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Fixes medical resident spawn and other things (#3383)
Fixes medical residents spawning at the odin at round start Fixes medical residents being unable to get medical huds via loadout Fixes #3370 Fixes mechas not using the paint kit skins when destroyed
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@@ -152,6 +152,7 @@
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if(wreckage)
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var/obj/effect/decal/mecha_wreckage/WR = new wreckage(loc)
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WR.icon_state = "[icon_state]-broken"
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for(var/obj/item/mecha_parts/mecha_equipment/E in equipment)
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if(E.salvageable && prob(30))
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WR.crowbar_salvage += E
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@@ -28,7 +28,7 @@
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/datum/gear/eyes/sciencegoggles
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display_name = "science Goggles"
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path = /obj/item/clothing/glasses/science
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/datum/gear/eyes/mesonprescription
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display_name = "meson goggles, prescription"
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path = /obj/item/clothing/glasses/meson/prescription
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@@ -42,7 +42,7 @@
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/datum/gear/eyes/medical
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display_name = "medical HUD"
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path = /obj/item/clothing/glasses/hud/health
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allowed_roles = list("Medical Doctor", "Chief Medical Officer", "Chemist", "Paramedic", "Geneticist", "Nursing Intern")
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allowed_roles = list("Medical Doctor", "Chief Medical Officer", "Chemist", "Paramedic", "Geneticist", "Medical Resident")
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/datum/gear/eyes/shades
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display_name = "sunglasses, fat"
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@@ -613,7 +613,7 @@ var/global/list/robot_modules = list(
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"Kent" = "toiletbot",
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"Bro" = "brobot",
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"Rich" = "maximillion",
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"Basic" = "robotserv",
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"Basic" = "robotServ",
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"Drone - Service" = "drone-service",
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"Drone - Hydro" = "drone-hydro",
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"Classic" = "service2",
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@@ -41323,13 +41323,13 @@
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dir = 10
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},
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/obj/effect/landmark/start{
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name = "Nursing Intern"
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name = "Medical Resident"
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},
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/turf/simulated/floor/tiled/white,
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/area/medical/medbay2)
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"btj" = (
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/obj/effect/landmark/start{
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name = "Nursing Intern"
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name = "Medical Resident"
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},
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/turf/simulated/floor/tiled/white,
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/area/medical/medbay2)
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