Tweaking Security Outfits (#10508)
@@ -56,8 +56,8 @@ var/datum/controller/subsystem/traumas/SStraumas
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/obj/item/melee/baton, /obj/item/gun/energy/taser, /obj/item/handcuffs, /obj/item/clothing/glasses/sunglasses/sechud,
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/obj/machinery/door/airlock/security, /obj/item/clothing/under/rank/cadet, /obj/structure/sign/directions/security,
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/obj/item/clothing/head/bio_hood/security, /obj/item/clothing/head/bomb_hood/security, /obj/item/clothing/head/helmet/space/void/security,
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/obj/item/clothing/head/softcap/security, /obj/item/clothing/suit/armor/vest/security, /obj/item/clothing/suit/bio_suit/security,
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/obj/item/clothing/suit/bomb_suit/security, /obj/item/clothing/suit/security/navyofficer, /obj/item/clothing/suit/space/void/security,
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/obj/item/clothing/head/softcap/security, /obj/item/clothing/suit/security, /obj/item/clothing/suit/bio_suit/security,
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/obj/item/clothing/suit/bomb_suit/security, /obj/item/clothing/suit/security/officer, /obj/item/clothing/suit/space/void/security,
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/obj/item/clothing/suit/storage/hooded/wintercoat/security, /obj/item/device/magnetic_lock/security,/obj/item/toy/figure/secofficer,
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/obj/item/gun/bang/sec, /obj/item/gun/projectile/sec, /obj/item/book/manual/wiki/security_space_law)),
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@@ -88,7 +88,7 @@ var/datum/controller/subsystem/traumas/SStraumas
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/obj/structure/banner, /obj/structure/bed/chair/office/bridge, /obj/item/clothing/head/collectable/captain,
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/obj/item/clothing/head/helmet/space/void/captain, /obj/item/clothing/suit/space/void/captain, /obj/item/clothing/suit/storage/hooded/wintercoat/captain,
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/obj/item/clothing/under/captainformal, /obj/item/clothing/under/rank/captain, /obj/item/toy/figure/captain, /obj/item/card/id/captains_spare,
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/obj/item/gun/energy/captain, /obj/item/stamp/captain, /obj/item/storage/backpack/captain, /obj/item/clothing/suit/armor/vest/security)),
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/obj/item/gun/energy/captain, /obj/item/stamp/captain, /obj/item/storage/backpack/captain, /obj/item/clothing/suit/security)),
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"filth" = typecacheof(list(/obj/effect/decal/cleanable,/obj/effect/decal/remains,/obj/item/trash, /obj/machinery/portable_atmospherics/hydroponics)),
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@@ -193,7 +193,7 @@
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name = "FIB Agent"
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uniform = /obj/item/clothing/under/rank/fib
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suit = /obj/item/clothing/suit/storage/fib
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suit = /obj/item/clothing/suit/storage/toggle/fib
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gloves = /obj/item/clothing/gloves/black
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l_pocket = /obj/item/reagent_containers/spray/pepper
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@@ -232,13 +232,13 @@
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/obj/item/clothing/suit/apron/overalls/random,
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/obj/item/clothing/suit/captunic/capjacket,
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/obj/item/clothing/suit/ianshirt,
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/obj/item/clothing/suit/storage/fib,
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/obj/item/clothing/suit/storage/toggle/fib,
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/obj/item/clothing/suit/storage/hooded/wintercoat/hoodie/random,
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/obj/item/clothing/suit/storage/hooded/wintercoat,
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/obj/item/clothing/suit/storage/hooded/wintercoat/red,
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/obj/item/clothing/suit/storage/hooded/wintercoat/miner,
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/obj/item/clothing/suit/storage/leathercoat,
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/obj/item/clothing/suit/storage/vest/csi,
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/obj/item/clothing/suit/storage/vest/ft,
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/obj/item/clothing/suit/storage/toggle/dominia/bomber,
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/obj/item/clothing/suit/storage/toggle/dominia/gold,
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/obj/item/clothing/suit/storage/toggle/flannel,
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@@ -298,4 +298,4 @@
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tab_pda = /obj/item/modular_computer/handheld/pda/security
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wristbound = /obj/item/modular_computer/handheld/wristbound/preset/pda/security
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tablet = /obj/item/modular_computer/handheld/preset/security
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tablet = /obj/item/modular_computer/handheld/preset/security
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@@ -118,20 +118,24 @@
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//Supply
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new /obj/item/storage/box/flashbangs(src)
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//Appearance
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new /obj/item/storage/backpack/security(src)
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/under/rank/head_of_security(src)
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
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new /obj/item/clothing/suit/storage/toggle/armor/hos(src)
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new /obj/item/clothing/suit/armor/hos(src)
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if(prob(50))
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new /obj/item/storage/backpack/security(src)
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else
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/suit/storage/vest/hos(src)
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new /obj/item/clothing/head/hos/cap(src)
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new /obj/item/clothing/head/hos/cap/alt(src)
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if(prob(50))
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new /obj/item/clothing/under/rank/head_of_security(src)
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new /obj/item/clothing/head/beret/security/hos(src)
