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Refactoring lampposts - #1373

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TheCarnalest merged 12 commits into
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chazzyjazzy:lamppost
Aug 29, 2026
Merged

Refactoring lampposts#1373
TheCarnalest merged 12 commits into
DarkPack13:masterfrom
chazzyjazzy:lamppost

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About The Pull Request

refactors lampposts to be an /obj/machinery/light/floor so that they don't snowflake their own light creation by creating several light decals for every one lamppost and instead uses /tg/ light logic

dreamseeker_nFoUcWkkHB dreamseeker_8v8GxJpXSO dreamseeker_zNa8ZcpfPw

Why It's Good For The Game

reduce lighting subsystem CPU usage? more sane lampposts i guess

Changelog

🆑

refactor: lampposts are now an /obj/machinery/light/floor instead of an /obj/structure, please run the updatepaths script!!!

/:cl:

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Not even sure anyone will notice that they arent 4 lights anymore.
Might still be nice to make them diffrent power or range or something tho? shrug,

Comment thread tools/UpdatePaths/Scripts/DarkPack/1373_lamppost_refactor.txt Outdated

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Mapping lgtm

Comment thread modular_darkpack/modules/decor/code/decor.dm Outdated
TheCarnalest and others added 2 commits August 25, 2026 10:29
Co-authored-by: TheCarnalest <167369312+TheCarnalest@users.noreply.github.com>

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good fix!! rubber stamped

@TheCarnalest
TheCarnalest merged commit 92be037 into DarkPack13:master Aug 29, 2026
29 of 31 checks passed
darkpack13-api Bot added a commit that referenced this pull request Aug 29, 2026
github-actions Bot added a commit that referenced this pull request Aug 29, 2026
chazzyjazzy added a commit to Monkestation/crimson-grid that referenced this pull request Aug 31, 2026
* fix wall frill runtimes from north edge of the map (DarkPack13#1449)

fixes this runtime from trying to spawn a wall frill above the top of
the map:
```
[20:25:12] Runtime in modular_darkpack/modules/walls/code/walls.dm,40: Cannot read null.density
  proc name: update seethrough (/obj/effect/wall_frill/proc/update_seethrough)
  src: the wall frill (/obj/effect/wall_frill)
  src.loc: null
  call stack:
  the wall frill (/obj/effect/wall_frill): update seethrough()
  the wall frill (/obj/effect/wall_frill): Initialize(0)
  Atoms (/datum/controller/subsystem/atoms): InitAtom(the wall frill (/obj/effect/wall_frill), 0, /list (/list))
  the wall frill (/obj/effect/wall_frill): New(0)
  the rock wall (230,255,6) (/turf/closed/wall/vampwall/rock): set smoothed icon state(110)
  the rock wall (230,255,6) (/turf/closed/wall/vampwall/rock): bitmask smooth()
  the rock wall (230,255,6) (/turf/closed/wall/vampwall/rock): smooth icon()
  Icon Smoothing (/datum/controller/subsystem/icon_smooth): Initialize()
  Master (/datum/controller/master): init subsystem(Icon Smoothing (/datum/controller/subsystem/icon_smooth))
  Master (/datum/controller/master): Initialize(10, 0, 1)
```

also makes it so wall frills loudly complain if spawned in nullspace in
general

* Re-Adds Potence Throwing (Via Shoves) and Adds Strength-Based Disarming (DarkPack13#1359)

## About The Pull Request

This PR does two relatively simple things, one being from old-code with
a minor change to how it functions and the other being something more
table-top 'accurate' and useful for brawling.

### Potence Shoving / Throwing

On pre-base, potence 5 could throw targets around when punched, on TFN
this had been made into a shove feature instead of punch just for QOL to
not throw your targets away massively when just trying to punch.

This was something I personally found very useful for close quarters
combat, letting me toss people around on demand - and makes sense given
even at strengths 6-8 you can start doing serious damage to cars or
ground-breaking pounces.

When potence is active you can right-click shove and toss people around,
the knockback based on your strength. At strength 6+, knocking them into
an object or wall will even damage them a bit; just like jumping at
someone.

### Strength Based Disarming

In TT, specifically using Dark Ages for an example since I saw it while
reading it, disarming is a type of attack of brawl. You roll like a
normal brawl attack, then at the damage phase you instead do no damage
but if your strength roll is higher than your opponents strength, you
'send the weapon flying off'.

I was not able to get the 'weapon flying off' part working, but instead
I just made it force-drop to the floor. Which I think is still very good
on its own without needing to launch it off ~3 tiles away.

