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[ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons. fix: Fixed cables in electrical toolboxes not randomizing their colors. fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables. fix: The collectable SWAT helmet is now using the proper icon again! refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors. imageadd: Updated the screwdriver belt overlay to represent the newer sprite. imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3 fix: Wirecutters now have an icon when inside a belt again! admin: Added a new omnitool subtype that allows you to spawn all items in a typepath! fix: Explorer gaskmasks now properly reflect their adjusted state when held. fix: Fixed balaclavas having the wrong icon when pulled up. fix: Fixed the base energy sword (admin spawn only) being invisible. fix: The rainbow energy sword is now a little bit more rainbowy! fix: Fixed an tk exploit with orange handcuffed shoes. fix: The traitor outfit in the select equipment panel is now actually functional!
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@@ -18,7 +18,7 @@
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for(var/datum/job/one_two_three as anything in subtypesof(/datum/job))
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var/datum/job/can_you_hear_this = SSjob.GetJobType(one_two_three)
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if(!can_you_hear_this)
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log_world("Job type [one_two_three] could not be retrieved from SSjob")
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log_test("\tJob type [one_two_three] could not be retrieved from SSjob")
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continue
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lad.job = can_you_hear_this
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lad.dress_up_as_job(can_you_hear_this, TRUE)
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