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new /obj/item/clothing/head/hos(src)
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else
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
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new /obj/item/clothing/head/beret/security/hos/corp(src)
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new /obj/item/clothing/head/hos/corp(src)
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new /obj/item/clothing/head/helmet/hos(src)
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new /obj/item/clothing/head/beret/security/hos(src)
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new /obj/item/clothing/head/beret/security/hos/alt(src)
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new /obj/item/clothing/suit/security/hos(src)
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new /obj/item/clothing/accessory/badge/hos(src)
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new /obj/item/clothing/gloves/black_leather(src)
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new /obj/item/clothing/suit/storage/toggle/armor/hos(src)
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//Tools
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new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/device/radio/headset/heads/hos/alt(src)
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@@ -165,16 +169,21 @@
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/obj/structure/closet/secure_closet/hos2/fill()
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//Appearance
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new /obj/item/storage/backpack/security(src)
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/under/rank/head_of_security(src)
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
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if(prob(50))
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new /obj/item/storage/backpack/security(src)
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else
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/suit/storage/vest/hos(src)
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new /obj/item/clothing/head/beret/security/hos(src)
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new /obj/item/clothing/head/beret/security/hos/alt(src)
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new /obj/item/clothing/head/hos/cap(src)
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new /obj/item/clothing/head/hos/cap/alt(src)
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if(prob(50)) // chance to spawn either corporate or regular outfit. to prevent locker bloat which makes it lag when right clicked
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new /obj/item/clothing/under/rank/head_of_security(src)
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new /obj/item/clothing/head/beret/security/hos(src)
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new /obj/item/clothing/head/hos(src)
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else
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new /obj/item/clothing/under/rank/head_of_security/corp(src)
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new /obj/item/clothing/head/beret/security/corp(src)
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new /obj/item/clothing/head/hos/corp(src)
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new /obj/item/clothing/head/helmet/hos(src)
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new /obj/item/clothing/suit/security/hos(src)
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//Tools
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new /obj/item/clothing/glasses/sunglasses/sechud/aviator(src)
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new /obj/item/device/radio/headset/heads/hos(src)
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@@ -206,15 +215,19 @@
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else
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/suit/storage/vest/warden(src)
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new /obj/item/clothing/under/rank/warden(src)
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new /obj/item/clothing/under/rank/warden/corp(src)
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new /obj/item/clothing/suit/armor/vest/warden(src)
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new /obj/item/clothing/suit/armor/vest/warden/commissar(src)
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new /obj/item/clothing/head/beret/security/warden(src)
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new /obj/item/clothing/head/warden/commissar(src)
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new /obj/item/clothing/head/warden(src)
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new /obj/item/clothing/head/warden/alt(src)
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if(prob(50))
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if(prob(50))
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new /obj/item/clothing/under/rank/warden(src)
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else
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new /obj/item/clothing/under/rank/warden/blue(src)
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new /obj/item/clothing/head/beret/security/warden(src)
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new /obj/item/clothing/head/warden(src)
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else
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new /obj/item/clothing/under/rank/warden/corp(src)
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new /obj/item/clothing/head/beret/security/corp(src)
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new /obj/item/clothing/head/warden/corp(src)
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/clothing/suit/security/warden(src)
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new /obj/item/clothing/accessory/badge/warden(src)
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new /obj/item/clothing/gloves/black_leather(src)
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//Tools
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@@ -251,6 +264,7 @@
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else
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/head/beret/security(src)
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new /obj/item/clothing/head/softcap/security(src)
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new /obj/item/clothing/suit/storage/hazardvest/cadet(src)
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new /obj/item/clothing/under/rank/cadet(src)
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//Tools
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@@ -285,11 +299,20 @@
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new /obj/item/storage/backpack/security(src)
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else
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new /obj/item/storage/backpack/satchel_sec(src)
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new /obj/item/clothing/head/softcap/security/corp(src)
