipments of MOD control units have found there way to the
frontier, premium versions of existing hard suits with the latest tech!
add: Ported modsuits from tg, no mapped stuff yet
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: thgvr <[email protected]>
Constellado pushed a commit to Constellado/PentestOld that referenced this pull request Aug 27, 2024
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finishes shiptest-ss13#1785

Todo

- [x] Init icons are broken
- [x] Do afters can be canceled by walking

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:cl: FalloutFalcon, MrSamu99, Fikou
add: a few shipments of MOD control units have found there way to the
frontier, premium versions of existing hard suits with the latest tech!
add: Ported modsuits from tg, no mapped stuff yet
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: thgvr <[email protected]>
Constellado pushed a commit to Constellado/PentestDevelopment that referenced this pull request Oct 7, 2024
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finishes shiptest-ss13/Shiptest#1785

Todo

- [x] Init icons are broken
- [x] Do afters can be canceled by walking

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merging your PR! -->

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:cl: FalloutFalcon, MrSamu99, Fikou
add: a few shipments of MOD control units have found there way to the
frontier, premium versions of existing hard suits with the latest tech!
add: Ported modsuits from tg, no mapped stuff yet
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: thgvr <[email protected]>
Vect0r2 pushed a commit to PentestSS13/Pentest that referenced this pull request Oct 13, 2024
…tras. (#23)

* [MDB Ignore] Rkz's Newfood: Part 1 of 4 (#3148)

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This is a port of my beestation newfood pr. It's the culmination of many
months of effort during my free time in university, and my first
large-scale project on bee.

Due to interest from a few shiptest people, I have ported the PR
mostly-as-is from Bee, additional alterations where needed.

Ports from TG:
- tgstation/tgstation#49192
- tgstation/tgstation#53047
- tgstation/tgstation#53225
- tgstation/tgstation#53316
- tgstation/tgstation#53574
- tgstation/tgstation#66257
- tgstation/tgstation#69095
- tgstation/tgstation#71449

Ports from Bee, from yours truly:
- BeeStation/BeeStation-Hornet#8748

A rundown of the plan:
- This is Part 1 of newfood. This is basically the foundational newfood
shit that's needed for the rest of the system we want to work.

- Part 2 will complete all the foundational shit (killing oldfood), with
some minor refactors to ready cooking for the upcoming features. This
will conclude the development of the edible component and things left in
limbo from part 1. It will remove the temporary vars and procs, and
customizable food will be fully reenabled.

- Part 3 will contain the cooking features (Griddle).

Now for the changes:
1. convert bread to newfood
2. convert spaghetti to newfood
3. convert cake to newfood
4. Cleaned up the edible component. It should be a lot more consistent
going forward, and will basically be completely functional as of part
2's merge.
5. Adds Food Storage component, which lets you hide small items in large
food. (Stick a shard of glass inside a cake to fuck over someone.)
6. Adds FOOD_FINGER_FOOD food flag, which lets you eat food whilst
moving. It applies to small food that really shouldnt take your full
concentration to consume whilst walking, like lollipops!
7. Sets PRAGMATIC weights for as many foods as I could. Seriously this
sucked really bad. candycorn and cakes are not the same ducking size.
8. food trash is sane, stuff thats clearly eaten on a plate and has a
plate underneath it, will spawn a plate rubbish when completely eaten.
(you dont eat the plate on cake any more smh)
9. Begins the framework of something called Accidental Consumption. Its
basically if you end up eating non-food related it will cause you
differing effects. This is again very early stages, and will require
wounds, full newfood implementation, and bringing over tg's stomach
metabolism. The proc exists, but its not getting called until part 2 or
3 is merged.
10. Adjusts some nutritional values. Minor, but I will note that I did
so

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Newfood seems to be a heavily requested feature here. This is but the
framework. Really, players wont notice the difference besides the
incompatiblity between oldfood & newfood, but once the griddle is
implemented in part 3, it will be glorious.

When discussing with shiptest, I floated my plan and I received overall
agreement. This should hopefully be less painful for me and for you than
a bulk merge.

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:cl: rkz, benbot(benjamin), Time-Green, SteelSlayer, floyd, Qustinuus,
ArcaneDefence, FlowerCuco
add: Food storage! Hide some glass in the captains cake! Begone
digestive tract!
add: Bread, Cake and Spaghetti to Newfood
add: some smaller foods can now be eaten whilst on the run! (This ONLY
applies to newfood items thus far!)
add: converted edible component to work with newfood
del: oldfood for Bread, Cake and Spaghetti
del: Temporarily removes customfood bread, cake, pasta, and sandwiches
tweak: edited a few messed up values
tweak: food trash is sensible now. Finishing stuff like cake will
actually spawn a plate rubbish. Instead of you eating the plate, biggun,
perhaps properly dispose of it!
fix: Wildly STUPID item weights. Candycorn and cakes are no longer the
SAME size
code: provides some semblance of sorting for signal defines
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Co-authored-by: thgvr <[email protected]>

* Fixes "The Food" - Allows spaghetti to be processed. (#3288)

Literally four characters. Technically second PR but my first fix.

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## About The Pull Request
Fixes an error where processing a dough slice in a processor or on a
cutting board would make you get the parent spaghetti item, rather than
the intended one.