<img width="607" height="149" alt="image"
src="https://github.com/user-attachments/assets/1c6c0432-2d79-4535-aa8f-3e8e833576b1"
/>

## Why It's Good For The Game

### For potence shoving/throwing
This was something I personally found very useful for close quarters
combat, letting me toss people around on demand - and makes sense given
even at strengths 6-8 you can start doing serious damage to cars or
ground-breaking pounces. It makes sense, feels somewhat TT friendly, and
re-adds a pre-base feature with less overpowered wall-stuns and more
'your strength determines your throwing'.

### For strength-based disarming
This is something that I felt really helps brawl-builds, attacking users
who have melee weapons tends to be a death sentence because tons of
melee weapons have blocking at relatively high rates; making it
impossible to punch or shove past it while you have no block chance
yourself.

This is makes it easier for potence users, garou in war form, or people
who want to try and 'LTL' take down a target able to disarm their enemy
of a weapon without having to suicide-jump at them and pray to get a
disarm - or have to chain up spam disarms to get the weapon disarm. Plus
you still get the stagger-disarm that exists anyway if you keep failing
the roll to eventually get it anyway with the staggering.

## Changelog
:cl:
add: Adds shove-knockback with active potence
add: Adds disarming based on your strength roll vs opponents overall
strength.
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1359 [ci skip]

* Fixes oversights from DarkPack13#1442 (DarkPack13#1454)

## About The Pull Request

DarkPack13#1442 mistakenly snuck a modular_vcg file upstream and also included an
unused society of leopold phone network rename

## Why It's Good For The Game

they dont know how to use git

## Changelog

* Automatic changelog compile [ci skip]

* Pride Flags DLC pack (DarkPack13#1406)

## About The Pull Request

Adds four pride flags
MLM Pride
Rabies Pride
Non-Binary Pride
Intersex Pride

Also adds recipes in line with the other pride flags, as well as adds
them to the loadout.

## Why It's Good For The Game

MLM flag isn't in, I wanted to fix that for my man who loves men. 
Non-Binary and Intersex were also missing 
The Rabies Pride flag is one I wanted to throw in a little extra because
it's dear to me.



## Testing Images
<img width="351" height="172" alt="image"
src="https://github.com/user-attachments/assets/9e6d24fc-7ac0-4b05-9754-cccca74673ef"
/>
<img width="349" height="202" alt="image"
src="https://github.com/user-attachments/assets/77cc04fc-ad7c-4c7f-ac8b-bf0cea4e4c86"
/>
<img width="319" height="315" alt="image"
src="https://github.com/user-attachments/assets/7b3d47de-d39d-4ce2-bcf1-38af4e487a19"
/>



## Changelog

:cl: KCartridge
add: Four Pride flags
/:cl:

---------

Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com>

* Automatic changelog for PR DarkPack13#1406 [ci skip]

* Automatic changelog compile [ci skip]

* High Medicine Skill Gives Better Wound Tending (DarkPack13#1430)

## About The Pull Request
This gives level 3 and level 4 medicine skill upgraded wound tending. 
Tested it with vv editing and the upgraded wound tending surgery is
properly added/removed when your medicine skill rised/lowered.
Also tested with vicissitude level 3 and the combo upgraded master
tending overrides those so no bugs or glitches there as well.
## Why It's Good For The Game
This gives the medicine skill actual use other than being used only for
vicissitude and other vampire powers, it also makes it so a doctor that
has a good amount of medicine skill is actually better than someone who
only has 1 point of medicine.
Also makes its so you can't metaknowledge someone being a tzimisce or
having bonecrafting powers just by their upgraded wound tending.
## Changelog
:cl:
add: Medicine Skill level 3 and 4 allows better wound tending on
patients
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <chardowdude@gmail.com>

* Automatic changelog for PR DarkPack13#1430 [ci skip]

* Automatic changelog compile [ci skip]

* Elevated flames wont set fire to turfs (DarkPack13#1456)

## About The Pull Request
Candles or items on tables will no longer set flame to the turf before
it.
Yet this means flicking a cigarette onto wood can still burn stuff. But
go crazy with your rituals on carpeted floors.
## Why It's Good For The Game
Oversights.
## Changelog
:cl:
balance: open flames on tables wont set fire to turfs
balance: candles wont set fire to turfs
/:cl:

* Automatic changelog for PR DarkPack13#1456 [ci skip]

* Adds Anthropic Taste quirk (DarkPack13#1467)