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new /obj/item/clothing/head/beret/security/corp(src)
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new /obj/item/clothing/under/rank/security/corp(src)
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new /obj/item/clothing/suit/storage/vest/officer(src)
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if(prob(50))
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if(prob(50))
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new /obj/item/clothing/under/rank/security(src)
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else
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new /obj/item/clothing/under/rank/security/blue(src)
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new /obj/item/clothing/head/beret/security/officer(src)
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new /obj/item/clothing/head/softcap/security(src)
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else
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new /obj/item/clothing/under/rank/security/corp(src)
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new /obj/item/clothing/head/beret/security/corp(src)
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new /obj/item/clothing/head/softcap/security/corp(src)
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/clothing/suit/security/officer(src)
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new /obj/item/clothing/accessory/badge/officer(src)
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new /obj/item/clothing/mask/gas/alt(src)
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//Tools
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@@ -375,9 +398,9 @@
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/obj/structure/closet/secure_closet/csi/fill()
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//Appearance
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new /obj/item/clothing/suit/storage/forensics/blue(src)
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new /obj/item/clothing/suit/storage/forensics/red(src)
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new /obj/item/clothing/suit/storage/vest/csi(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/suit/storage/toggle/forensics(src)
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new /obj/item/clothing/suit/storage/vest/ft(src)
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new /obj/item/clothing/under/det/forensics(src)
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new /obj/item/clothing/under/det/black(src)
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new /obj/item/clothing/under/det/classic(src)
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@@ -21,6 +21,7 @@
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bandanas["bandana, red"] = /obj/item/clothing/head/bandana/red
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bandanas["bandana, captain"] = /obj/item/clothing/head/bandana/captain
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bandanas["bandana, security"] = /obj/item/clothing/head/bandana/security
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bandanas["bandana, security (corporate)"] = /obj/item/clothing/head/bandana/security/corp
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bandanas["bandana, science"] = /obj/item/clothing/head/bandana/science
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bandanas["bandana, medical"] = /obj/item/clothing/head/bandana/medical
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bandanas["bandana, engineering"] = /obj/item/clothing/head/bandana/engineering
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@@ -51,6 +52,7 @@
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softcaps["softcap, red"] = /obj/item/clothing/head/softcap/red
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softcaps["softcap, captain"] = /obj/item/clothing/head/softcap/captain
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softcaps["softcap, security"] = /obj/item/clothing/head/softcap/security
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softcaps["softcap, security (corporate)"] = /obj/item/clothing/head/softcap/security/corp
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softcaps["softcap, science"] = /obj/item/clothing/head/softcap/science
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softcaps["softcap, medical"] = /obj/item/clothing/head/softcap/medical
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softcaps["softcap, engineering"] = /obj/item/clothing/head/softcap/engineering
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@@ -80,6 +82,7 @@
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berets["beret, red"] = /obj/item/clothing/head/beret/red
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berets["beret, captain"] = /obj/item/clothing/head/beret/captain
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berets["beret, security"] = /obj/item/clothing/head/beret/security
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berets["beret, security (corporate)"] = /obj/item/clothing/head/beret/security/corp
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berets["beret, science"] = /obj/item/clothing/head/beret/science
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berets["beret, medical"] = /obj/item/clothing/head/beret/medical
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berets["beret, engineering"] = /obj/item/clothing/head/beret/engineering
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@@ -105,10 +108,10 @@
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/datum/gear/head/warden/New()
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..()
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var/wardenhead = list()
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wardenhead["blue warden hat"] = /obj/item/clothing/head/warden
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wardenhead["black warden hat"] = /obj/item/clothing/head/warden/alt
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wardenhead["commissar's cap"] = /obj/item/clothing/head/warden/commissar
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wardenhead["warden beret"] = /obj/item/clothing/head/beret/security/warden
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wardenhead["warden hat, standard"] = /obj/item/clothing/head/warden
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wardenhead["warden hat, corporate"] = /obj/item/clothing/head/warden/corp
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wardenhead["warden beret, standard"] = /obj/item/clothing/head/beret/security/warden
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wardenhead["warden beret, corporate"] = /obj/item/clothing/head/beret/security/warden/corp
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gear_tweaks += new/datum/gear_tweak/path(wardenhead)
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/datum/gear/head/hos
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@@ -120,22 +123,12 @@
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/datum/gear/head/hos/New()
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..()
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var/hoshead = list()
