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https://github.com/Bubberstation/Bubberstation.git
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Rename equip_to_slot_or_qdel() -> del()
Still qdel()'s them, just naming the proc back. Should hopefully reduce the number of lines different in the pr.
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@@ -3,8 +3,8 @@ var/list/sec_departments = list("engineering", "supply", "medical", "science")
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/datum/job/officer/proc/assign_sec_to_department(var/mob/living/carbon/human/H)
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if(!H) return 0
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if(!sec_departments.len)
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H.equip_to_slot_or_qdel(new /obj/item/clothing/under/rank/security(H), slot_w_uniform)
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H.equip_to_slot_or_qdel(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
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else
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var/department = pick(sec_departments)
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sec_departments -= department
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@@ -12,23 +12,23 @@ var/list/sec_departments = list("engineering", "supply", "medical", "science")
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var/destination = null
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switch(department)
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if("supply")
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H.equip_to_slot_or_qdel(new /obj/item/clothing/under/rank/security/cargo(H), slot_w_uniform)
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H.equip_to_slot_or_qdel(new /obj/item/device/radio/headset/headset_sec/department/supply(H), slot_ears)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/cargo(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/supply(H), slot_ears)
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dep_access = list(access_mailsorting, access_mining)
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destination = /area/security/checkpoint/supply
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if("engineering")
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H.equip_to_slot_or_qdel(new /obj/item/clothing/under/rank/security/engine(H), slot_w_uniform)
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H.equip_to_slot_or_qdel(new /obj/item/device/radio/headset/headset_sec/department/engi(H), slot_ears)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/engine(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/engi(H), slot_ears)
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dep_access = list(access_construction, access_engine)
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destination = /area/security/checkpoint/engineering
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if("medical")
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H.equip_to_slot_or_qdel(new /obj/item/clothing/under/rank/security/med(H), slot_w_uniform)
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H.equip_to_slot_or_qdel(new /obj/item/device/radio/headset/headset_sec/department/med(H), slot_ears)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/med(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/med(H), slot_ears)
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dep_access = list(access_medical)
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destination = /area/security/checkpoint/medical
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if("science")
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H.equip_to_slot_or_qdel(new /obj/item/clothing/under/rank/security/science(H), slot_w_uniform)
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H.equip_to_slot_or_qdel(new /obj/item/device/radio/headset/headset_sec/department/sci(H), slot_ears)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security/science(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec/department/sci(H), slot_ears)
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dep_access = list(access_research)
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destination = /area/security/checkpoint/science
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var/teleport = 0
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@@ -64,21 +64,21 @@ var/list/sec_departments = list("engineering", "supply", "medical", "science")
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equip(var/mob/living/carbon/human/H)
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if(!H) return 0
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if(H.backbag == 2) H.equip_to_slot_or_qdel(new /obj/item/weapon/storage/backpack/security(H), slot_back)
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if(H.backbag == 3) H.equip_to_slot_or_qdel(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
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if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
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if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
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assign_sec_to_department(H)
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H.equip_to_slot_or_qdel(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
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H.equip_to_slot_or_qdel(new /obj/item/device/pda/security(H), slot_belt)
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H.equip_to_slot_or_qdel(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
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H.equip_to_slot_or_qdel(new /obj/item/clothing/head/helmet(H), slot_head)
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H.equip_to_slot_or_qdel(new /obj/item/weapon/handcuffs(H), slot_s_store)
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H.equip_to_slot_or_qdel(new /obj/item/device/flash(H), slot_l_store)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/device/pda/security(H), slot_belt)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_s_store)
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H.equip_to_slot_or_del(new /obj/item/device/flash(H), slot_l_store)
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if(H.backbag == 1)
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H.equip_to_slot_or_qdel(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
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H.equip_to_slot_or_qdel(new /obj/item/weapon/handcuffs(H), slot_l_hand)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_l_hand)
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else
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H.equip_to_slot_or_qdel(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_qdel(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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