mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 04:22:39 +01:00
More bay merge fixes (#1243)
- Fixes #1227 - Fixes #1236 - Re-add lamarr. - Fix bootknife thing - Fix a couple of things related to borgs - Re-add our tator items - Adding back all the hardsuit modules back to robotics - Fixing a couple of missing sprites, like fireaxe cabinet - Fixed missing computer sprites when no power
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@@ -389,6 +389,7 @@ var/global/list/gear_datums = list()
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path = /obj/item/clothing/under/color/blackf
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slot = slot_w_uniform
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cost = 1
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/datum/gear/blackfjumpsuit
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display_name = "jumpsuit, rainbow"
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path = /obj/item/clothing/under/rainbow
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@@ -419,13 +420,6 @@ var/global/list/gear_datums = list()
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slot = slot_w_uniform
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cost = 1
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/datum/gear/roboticist_skirt
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display_name = "skirt, roboticist"
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path = /obj/item/clothing/under/rank/roboticist/skirt
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slot = slot_w_uniform
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cost = 1
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allowed_roles = list("Roboticist")
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/datum/gear/amishsuit
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display_name = "suit, amish"
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path = /obj/item/clothing/under/sl_suit
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@@ -611,46 +605,6 @@ var/global/list/gear_datums = list()
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cost = 1
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allowed_roles = list("Scientist","Chief Medical Officer","Medical Doctor","Geneticist","Paramedic","Nursing Intern","Xenobiologist","Roboticist","Research Director","Detective",)
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// Resomi junk
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/datum/gear/resomi_grey
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display_name = "Resomi uniform, grey"
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path = /obj/item/clothing/under/resomi
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cost = 1
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slot = slot_w_uniform
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/datum/gear/resomi_rainbow
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display_name = "Resomi uniform, rainbow"
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path = /obj/item/clothing/under/resomi/rainbow
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cost = 1
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slot = slot_w_uniform
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/datum/gear/resomi_white
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display_name = "Resomi uniform, white"
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path = /obj/item/clothing/under/resomi/white
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cost = 1
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slot = slot_w_uniform
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/datum/gear/resomi_eng
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display_name = "Resomi uniform, Engineering"
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path = /obj/item/clothing/under/resomi/yellow
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cost = 1
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slot = slot_w_uniform
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allowed_roles = list("Chief Engineer","Station Engineer","Atmospherics Technician")
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/datum/gear/resomi_sec
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display_name = "Resomi uniform, Security"
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path = /obj/item/clothing/under/resomi/red
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cost = 1
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slot = slot_w_uniform
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allowed_roles = list("Security Officer","Head of Security","Warden")
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/datum/gear/resomi_med
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display_name = "Resomi uniform, Medical"
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path = /obj/item/clothing/under/resomi/medical
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cost = 1
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slot = slot_w_uniform
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// Attachments
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/datum/gear/armband_cargo
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display_name = "armband, cargo"
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@@ -1272,7 +1226,6 @@ var/global/list/gear_datums = list()
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sort_category = "utility"
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cost = 2
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/datum/gear/wallet
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display_name = "wallet"
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path = /obj/item/weapon/storage/wallet
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@@ -1418,7 +1371,6 @@ var/global/list/gear_datums = list()
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sort_category = "misc"
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cost = 1
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/datum/gear/cape
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display_name = "tunnel cloak"
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path = /obj/item/weapon/storage/backpack/cloak
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@@ -1437,11 +1389,6 @@ var/global/list/gear_datums = list()
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sort_category = "misc"
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cost = 1
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/*/datum/gear/combitool
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display_name = "combi-tool"
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path = /obj/item/weapon/combitool
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cost = 3*/
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// Stuff worn on the ears. Items here go in the "ears" sort_category but they must not use
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// the slot_r_ear or slot_l_ear as the slot, or else players will spawn with no headset.
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/datum/gear/earmuffs
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@@ -420,7 +420,7 @@ BLIND // can't see anything
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/obj/item/clothing/shoes/proc/draw_knife()
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set name = "Draw Boot Knife"
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set desc = "Pull out your boot knife."
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set category = "IC"
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set category = "Object"
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set src in usr
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if(usr.stat || usr.restrained() || usr.incapacitated())
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@@ -443,10 +443,7 @@ BLIND // can't see anything
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/obj/item/clothing/shoes/attackby(var/obj/item/I, var/mob/user)
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if(can_hold_knife && istype(I, /obj/item/weapon/material/shard) || \
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istype(I, /obj/item/weapon/material/butterfly) || \
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istype(I, /obj/item/weapon/material/kitchen/utensil) || \
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istype(I, /obj/item/weapon/material/hatchet/tacknife))
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if(can_hold_knife && is_type_in_list(I, list(/obj/item/weapon/material/shard, /obj/item/weapon/material/butterfly, /obj/item/weapon/material/kitchen/utensil, /obj/item/weapon/material/hatchet/tacknife, /obj/item/weapon/material/sword/trench)))
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if(holding)
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user << "<span class='warning'>\The [src] is already holding \a [holding].</span>"
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return
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@@ -21,7 +21,8 @@
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force = 3
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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item_flags = NOSLIP
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siemens_coefficient = 0.6
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siemens_coefficient = 0.5
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can_hold_knife = 1
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/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
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name = "combat boots"
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@@ -30,7 +31,8 @@
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force = 5
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
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item_flags = NOSLIP
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siemens_coefficient = 0.6
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siemens_coefficient = 0.5
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can_hold_knife = 1
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cold_protection = FEET
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min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
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@@ -656,11 +656,7 @@ var/global/list/robot_modules = list(
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LANGUAGE_SKRELLIAN = 0,
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LANGUAGE_GUTTER = 1
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)
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sprites = list(
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"Dread" = "securityrobot",
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)
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var/id
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/obj/item/weapon/robot_module/syndicate/New(var/mob/living/silicon/robot/R)
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loc = R
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src.modules += new /obj/item/device/flash(src)
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@@ -689,7 +685,7 @@ var/global/list/robot_modules = list(
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id = null
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return ..()
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*/
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/obj/item/weapon/robot_module/security/combat
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/obj/item/weapon/robot_module/combat
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name = "combat robot module"
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channels = list("Security" = 1)
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networks = list(NETWORK_SECURITY)
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@@ -608,4 +608,123 @@
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build_type = MECHFAB
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materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 750)
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build_path = /obj/item/device/flash/synthetic
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category = "Misc"
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category = "Misc"
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//hardsuits modules
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/datum/design/hardsuitmodules
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build_type = MECHFAB
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category = "Hardsuit Modules"
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time = 10
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/datum/design/hardsuitmodules/iss_module
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name = "IIS module"
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desc = "An integrated intelligence system module suitable for most hardsuits."