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hoshead["blue commander beret"] = /obj/item/clothing/head/beret/security/hos
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hoshead["black commander beret"] = /obj/item/clothing/head/beret/security/hos/alt
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hoshead["blue commander hat"] = /obj/item/clothing/head/hos/cap
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hoshead["black commander hat"] = /obj/item/clothing/head/hos/cap/alt
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hoshead["head of security hat, standard"] = /obj/item/clothing/head/hos
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hoshead["head of security hat, corporate"] = /obj/item/clothing/head/hos/corp
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hoshead["head of security beret, standard"] = /obj/item/clothing/head/beret/security/hos
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hoshead["head of security beret, corporate"] = /obj/item/clothing/head/beret/security/hos/corp
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gear_tweaks += new/datum/gear_tweak/path(hoshead)
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/datum/gear/head/corp
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display_name = "cap, corporate (security)"
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path = /obj/item/clothing/head/softcap/security/corp
|
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allowed_roles = list("Security Officer","Head of Security", "Warden", "Security Cadet", "Detective", "Forensic Technician",)
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|
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/datum/gear/head/sec
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display_name = "cap, security"
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||||
path = /obj/item/clothing/head/softcap/security
|
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allowed_roles = list("Security Officer", "Head of Security", "Warden", "Security Cadet", "Detective", "Forensic Technician",)
|
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|
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/datum/gear/head/hardhat
|
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display_name = "hardhat selection"
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path = /obj/item/clothing/head/hardhat
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@@ -201,21 +201,58 @@
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||||
wintercoat["winter coat, mining"] = /obj/item/clothing/suit/storage/hooded/wintercoat/miner
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gear_tweaks += new/datum/gear_tweak/path(wintercoat)
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||||
|
||||
/datum/gear/suit/secjacket
|
||||
display_name = "navy security jacket (Security Officer)"
|
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path = /obj/item/clothing/suit/security/navyofficer
|
||||
/datum/gear/suit/secjacketofficer
|
||||
display_name = "security jacket selection (Security Officer)"
|
||||
path = /obj/item/clothing/suit/security/officer
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||||
allowed_roles = list("Security Officer", "Head of Security", "Warden")
|
||||
|
||||
/datum/gear/suit/secjacketofficer/New()
|
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..()
|
||||
var/secjacket = list()
|
||||
secjacket["security jacket"] = /obj/item/clothing/suit/security/officer
|
||||
secjacket["security jacket, blue"] = /obj/item/clothing/suit/security/officer/blue
|
||||
secjacket["security jacket, dark navy"] = /obj/item/clothing/suit/security/officer/dnavy
|
||||
gear_tweaks += new/datum/gear_tweak/path(secjacket)
|
||||
|
||||
/datum/gear/suit/secjacketwarden
|
||||
display_name = "navy security jacket (Warden)"
|
||||
path = /obj/item/clothing/suit/security/navywarden
|
||||
display_name = "security jacket selection (Warden)"
|
||||
path = /obj/item/clothing/suit/security/warden
|
||||
allowed_roles = list("Head of Security", "Warden")
|
||||
|
||||
/datum/gear/suit/secjacketwarden/New()
|
||||
..()
|
||||
var/secjacket = list()
|
||||
secjacket["security jacket"] = /obj/item/clothing/suit/security/warden
|
||||
secjacket["security jacket, blue"] = /obj/item/clothing/suit/security/warden/blue
|
||||
secjacket["security jacket, dark navy"] = /obj/item/clothing/suit/security/warden/dnavy
|
||||
gear_tweaks += new/datum/gear_tweak/path(secjacket)
|
||||
|
||||
/datum/gear/suit/secjackethos
|
||||
display_name = "navy security jacket (Head of Security)"
|
||||
path = /obj/item/clothing/suit/security/navyhos
|
||||
display_name = "security jacket selection (Head of Security)"
|
||||
path = /obj/item/clothing/suit/security/hos
|
||||
allowed_roles = list("Head of Security")
|
||||
|
||||
/datum/gear/suit/secjackethos/New()
|
||||
..()
|
||||
var/secjacket = list()
|
||||
secjacket["security jacket"] = /obj/item/clothing/suit/security/hos
|
||||
secjacket["security jacket, blue"] = /obj/item/clothing/suit/security/hos/blue
|
||||
secjacket["security jacket, dark navy"] = /obj/item/clothing/suit/security/hos/dnavy
|
||||
gear_tweaks += new/datum/gear_tweak/path(secjacket)
|
||||
|
||||
/datum/gear/suit/secjacketforensictech
|
||||
display_name = "security jacket selection (Forensic Technician)"
|
||||
path = /obj/item/clothing/suit/storage/toggle/forensics
|
||||
allowed_roles = list("Forensic Technician")
|
||||
|
||||
/datum/gear/suit/secjacketforensictech/New()
|
||||
..()
|
||||
var/secjacket = list()
|
||||
secjacket["security jacket"] = /obj/item/clothing/suit/storage/toggle/forensics
|
||||
secjacket["security jacket, blue"] = /obj/item/clothing/suit/storage/toggle/forensics/blue
|
||||
secjacket["security jacket, dark navy"] = /obj/item/clothing/suit/storage/toggle/forensics/dnavy
|
||||
gear_tweaks += new/datum/gear_tweak/path(secjacket)
|
||||
|
||||
/datum/gear/suit/dominia_cape
|
||||
display_name = "dominian cape"
|
||||
path = /obj/item/clothing/accessory/poncho/dominia_cape
|
||||
@@ -353,4 +390,4 @@
|
||||
/datum/gear/suit/gadpathur
|
||||
display_name = "gadpathurian overcoat"
|
||||
path = /obj/item/clothing/suit/storage/gadpathur
|
||||
flags = GEAR_HAS_DESC_SELECTION
|
||||
flags = GEAR_HAS_DESC_SELECTION
|
||||
|
||||
@@ -284,7 +284,7 @@
|
||||
var/uniform = list()
|
||||
uniform["warden uniform, standard"] = /obj/item/clothing/under/rank/warden
|
||||
uniform["warden uniform, corporate"] = /obj/item/clothing/under/rank/warden/corp
|
||||
uniform["warden uniform, dark blue"] = /obj/item/clothing/under/rank/warden/dark_blue
|
||||
uniform["warden uniform, blue"] = /obj/item/clothing/under/rank/warden/blue
|
||||
gear_tweaks += new/datum/gear_tweak/path(uniform)
|
||||
|
||||
/datum/gear/uniform/hos
|
||||
@@ -333,4 +333,4 @@
|
||||
/datum/gear/uniform/gadpathur
|
||||
display_name = "gadpathurian fatigues"
|
||||
path = /obj/item/clothing/under/uniform/gadpathur
|
||||
flags = GEAR_HAS_DESC_SELECTION
|
||||
flags = GEAR_HAS_DESC_SELECTION
|
||||
|
||||
@@ -82,3 +82,11 @@
|
||||
desc = "It's a janitor bandana with some fine nanotech lining. For the viscera cleaners of today!"