## About The Pull Request

<img width="418" height="72" alt="image"
src="https://github.com/user-attachments/assets/597d7b45-6c48-4c66-a4a4-862c19e19dd1"
/>

Adds a quirk for kindred splats that blocks simple mobs from being able
to be fed upon. Gives 2 freebie points.
## Why It's Good For The Game

This helps with Ventrue larp, whether for actual Ventrue or their
Caitiffs. Or for anyone else that might be particularly disgusted by
animal blood, such as aging vampires in general (as a sort of stepping
stone to Methuselah's Thirst). Could also be used to further narrow the
scope of Methuselah's Thirst, if there's even any supernatural simple
mobs that they can feed off of? Unless the maints think otherwise I'll
allow people to take both, because I feel like we'll have more
supernatural critters as time goes on.

<img width="234" height="39" alt="image"
src="https://github.com/user-attachments/assets/bcdbaa44-6a95-437a-b407-197d00b941ee"
/>


## Changelog
:cl: cam_dev
add: adds anthropic taste quirk for kindred
/:cl:

* Automatic changelog for PR DarkPack13#1467 [ci skip]

* fix the "No Sense of Taste" Flaw (DarkPack13#1463)

## About The Pull Request

the `sense_of_taste` tongue var is only used to add/remove
`TRAIT_AGEUSIA` when the tongue is added/removed, it is not checked
itself to see if you have a sense of taste.

## Changelog
:cl:
fix The "No Sense of Taste" flaw works again.
/:cl:

* Some jobs and clans grant languages now (DarkPack13#1455)

## About The Pull Request
Giovannis and Leopoldites automatically learn Italian and Latin
respectively. Abbe is cooler: he knows Latin _and_ Italian.
Banu Haqim and Setites automatically learn Arabic.
## Why It's Good For The Game
It was weird that La Famiglia didn't know Italian and Leopoldites didn't
know Latin.
Also lets Banu Haqim and Setites speak in a rarely picked language and
be all shady and secret.
## Changelog
:cl:
add: Giovannis and Leopoldites automatically learn Italian and Latin
respectively.
add: Banu Haqim and Setites automatically learn Arabic.
/:cl:

* Automatic changelog for PR DarkPack13#1455 [ci skip]

* Upstreams a few items from TFN's loadouts (DarkPack13#1450)

## About The Pull Request

everyone needs a big coat

## Why It's Good For The Game

they can be recolored

## Changelog

:cl:
add: adds oversized jacket, trenchcoat (alt) and a massive furry winter
jacket to the loadout which can all be recolored
/:cl:

* Automatic changelog for PR DarkPack13#1450 [ci skip]

* Gets rid of this irrelevant linter failure (DarkPack13#1475)

## About The Pull Request

get out of here DarkPack13#1359 

## Why It's Good For The Game

its irrelevant

## Changelog

nothing player facing

* Nerf Dagger of Retribution (DarkPack13#1470)

## About The Pull Request
someone brought to my attention that it does way too much damage, likely
because it was balanced around oldcode's knife. it now has parity with
newcode's knife
## Why It's Good For The Game
it was too strong ):
## Changelog
:cl:
balance: Dagger of Retribution is now in line with the knife
/:cl:

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1470 [ci skip]

* Makes werewolf artifacts unique to fera (DarkPack13#1431)

## About The Pull Request

Makes it to where only Fera can identify fetishes on account of them
typically requiring gnosis to utilize. Tremere (and anyone else with
access to Thaum), thanks to the versatility of blood magic, can still
identify them via the thaumaturgy ritual.

Testing proof:
<img width="1320" height="280" alt="image"
src="https://github.com/user-attachments/assets/1b90aa5a-5e4e-4bc1-84cf-63d74044b55b"
/>
<img width="1307" height="301" alt="image"
src="https://github.com/user-attachments/assets/6ff901af-c878-4f62-9a3c-1a60a09fa9c6"
/>
<img width="1400" height="397" alt="image"
src="https://github.com/user-attachments/assets/b401a58f-3c44-4da4-bf97-2ce2a626b74d"
/>
<img width="1325" height="421" alt="image"
src="https://github.com/user-attachments/assets/ae068353-a787-4805-ba70-5d39ec41c898"
/>
<img width="1336" height="407" alt="image"
src="https://github.com/user-attachments/assets/5b92e408-a5ea-4026-a545-4addad55bcf3"
/>
<img width="1330" height="369" alt="image"
src="https://github.com/user-attachments/assets/c8201d21-adce-46fc-8129-ce57300972f9"
/>
<img width="1311" height="389" alt="image"
src="https://github.com/user-attachments/assets/1bf5b2fc-8dcb-4eda-9d66-abd318e9a8eb"
/>
<img width="1318" height="318" alt="image"
src="https://github.com/user-attachments/assets/ec7fb4cc-6522-42d8-a5a3-027b23fa914d"
/>