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id = "iis_module"
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req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 3)
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materials = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000)
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build_path = /obj/item/rig_module/ai_container
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/datum/design/hardsuitmodules/sink_module
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name = "hardsuit power sink"
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desc = "An heavy-duty power sink suitable for hardsuits."
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id = "power_sink_module"
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req_tech = list(TECH_POWER = 4, TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_ILLEGAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold"= 2000, "silver"= 3000, "glass"= 2000)
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build_path = /obj/item/rig_module/power_sink
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/datum/design/hardsuitmodules/meson_module
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name = "hardsuit meson scanner"
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desc = "A layered, translucent visor system for a hardsuit."
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id = "meson_module"
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req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 2, TECH_ENGINEERING = 3)
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materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL= 1500)
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build_path = /obj/item/rig_module/vision/meson
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/datum/design/hardsuitmodules/sechud_module
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name = "hardsuit meson scanner"
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desc = "A simple tactical information system for a hardsuit."
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id = "sechud_module"
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req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
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materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL =1500)
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build_path = /obj/item/rig_module/vision/sechud
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/datum/design/hardsuitmodules/medhud_module
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name = "hardsuit medical hud"
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desc = "A simple medical status indicator for a hardsuit."
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id = "medhu_module"
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req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
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materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL =1500)
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build_path = /obj/item/rig_module/vision/medhud
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/datum/design/hardsuitmodules/nvg_module
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name = "hardsuit night vision interface"
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desc = "A multi input night vision system for a hardsuit."
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id = "nvg_module"
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req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3, TECH_MAGNET = 4)
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materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL = 1500, "uranium" = 5000)
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build_path = /obj/item/rig_module/vision/nvg
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/datum/design/hardsuitmodules/healthscanner_module
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name = "hardsuit night vision interface"
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desc = "A hardsuit-mounted health scanner."
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id = "healthscanner_module"
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req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 2500)
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build_path = /obj/item/rig_module/device/healthscanner
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/datum/design/hardsuitmodules/chem_module
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name = "mounted chemical injector"
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desc = "A complex web of tubing and a large needle suitable for hardsuit use."
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id = "chem_module"
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req_tech = list(TECH_BIO = 5, TECH_MATERIAL = 4, TECH_DATA = 3, TECH_PHORON = 2)
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materials = list("glass" = 9250, DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "silver" = 4250, "phoron" = 5500)
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build_path = /obj/item/rig_module/chem_dispenser/injector
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/datum/design/hardsuitmodules/plasmacutter_module
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name = "hardsuit plasma cutter"
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desc = "A self-sustaining plasma arc capable of cutting through walls."
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id = "plasmacutter_module"
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_PHORON = 4)
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materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250)
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build_path = /obj/item/rig_module/device/plasmacutter
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/datum/design/hardsuitmodules/jet_module
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name = "hardsuit maneuvering jets"
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desc = "A compact gas thruster system for a hardsuit."
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id = "jet_module"
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_POWER = 2)
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materials = list("glass" = 4250, DEFAULT_WALL_MATERIAL = 15000, "silver" = 4250,"uranium" = 5250)
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build_path = /obj/item/rig_module/maneuvering_jets
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/datum/design/hardsuitmodules/drill_module
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name = "hardsuit drill mount"
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desc = "A very heavy diamond-tipped drill."
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id = "drill_module"
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req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4)
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materials = list("glass" = 2250, DEFAULT_WALL_MATERIAL = 55000, "silver" = 5250, "diamond" = 3750)
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build_path = /obj/item/rig_module/device/drill
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/datum/design/hardsuitmodules/rcd_module
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name = "RCD mount"
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desc = "A cell-powered rapid construction device for a hardsuit."
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id = "rcd_module"
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req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_POWER = 5, TECH_BLUESPACE = 4)
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materials = list(DEFAULT_WALL_MATERIAL= 30000, "phoron" = 12500, "silver" = 10000, "gold" = 10000)
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build_path = /obj/item/rig_module/device/rcd
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/datum/design/hardsuitmodules/taser_module
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name = "mounted taser"
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desc = "A palm-mounted nonlethal energy projector."
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id = "taser_module"
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req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_MAGNET = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250)
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build_path = /obj/item/rig_module/mounted/taser
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/datum/design/hardsuitmodules/egun_module
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name = "mounted taser"
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desc = "A forearm-mounted energy projector."
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id = "egun_module"
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req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 4, TECH_COMBAT = 4, TECH_MAGNET = 3)
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materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 2250, "uranium"= 3250, "gold"= 2500)
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build_path = /obj/item/rig_module/mounted/egun
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