|
||||
icon_state = "bandana_janitor"
|
||||
item_state = "bandana_janitor"
|
||||
|
||||
// Corporate.
|
||||
|
||||
/obj/item/clothing/head/bandana/security/corp
|
||||
name = "corporate security bandana"
|
||||
desc = "It's a security bandana with some fine nanotech lining. Who knew a do-rag could be so oppresive?"
|
||||
icon_state = "corp"
|
||||
item_state = "corp"
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
icon_state = "beret_janitor"
|
||||
item_state = "beret_janitor"
|
||||
|
||||
// alt. sec stuff, because security needs berets for every link in the chain of command
|
||||
// alt. sec stuff, because security needs berets for every link in the chain of command for some reason
|
||||
|
||||
/obj/item/clothing/head/beret/security/officer
|
||||
name = "officer beret"
|
||||
@@ -92,13 +92,13 @@
|
||||
item_state = "beret_officer"
|
||||
|
||||
/obj/item/clothing/head/beret/security/hos
|
||||
name = "blue commander beret"
|
||||
desc = "A beret in security navy blue beret with a commander's rank emblem. For heads of security that are more inclined towards style than safety."
|
||||
name = "commander beret"
|
||||
desc = "A beret in security navy blue with a commander's rank emblem. For heads of security that are more inclined towards style than safety."
|
||||
icon_state = "beret_hos"
|
||||
item_state = "beret_hos"
|
||||
|
||||
/obj/item/clothing/head/beret/security/hos/alt
|
||||
name = "black commander beret"
|
||||
/obj/item/clothing/head/beret/security/hos/corp
|
||||
name = "corporate commander beret"
|
||||
desc = "A beret in corporate black with a commander's rank emblem. For heads of security that are more inclined towards style than safety."
|
||||
icon_state = "corp"
|
||||
item_state = "corp"
|
||||
@@ -109,6 +109,12 @@
|
||||
icon_state = "beret_warden"
|
||||
item_state = "beret_warden"
|
||||
|
||||
/obj/item/clothing/head/beret/security/warden/corp
|
||||
name = "corporate warden beret"
|
||||
desc = "A beret in corporate black with a warden's rank emblem. For wardens that are more inclined towards style than safety."
|
||||
icon_state = "corp"
|
||||
item_state = "corp"
|
||||
|
||||
// Corporate.
|
||||
|
||||
/obj/item/clothing/head/beret/security/corp
|
||||
|
||||
@@ -67,28 +67,31 @@
|
||||
desc = "A grey fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
|
||||
|
||||
/obj/item/clothing/head/warden
|
||||
name = "blue warden hat"
|
||||
desc = "A navy blue warden hat. For showing who is in charge of the brig."
|
||||
icon_state = "wardencap"
|
||||
name = "warden hat"
|
||||
desc = "A blue warden hat. For showing who is in charge of the brig."
|
||||
icon = 'icons/obj/clothing/hats/security.dmi'
|
||||
icon_state = "warden"
|
||||
item_state = "warden"
|
||||
flags_inv = HIDEEARS
|
||||
contained_sprite = TRUE
|
||||
|
||||
/obj/item/clothing/head/warden/alt
|
||||
name = "black warden hat"
|
||||
desc = "A black warden hat. For showing who is in charge of the brig."
|
||||
icon_state = "wardencap_alt"
|
||||
/obj/item/clothing/head/warden/corp
|
||||
name = "corporate warden hat"
|
||||
desc = "A black warden parade hat. For showing who is in charge of the brig."
|
||||
icon_state = "corp"
|
||||
item_state = "corp"
|
||||
|
||||
/obj/item/clothing/head/warden/commissar
|
||||
name = "commissar's cap"
|
||||
desc = "A security commissar's cap."
|
||||
icon_state = "commissarcap"
|
||||
|
||||
/obj/item/clothing/head/hos/cap
|
||||
name = "blue commander hat"
|
||||
desc = "The navy blue hat of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap"
|
||||
/obj/item/clothing/head/hos
|
||||
name = "head of security hat"
|
||||
desc = "The navy blue parade hat of the Head of Security. For showing the officers who's in charge."