## Why It's Good For The Game

It brings the fetishes a step closer to tabletop accuracy and lets Fera
have some unique artifacts to play around with since quite a few of the
vampire ones are only useful for vampires. Blades of retribution are
still pretty good knifes, klaives are still made of silver, non-fera
just can't make use of their special features.

## Changelog

Prevents non-fera from identifying werewolf fetishes without the use of
blood magic.

:cl:
balance: Only fera can use fetishes now
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1431 [ci skip]

* Automatic changelog compile [ci skip]

* Ritual Logging (DarkPack13#1459)

## About The Pull Request

Logs ritual runes


<img width="1060" height="136" alt="HKfzFEWwsS"
src="https://github.com/user-attachments/assets/bcf17996-5232-42a9-9cf4-9de6d226456f"
/>

<img width="1096" height="137" alt="F74x07KHWb"
src="https://github.com/user-attachments/assets/4cf8a878-2099-46f7-a0e3-5cec00a6e86e"
/>



## Why It's Good For The Game

asked for this

## Changelog


:cl:

admin: ritual runes now print unique logs in game.log, Ward and Blood
curse rituals print the specific caster as well as the victim in
attack.log

/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1459 [ci skip]

* Fix Obfuscate MOTF showing clan specific examine text (DarkPack13#1473)

## About The Pull Request
Fixes an issue with Mask of a Thousand Faces where if the user shifts
into someone normal, they would still show their clan specific examine
text when examined. Now checks to see if the user has the violating
traits before it appends the examine text.
<img width="369" height="627" alt="motf_fix_proof1"
src="https://github.com/user-attachments/assets/98f28506-2126-49d0-b0f8-3f6ec9b18df6"
/>
## Why It's Good For The Game
No longer, shall hunters or new folk examine a masked nossie and masq
breach them for meta information. Or any other kindred who manages to
learn obfuscate and has the traits.
## Changelog
:cl:
fix: Mask of a Thousand Faces now properly hides your hideous features
/:cl:

Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1473 [ci skip]

* Bogatyr armor reblance + resprite (DarkPack13#1464)

## About The Pull Request
Adds two new tiers of Bogatyr armor:
- bone armor: Stat parity with Police armor. Bogatyr will now spawn this
this armor. New sprites. Can now fit in bags.
<img width="64" height="192" alt="image"
src="https://github.com/user-attachments/assets/995d4632-5dcf-4073-a087-763437b07745"
/>

- golden bone armor: Statistically identical to the old Bogatyr armor.
Mapped or spawned only. (We're going to use it for our bogatyr captains
on Apocrypha)
<img width="64" height="192" alt="image"
src="https://github.com/user-attachments/assets/0537ccd8-b0e3-4263-9cbf-31362430f7b5"
/>

- heavy bone armor: Stat parity with EOD armor. Can be crafted at
extreme cost, requiring bonecrafting 7 human corpses and the expenditure
of 10 blood points. Uses the old bogatyr armor sprites. Can be combined
with captain armor for Drip purposes.
## Why It's Good For The Game
Adds a smidge of progression to the Tzimisce armor, and encourages a
gameplay loop of abducting people for more raw materials.
## Changelog
:cl:
balance: Bogatyr armor reduced in effectiveness to be equal to Police
armor
add: 2 new sets of Bogatyr armor: Captain armor (admin-spawn or mapspawn
only, equal to old Bogatyr armor) and Heavy Bone Armor (craftable, equal
to EOD armor, requires 7 human corpses and 10 bloodpoints)
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <chardowdude@gmail.com>

* Automatic changelog for PR DarkPack13#1464 [ci skip]

* Refactoring lampposts (DarkPack13#1373)

## About The Pull Request

refactors lampposts to be an /obj/machinery/light/floor so that they
don't snowflake their own light creation by creating several light
decals for every one lamppost and instead uses /tg/ light logic


<img width="923" height="566" alt="dreamseeker_nFoUcWkkHB"
src="https://github.com/user-attachments/assets/065d1366-bfe2-43d7-89c8-d6d9bfb4fa84"
/>

<img width="360" height="483" alt="dreamseeker_8v8GxJpXSO"
src="https://github.com/user-attachments/assets/34d68ed8-93c8-4555-8b56-98068fd98c58"
/>

<img width="377" height="908" alt="dreamseeker_zNa8ZcpfPw"
src="https://github.com/user-attachments/assets/5b1bcb38-4180-4548-a77d-6763f2129c7f"
/>

## Why It's Good For The Game

reduce lighting subsystem CPU usage? more sane lampposts i guess

## Changelog

:cl:

refactor: lampposts are now an /obj/machinery/light/floor instead of an
/obj/structure, please run the updatepaths script!!!