The Creation
![Screenshot
(2912)](https://github.com/user-attachments/assets/9a614294-2dcf-45dd-8c73-614835a93313)
The Reaction
![Screenshot
(2913)](https://github.com/user-attachments/assets/3933b953-8c07-4ef5-9e43-dc4f70f90f18)
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
As funny as "The Food" is, I would like to be able to cook spaghetti.
And I don't mean code spaghetti.
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worth adding. -->

## Changelog

:cl:Aquidu
fix: Fixed a bug relating to literal spaghetti code.
/:cl:

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* ports some tg botany code to fix novaflowers (#3063)

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## About The Pull Request
novaflowers werent applying firestacks so i ported a ton of botany code.
novaflowers and nettles now use genes for there pickup and attack stuff
clothing traits that only botany gloves use rn

tgstation/tgstation#59107
tgstation/tgstation#56233
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## Why It's Good For The Game
better code c:
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## Changelog

:cl: FalloutFalcon, MrMelbert, Coiax
code: ported alot tg botany code along with gene desc and icons to be
used more soon
refactor: moves most plant effects into genetics stuff
/:cl:

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---------

Co-Authored-By: Sun-Soaked <[email protected]>

* Modsuits (#3013)

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finishes shiptest-ss13/Shiptest#1785

Todo

- [x] Init icons are broken
- [x] Do afters can be canceled by walking

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merging your PR! -->

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worth adding. -->

:cl: FalloutFalcon, MrSamu99, Fikou
add: a few shipments of MOD control units have found there way to the
frontier, premium versions of existing hard suits with the latest tech!
add: Ported modsuits from tg, no mapped stuff yet
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: thgvr <[email protected]>

* makes it compile

* Fixes condiment packs (#3350)

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fixes #2367
also removes the /food/ from the path since it does nothing
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:cl:
fix: condiment packs are no longer invisible and missing names
/:cl:

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---------

Signed-off-by: FalloutFalcon <[email protected]>

* The Frontier Ablaze: Ramzi's Molotov Cookbook (#3432)

## About The Pull Request

**The World Aflame**

![theworldaflame](https://github.com/user-attachments/assets/75b4f565-ab87-48c2-9526-3ef9f7163204)

Molotovs now create turf fires on its own turf and adjacent ones. As
Hearthwine does something similar with a trickier conditional (contact),
it creates turf fires beyond adjacent turfs now.

## Why It's Good For The Game

Molotov's are exceedingly Nothing, and this should ignite An Inferno
within every spacer's heart. Burns much less fiercely and causes less
firestacks than hearthwine in absence of combustible material, but
should be enough to deny people access to chokepoints or to cause a
panic.

## Changelog

:cl:
balance: Molotov cocktails now create turf fires
balance: Hearthwine now create turf fires in a 3x3 area
/:cl:

* Makes Ration Heaters smaller. (#3486)

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## About The Pull Request

Edits ration heaters to be able to be put back inside of ration packs.

## Why It's Good For The Game

It's really, really annoying that you can take ration heaters OUT of
ration packs, but CANNOT put them back in. This fixes this by making
them both the same size as the rations themselves, and adding ration
heaters to the list of accepted items that can be put in ration packs.

## Changelog

:cl:
code: Changes flameless ration heaters to "small" items
code: Adds flameless ration heaters to the ration pack item whitelist.
/:cl:

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* SolCon/SolGov Hardsuits (And Its Subtypes) Can Now Stow Away Guns! (#3187)

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Does what it says on the tin. You can now holster guns, ammo and such on
the armor slot while equipping the hardsuit.
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I almost got shot because people got terrified at the fact I had a gun
on my hand, when I couldn't holster due to this oversight. Amazing.
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:cl: PositiveEntropy
fix: You can now store guns, ammunition, and melee weapons on the armor
slot when equipping a SolCon/SolGov hardsuit, and its subtypes!
/:cl:

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* The Ares Poster Now Correctly Calls The Planet Mars (#3193)

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Does what it says on the title.

![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/dc713a4f-685f-44d5-a73b-3a4e3cc24da1)

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It was a weird misconception that for some reason SolCon decided to
rename all the planets into their greek counterparts. This is very much
not the case, especially since if it *was*, Terra would've been called
Gaia and the moon would've been called Selene instead of Luna.

This does however mean that Uranus is now called Caelus, though this
will be depicted in a poster in another time.
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:cl: PositiveEntropy
fix: Mars and Venus are now referred to by their correct names!
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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* salty

* cakes are ticked

* removes the file instead, and fixes the ruins.

* pepper

* Floury

* cheezy

* cakey, milky, and saucy

* barbecue was under barbecued

* another sauce

* hotsauce and soysauce

* clowncake was ephemeral

* reorders

---------

Signed-off-by: thgvr <[email protected]>
Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: Tsar-Salat <[email protected]>
Co-authored-by: thgvr <[email protected]>
Co-authored-by: Aquidu <[email protected]>
Co-authored-by: Sun-Soaked <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: MrSamu99 <[email protected]>
Co-authored-by: generalthrax <[email protected]>
Co-authored-by: Imaginos16 <[email protected]>
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