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Fixing custom mech paint kits and adding the tiger's claw custom item (#673)
Alright, I will keep the bay system, since it seems to work better, and now exosuit sprites will go in custom objects. Also, fixing a missing item, and zubari spawning with two fancy jakckets, in the new config, which should replace the actual one:
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@@ -325,3 +325,30 @@
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return
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..()
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/obj/item/weapons/fluff/moon_baton //Tiger Claw - Zander Moon - omnivac - DONE
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name = "tiger claw"
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desc = "A small energy dagger given to Golden Tigers."
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icon = 'icons/obj/custom_items/moon_baton.dmi'
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icon_state = "tigerclaw"
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slot_flags = SLOT_BELT
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force = 2
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w_class = 2
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contained_sprite = 1
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var/active = 0
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/obj/item/weapons/fluff/moon_baton/attack_self(mob/user)
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active= !active
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if(active)
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue \The [src] is now energised."
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icon_state = "tigerclaw_active"
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slot_flags = null
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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else
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "\blue \The [src] is de-energised."
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icon_state = initial(icon_state)
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slot_flags = initial(slot_flags)
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attack_verb = list()
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@@ -80,7 +80,7 @@
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var/obj/item/device/kit/suit/kit = item
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kit.new_light_overlay = additional_data
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kit.new_mob_icon_file = CUSTOM_ITEM_MOB
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// for snowflake implants
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else if(istype(item, /obj/item/weapon/implanter/fluff))
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var/obj/item/weapon/implanter/fluff/L = item
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