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This reverts commit 6c8b5378d3.
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@@ -35,14 +35,13 @@
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#define ITEM_SLOT_NECK (1<<12)
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#define ITEM_SLOT_HANDS (1<<13)
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#define ITEM_SLOT_BACKPACK (1<<14)
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#define ITEM_SLOT_LHANDSTORE (1<<15)
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#define ITEM_SLOT_SUITSTORE (1<<16)
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#define ITEM_SLOT_LPOCKET (1<<17)
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#define ITEM_SLOT_RPOCKET (1<<18)
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#define ITEM_SLOT_HANDCUFFED (1<<19)
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#define ITEM_SLOT_LEGCUFFED (1<<20)
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#define ITEM_SLOT_SUITSTORE (1<<15)
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#define ITEM_SLOT_LPOCKET (1<<16)
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#define ITEM_SLOT_RPOCKET (1<<17)
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#define ITEM_SLOT_HANDCUFFED (1<<18)
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#define ITEM_SLOT_LEGCUFFED (1<<19)
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#define SLOTS_AMT 21 // Keep this up to date!
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#define SLOTS_AMT 20 // Keep this up to date!
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//SLOT GROUP HELPERS
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#define ITEM_SLOT_POCKETS (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET)
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@@ -24,48 +24,20 @@
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name = "Lawyer"
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jobtype = /datum/job/lawyer
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back = null
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box = null//need to put it in backpack_contents instead since our backpack may not be on our back
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belt = /obj/item/pda/lawyer
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ears = /obj/item/radio/headset/headset_srvsec
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uniform = /obj/item/clothing/under/rank/civilian/lawyer/bluesuit
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suit = /obj/item/clothing/suit/toggle/lawyer
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shoes = /obj/item/clothing/shoes/laceup
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l_hand = /obj/item/storage/briefcase/lawyer
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l_pocket = /obj/item/laser_pointer
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r_pocket = /obj/item/clothing/accessory/lawyers_badge
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chameleon_extras = /obj/item/stamp/law
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//see pre_equip for department gear
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backpack_contents = list(/obj/item/storage/box/survival) //transfered to briefcase contents if they have it
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var/list/briefcase_contents = list()
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/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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switch(H.backpack)
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if(GBACKPACK)
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back = /obj/item/storage/backpack //Grey backpack
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if(GSATCHEL)
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back = /obj/item/storage/backpack/satchel //Grey satchel
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if(GDUFFELBAG)
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back = /obj/item/storage/backpack/duffelbag //Grey Duffel bag
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if(LSATCHEL)
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back = /obj/item/storage/backpack/satchel/leather //Leather Satchel
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else //departmental
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back = null //Department gear is a suitcase for lawyer
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l_hand = /obj/item/storage/briefcase/lawyer
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briefcase_contents.Add(backpack_contents)
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backpack_contents = list()
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//converts the uniform string into the path we'll wear, whether it's the skirt or regular variant
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var/holder
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if(H.jumpsuit_style == PREF_SKIRT)
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holder = "[uniform]/skirt"
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if(!text2path(holder))
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holder = "[uniform]"
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else
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holder = "[uniform]"
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uniform = text2path(holder)
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..()
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if(visualsOnly)
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return
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@@ -74,15 +46,3 @@
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if(J.lawyers>1)
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uniform = /obj/item/clothing/under/rank/civilian/lawyer/purpsuit
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suit = /obj/item/clothing/suit/toggle/lawyer/purple
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/datum/outfit/job/lawyer/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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if(visualsOnly)
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return
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if(briefcase_contents)
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for(var/path in briefcase_contents)
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var/number = briefcase_contents[path]
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if(!isnum(number))//Default to 1
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number = 1
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for(var/i in 1 to number)
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H.equip_to_slot_or_del(new path(H),ITEM_SLOT_LHANDSTORE, TRUE)
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@@ -989,11 +989,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(H.back)
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if(SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
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return TRUE
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if(ITEM_SLOT_LHANDSTORE)
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var/obj/item/held_left = H.get_held_items_for_side(LEFT_HANDS)
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if(held_left)
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if(SEND_SIGNAL(held_left, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
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return TRUE
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return FALSE
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return FALSE //Unsupported slot
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@@ -74,10 +74,6 @@
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if(ITEM_SLOT_BACKPACK)
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if(!back || !SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
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not_handled = TRUE
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if(ITEM_SLOT_LHANDSTORE)
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var/obj/item/held_left = get_held_items_for_side(LEFT_HANDS)
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if(!held_left || !SEND_SIGNAL(held_left, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
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not_handled = TRUE
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else
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not_handled = TRUE
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