/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: TheCarnalest <167369312+TheCarnalest@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1373 [ci skip]

* Mechanical Bawn (DarkPack13#1445)

## About The Pull Request
Some general cleanup but primarly the BAWN!
mechanicly, its your choice of an area or fog effects (tho a combination
of both is good to prevent people passing through walls or other
uninteded areas.
If you want to pass through, you need to either be allowed by the totem,
or stay within 3 meters of someone who is. Yes, this means that right
now if you capture or cause a garou to flip, you can use them to get
past the bawn. I think this is maybe plausible within the lore i've
found but more importantly is kinda a cool interaction.


https://github.com/user-attachments/assets/0b1b95d1-88ef-4f94-912a-6e12d44b1ff9
## Why It's Good For The Game
Caerns are powerful places protected by spirits and within the rules and
lore of the TTRPG, the only way to assault a caern is to camp outside it
and starve them out of resources (extremely hard saying they tend to be
fairly self sufficient)
The only way your meant to be able to get into a caern is if someone
(the spirits) let you in.
## Changelog
:cl:
add: Add Bawns; a barrier that surrounds and protects caerns
fix: BSD are actually givin the wrymtained trait (not the sprite)
fix: Haunted lights should actually break.
/:cl:

---------

Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>

* Automatic changelog for PR DarkPack13#1445 [ci skip]

* Automatic changelog compile [ci skip]

* better behavoir for registering stat signals (DarkPack13#1478)

## About The Pull Request
Alternative to DarkPack13#1477 which
feels a bit better.
## Why It's Good For The Game
Slightly more robust behavoir for cleaning up stats when we change or
delete them.
## Changelog
Nothing player facing

* Adds matching shop areas for most existing retail vendors (DarkPack13#1411)

## About The Pull Request
Having a bunch of predefined areas for all these shops that are kinda
mandatory helps prevent annoying issue where every npc shop is using the
same area instance (meaning they share lights) and all give useless
information for stuff like police and masq reports.

* Clamp Stats instead of subtracting them to 0 (DarkPack13#1480)

## About The Pull Request
For applicible instances where its called for that a stat is not allowed
to go above a number (as far as im aware, primarly used for apparence in
the books) CLAMP it instead of crudely subtracting it and praying it
doesn't change.

an "appearance 5" character with the monstrous quirk. 
<img width="152" height="105" alt="image"
src="https://github.com/user-attachments/assets/3f3ca7e6-88d3-4ee1-b327-a251a72f6156"
/>
## Why It's Good For The Game
FAR better behavior and more resistant to change.
## Changelog
:cl:
code: Clampings to appearance is properly enforced
/:cl:

* Automatic changelog for PR DarkPack13#1480 [ci skip]

* Garou Drip Update (DarkPack13#1440)

## About The Pull Request

Adds some garou accessories and such

## Why It's Good For The Game

No more friendly fragging el oh el + customization

## Changelog

:cl: FalloutFalcon, ShirouAjisai
add: Added garou accessories for crinos. All credit goes to Fallcon for
the backend work here.
/:cl:

---------

Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <chardowdude@gmail.com>

* Automatic changelog for PR DarkPack13#1440 [ci skip]

* bang

* Update sanfangsisco.dmm

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Stutternov <47883419+Stutternov@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Kailey <potatopie34@gmail.com>
Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com>
Co-authored-by: breadcrombs <109193991+breadcrombs@users.noreply.github.com>
Co-authored-by: cam_dev <59076929+drgnmstrc@users.noreply.github.com>
Co-authored-by: kimesik <kimesikrus@gmail.com>
Co-authored-by: Dusk-a <devlkiller0@gmail.com>
Co-authored-by: Psychie42 <86179489+Psychodeath42@users.noreply.github.com>
Co-authored-by: TheCarnalest <167369312+TheCarnalest@users.noreply.github.com>
Co-authored-by: SixplyDev <einlichen@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
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4 participants