|
||||
icon = 'icons/obj/clothing/hats/security.dmi'
|
||||
icon_state = "hos"
|
||||
item_state = "hos"
|
||||
flags_inv = HIDEEARS
|
||||
contained_sprite = TRUE
|
||||
|
||||
/obj/item/clothing/head/hos/cap/alt
|
||||
name = "black commander hat"
|
||||
desc = "The black hat of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap_alt"
|
||||
/obj/item/clothing/head/hos/corp
|
||||
name = "corporate head of security hat"
|
||||
desc = "The black parade hat of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "corp"
|
||||
item_state = "corp"
|
||||
|
||||
@@ -65,41 +65,12 @@
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/security
|
||||
name = "security armor"
|
||||
desc = "An armored vest that protects against some damage. This one has a corporate badge."
|
||||
icon_state = "armorsec"
|
||||
item_state = "armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
name = "warden's jacket"
|
||||
desc = "An armored jacket with silver rank pips and livery."
|
||||
icon_state = "warden_jacket"
|
||||
item_state = "warden_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
pocket_slots = 4//Jackets have more slots
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden/commissar
|
||||
name = "commissar's jacket"
|
||||
desc = "An tasteful dark blue jacket with silver and white highlights. Has hard-plate inserts for armor."
|
||||
icon_state = "commissar_warden"
|
||||
item_state = "commissar_warden"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/fib
|
||||
name = "\improper FIB armored vest"
|
||||
desc = "An armored vest used by Federal Investigations Bureau agents during operations."
|
||||
icon_state = "fib_armor"
|
||||
item_state = "fib_armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/hos
|
||||
name = "head of security's jacket"
|
||||
desc = "An armored jacket with golden rank pips and livery."
|
||||
icon_state = "hos"
|
||||
item_state = "hos"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(melee = 65, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
pocket_slots = 4//More slots because coat
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/armor/hos
|
||||
name = "armored trenchcoat"
|
||||
desc = "A trenchcoat lined with a protective alloy and some slick leather."
|
||||
@@ -194,15 +165,6 @@
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
pocket_slots = 4//coat, so more slots
|
||||
|
||||
/obj/item/clothing/suit/armor/det_suit
|
||||
name = "armor"
|
||||
desc = "An armored vest with a detective's badge on it."
|
||||
icon_state = "detective-armor"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
//Reactive armor
|
||||
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
|
||||
/obj/item/clothing/suit/armor/reactive
|
||||
@@ -391,19 +353,19 @@
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/detective
|
||||
name = "detective armor vest"
|
||||
desc = "A simple kevlar plate carrier in a vintage brown, it has a detective's badge clipped to the chest."
|
||||
desc = "A simple kevlar plate carrier belonging to Nanotrasen. This one has a detective's badge clipped to the chest."
|
||||
icon_state = "detectivevest_nobadge"
|
||||
item_state = "detectivevest_nobadge"
|
||||
icon_badge = "detectivevest_badge"
|
||||
icon_nobadge = "detectivevest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/csi
|
||||
/obj/item/clothing/suit/storage/vest/ft
|
||||
name = "forensic technician armor vest"
|
||||
desc = "A simple kevlar plate carrier belonging to Nanotrasen. This one has a forensic technician's badge clipped to the chest."
|
||||
icon_state = "csivest_nobadge"
|
||||
item_state = "csivest_nobadge"
|
||||
icon_badge = "csivest_badge"
|
||||
icon_nobadge = "csivest_nobadge"
|
||||
icon_state = "forensictech_nobadge"
|
||||
item_state = "forensictech_nobadge"
|
||||
icon_badge = "forensictech_badge"
|
||||
icon_nobadge = "forensictech_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/hazardvest/cadet
|
||||
name = "cadet hazard vest"
|
||||
|
||||
@@ -81,73 +81,90 @@ obj/item/clothing/suit/apron/overalls/blue
|
||||
body_parts_covered = 0
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/suit/security/navyofficer
|
||||
|
||||
/obj/item/clothing/suit/security/officer
|
||||
name = "security officer's jacket"
|
||||
desc = "This jacket is for those special occasions when a security officer actually feels safe."
