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The heavy pirate's armored 'Pirate Coat' can store the same items as standard issued armor. (#94201)
## About The Pull Request The special armored pirate coat variant (from heavy pirates/rare treasure chest rng) can hold what standard armor can hold. Oversight as a result of inconsistent object pathing, see below. ## Why It's Good For The Game - Could be an oversight - Pirate coats aren't pathed under "/obj/item/clothing/suit/armor" despite being an armored variant of clothing (the armored variant is pathed under 'costume'), and therefore doesn't inherit 'GLOB.security_vest_allowed' like regular non-special armor (non heretic) usually have. - Heavy pirates spawn with shotguns and laser guns, but they can't actually store their guns on their back/belt slot. They also don't get a backpack on their ship. - Transporting valuables to the pirate ship should be a tad bit more convenient considering a pirate's primary role is theft. - Pirate armor is rare and exclusive - It's only obtainable through heavy pirates, or gambling the beach treasure chest. - Logic/spirte wise makes sense - See armored trenchcoat. ## Changelog 🆑 ArchBTW balance: Heavy pirate's armored pirate coat can hold the same items that standard armor can. /🆑 --------- Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
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@@ -47,6 +47,10 @@
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equip_delay_other = 2 SECONDS
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species_exception = null
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/obj/item/clothing/suit/costume/pirate/armored/Initialize(mapload)
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. = ..()
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allowed += GLOB.security_vest_allowed
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/obj/item/clothing/suit/costume/pirate/captain
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name = "pirate captain coat"
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desc = "Yarr."
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