|
||||
icon_state = "officerjacket"
|
||||
item_state = "officerjacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/officer/blue
|
||||
icon_state = "officerbluejacket"
|
||||
item_state = "officerbluejacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/navywarden
|
||||
/obj/item/clothing/suit/security/officer/dnavy
|
||||
icon_state = "officerdnavyjacket"
|
||||
item_state = "officerdnavyjacket"
|
||||
|
||||
/obj/item/clothing/suit/security/warden
|
||||
name = "warden's jacket"
|
||||
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
|
||||
icon_state = "wardenbluejacket"
|
||||
item_state = "wardenbluejacket"
|
||||
icon_state = "wardenjacket"
|
||||
item_state = "wardenjacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/navyhos
|
||||
/obj/item/clothing/suit/security/warden/blue
|
||||
icon_state = "wardenbluejacket"
|
||||
item_state = "wardenbluejacket"
|
||||
|
||||
/obj/item/clothing/suit/security/warden/dnavy
|
||||
icon_state = "wardendnavyjacket"
|
||||
item_state = "wardendnavyjacket"
|
||||
|
||||
/obj/item/clothing/suit/security/hos
|
||||
name = "head of security's jacket"
|
||||
desc = "This piece of clothing was specifically designed for asserting superior authority."
|
||||
icon_state = "hosjacket"
|
||||
item_state = "hosjacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/hos/blue
|
||||
icon_state = "hosbluejacket"
|
||||
item_state = "hosbluejacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/hos/dnavy
|
||||
icon_state = "hosdnavyjacket"
|
||||
item_state = "hosdnavyjacket"
|
||||
|
||||
//Detective
|
||||
|
||||
/obj/item/clothing/suit/storage/det_jacket
|
||||
name = "detective's jacket"
|
||||
desc = "Stylish yet comfortable professional jacket manufactured by CL corporation for NT detectives. Unique fiber structure will offer moderate protection from various hazards investigators may encounter in the line of duty."
|
||||
desc = "Stylish yet comfortable professional jacket manufactured by CL corporation for NT detectives."
|
||||
icon_state = "det_jacket"
|
||||
item_state = "det_jacket"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/gun/energy,/obj/item/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/box/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
/obj/item/clothing/suit/storage/toggle/det_trench
|
||||
name = "brown trenchcoat"
|
||||
desc = "A rugged canvas trenchcoat, designed and created by TX Fabrication Corp. The coat is externally impact resistant - perfect for your next act of autodefenestration!"
|
||||
desc = "A rugged canvas trenchcoat, designed and created by TX Fabrication Corp. Perfect for your next act of autodefenestration!"
|
||||
icon_state = "detective"
|
||||
item_state = "detective"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/gun/energy,/obj/item/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/box/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/device/flashlight,/obj/item/gun/energy,/obj/item/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/storage/box/fancy/cigarettes,/obj/item/flame/lighter,/obj/item/device/taperecorder)
|
||||
/obj/item/clothing/suit/storage/toggle/det_trench/black
|
||||
name = "black trenchcoat"
|
||||
icon_state = "detective2"
|
||||
|
||||
//Forensics
|
||||
/obj/item/clothing/suit/storage/forensics
|
||||
name = "jacket"
|
||||
desc = "A forensics technician jacket."
|
||||
item_state = "det_suit"
|
||||
/obj/item/clothing/suit/storage/toggle/forensics
|
||||
name = "forensic technician's jacket"
|
||||
desc = "A jacket for the slick, on the beat sleuth."
|
||||
icon_state = "forensics"
|
||||
item_state = "forensics"
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/gun/energy,/obj/item/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/storage/forensics/red
|
||||
name = "red jacket"
|
||||
desc = "A red forensics technician jacket."
|
||||
icon_state = "forensics_red"
|
||||
/obj/item/clothing/suit/storage/toggle/forensics/blue
|
||||
icon_state = "forensicsblue"
|
||||
item_state = "forensicsblue"
|
||||
|
||||
/obj/item/clothing/suit/storage/forensics/blue
|
||||
name = "blue jacket"
|
||||
desc = "A blue forensics technician jacket."
|
||||
icon_state = "forensics_blue"
|
||||
/obj/item/clothing/suit/storage/toggle/forensics/dnavy
|
||||
icon_state = "forensicsdnavy"
|
||||
item_state = "forensicsdnavy"
|
||||
|
||||
//Engineering
|
||||
/obj/item/clothing/suit/storage/hazardvest
|
||||
|
||||
@@ -57,13 +57,6 @@
|
||||
fire_resist = T0C+5200
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/johnny_coat
|
||||
name = "johnny~~ coat"
|
||||
desc = "Johnny~~"
|
||||
icon_state = "johnny"
|
||||
item_state = "johnny"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/justice
|
||||
name = "justice suit"
|
||||
desc = "This pretty much looks ridiculous."
|
||||
@@ -509,7 +502,7 @@
|
||||
icon_state = "serv_dep_jacket"
|
||||
item_state = "serv_dep_jacket"
|
||||
|
||||
/obj/item/clothing/suit/storage/fib
|
||||
/obj/item/clothing/suit/storage/toggle/fib
|
||||
name = "\improper FIB agent jacket"
|
||||
desc = "A jacket used by Federal Investigations Bureau agents while on the field."
|
||||
icon_state = "fib_jacket"
|
||||
|
||||
@@ -45,9 +45,9 @@
|
||||
icon_state = "warden_corporate"
|
||||
worn_state = "warden_corporate"
|
||||
|
||||
/obj/item/clothing/under/rank/warden/dark_blue
|
||||
icon_state = "warden_darkblue"
|
||||
worn_state = "warden_darkblue"
|
||||
/obj/item/clothing/under/rank/warden/blue
|
||||
icon_state = "warden_blue"
|
||||
worn_state = "warden_blue"
|
||||
|
||||
/obj/item/clothing/under/rank/warden/remote
|
||||
name = "remote warden's uniform"
|
||||
|
||||
@@ -495,12 +495,12 @@ var/list/worths = list(
|
||||
/obj/item/clothing/suit/armor/reactive = 5000,
|
||||
/obj/item/clothing/suit/armor/centcomm = 2000,
|
||||
/obj/item/clothing/suit/armor/heavy = 1000,
|
||||
/obj/item/clothing/suit/armor/hos = 1000,
|
||||
/obj/item/clothing/suit/security/hos = 100,
|
||||
/obj/item/clothing/suit/armor/tactical = 1500,
|
||||
/obj/item/clothing/suit/armor = 500,
|
||||
/obj/item/clothing/suit/bio_suit = 150,
|
||||
/obj/item/clothing/suit/captunic/capjacket = 100,
|
||||
/obj/item/clothing/suit/security/navyhos = 80,
|
||||
/obj/item/clothing/suit/security/hos/dnavy = 80,
|
||||
/obj/item/clothing/suit/storage/hazardvest = 60,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat = 55,
|
||||
/obj/item/clothing/suit/bluetag = 20,
|
||||
@@ -524,8 +524,8 @@ var/list/worths = list(
|
||||
/obj/item/clothing/head/helmet/gladiator = 300,
|
||||
/obj/item/clothing/head/helmet/ert = 1000,
|
||||
/obj/item/clothing/head/helmet/hos = 800,
|
||||
/obj/item/clothing/head/hos/cap = 100,
|
||||
/obj/item/clothing/head/hos/cap/alt = 100,
|
||||
/obj/item/clothing/head/hos = 100,
|
||||
/obj/item/clothing/head/hos/corp = 100,
|
||||
/obj/item/clothing/head/helmet = 250,
|
||||
/obj/item/clothing/head/culthood = 150,
|
||||
/obj/item/clothing/head/caphat/hop = 100,
|
||||
@@ -885,4 +885,3 @@ var/list/worths = list(
|
||||
/obj/vehicle/bike = 1500,
|
||||
/obj/vehicle = 1000
|
||||
) //Must be in descending order. Child before parents, otherwise it doesn't work.,
|
||||
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
################################
|
||||
# Example Changelog File
|
||||
#
|
||||
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
|
||||
#
|
||||
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
|
||||
# When it is, any changes listed below will disappear.
|
||||
#
|
||||
# Valid Prefixes:
|
||||
# bugfix
|
||||
# wip (For works in progress)
|
||||
# tweak
|
||||
# soundadd
|
||||
# sounddel
|
||||
# rscadd (general adding of nice things)
|
||||
# rscdel (general deleting of nice things)
|
||||
# imageadd
|
||||
# imagedel
|
||||
# maptweak
|
||||
# spellcheck (typo fixes)
|
||||
# experiment
|
||||
# balance
|
||||
# admin
|
||||
# backend
|
||||
# security
|
||||
# refactor
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: Wowzewow (Wezzy)
|
||||
|
||||
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
|
||||
delete-after: True
|
||||
|
||||
# Any changes you've made. See valid prefix list above.
|
||||
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
|
||||
# SCREW THIS UP AND IT WON'T WORK.
|
||||
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
|
||||
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- tweak: "Changes dark blue warden uniform to match the rest of the department, for consistency reasons and the fact it did not match with any other security accessories"
|
||||
- imageadd: "Added unused blue and navy blue security jackets to the loadout, with some tweaking."
|
||||
- imageadd: "Red forensic tech jacket has been removed for being out of place. In lieu of this, similar blue and navy blue variants have been added. The badge has been removed in order to further distance resemblance from the FIB jacket."
|
||||
- imageadd: "FIB jacket has also been updated."
|
||||
- rscadd: "FIB and forensic technician jackets are now able to open and close like labcoats."
|
||||
- balance: "Removed the armor values from cosmetic coats in security lockers."
|
||||
- rscadd: "Resprited warden and hos caps. added a corporate version as well, and moved them to an appropriate file, along with the commissar's cap."
|
||||
- rscadd: "Finally, added corporate bandanas"
|
||||
|
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Before Width: | Height: | Size: 82 KiB After Width: | Height: | Size: 81 KiB |
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Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 7.6 KiB |
|
After Width: | Height: | Size: 854 B |
|
Before Width: | Height: | Size: 144 KiB After Width: | Height: | Size: 141 KiB |
|
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 58 KiB |