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## About The Pull Request <img width="565" height="201" alt="image" src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd" /> <img width="618" height="108" alt="image" src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f" /> - N-spect scanners can no longer print reports - Clown N-spect scanners have been removed as printing reports was their primary function - Security no longer get bounties to loot the brig's equipment. The contraband bounty is still available. - Patrol bounties have been reworked. - A patrol bounty will give you an area and a number of steps that you must take in an area. - To complete the bounty, you must walk to the area and take that many steps. It's that simple. - Your ID card will update you as you progress the bounty. - You are rewarded more for larger areas, and less for teeny tiny areas. - Walking back and forth the same two tiles will not count towards progress. - When done, all you need to do is go back to the civ console and press "send". You don't need to add any items to the pad. - All security officers can get general patrol bounties (service + maint + hallways). Departmental officers can get patrol bounties for their department. - And yes, it tracks if your *id card* moves. This means you can strap your ID card to a drone and it'll count. Get creative if you're lazy. - ID trims how handle bounty generation. This changes very little, besides allowing certain trims for certain jobs to add specific bounties. - There's now setters for bounties and bank accounts. - Fix Bountious Bounty trait by having a `get_reward` ## Why It's Good For The Game Sec bounties to loot a bunch of miscellaneous things from the brig is... odd. All it does is deprive your team of equipment should you need it. On the other hand, patrol bounties are really flavorful, but a bit cumbersome thanks to needing a hand scanner. By integrating the process of patrolling *into* the officer's ID card, it means you can just grab a bounty and go about your business. The idea is that this'll streamline the process of patrolling a bit and make it more natural and fun (well, as fun as "walking around" can be. Which is fun to me...) ## Changelog 🆑 Melbert del: N-spect scanners can no longer print reports. All it does now is scan for contraband. del: Clown N-spect scanners have been removed. del: Security no longer get bounties to loot the brig's equipment. Though the contraband bounty is still available. add: Security's patrol bounties have been reworked. Now, they just require you to walk around an area for a bit. No scanning necessary. refactor: Adds setters for bounties and bank accounts. Report any situations where your bank account is not set correctly. refactor: ID trims now handle bounty generation. Report any situations where you get a weird pool of bounties. fix: Bountious Bounties station trait works again /🆑
240 lines
6.2 KiB
Plaintext
240 lines
6.2 KiB
Plaintext
// When adding a new area to the security areas, make sure to add it to /datum/bounty/patrol as well!
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/area/station/security
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name = "Security"
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icon_state = "security"
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ambience_index = AMBIENCE_DANGER
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airlock_wires = /datum/wires/airlock/security
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sound_environment = SOUND_AREA_STANDARD_STATION
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/area/station/security/office
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name = "\improper Security Office"
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icon_state = "security"
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/area/station/security/breakroom
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name = "\improper Security Break Room"
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icon_state = "brig"
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/area/station/security/tram
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name = "\improper Security Transfer Tram"
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icon_state = "security"
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/area/station/security/lockers
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name = "\improper Security Locker Room"
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icon_state = "securitylockerroom"
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/area/station/security/brig
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name = "\improper Brig"
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icon_state = "brig"
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/area/station/security/holding_cell
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name = "\improper Holding Cell"
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icon_state = "holding_cell"
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/area/station/security/medical
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name = "\improper Security Medical"
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icon_state = "security_medical"
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/area/station/security/brig/upper
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name = "\improper Brig Overlook"
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icon_state = "upperbrig"
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/area/station/security/brig/lower
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name = "\improper Lower Brig"
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icon_state = "lower_brig"
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/area/station/security/brig/entrance
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name = "\improper Brig Entrance"
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icon_state = "brigentry"
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/area/station/security/courtroom
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name = "\improper Courtroom"
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icon_state = "courtroom"
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sound_environment = SOUND_AREA_LARGE_ENCLOSED
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/area/station/security/courtroom/holding
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name = "\improper Courtroom Prisoner Holding Room"
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/area/station/security/processing
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name = "\improper Labor Shuttle Dock"
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icon_state = "sec_labor_processing"
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/area/station/security/processing/cremation
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name = "\improper Security Crematorium"
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icon_state = "sec_cremation"
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sound_environment = SOUND_AREA_SMALL_ENCLOSED
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/area/station/security/interrogation
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name = "\improper Interrogation Room"
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icon_state = "interrogation"
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sound_environment = SOUND_AREA_SMALL_ENCLOSED
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/area/station/security/warden
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name = "Brig Control"
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icon_state = "warden"
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sound_environment = SOUND_AREA_SMALL_SOFTFLOOR
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/area/station/security/evidence
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name = "Evidence Storage"
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icon_state = "evidence"
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sound_environment = SOUND_AREA_SMALL_ENCLOSED
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/area/station/security/armory
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name = "\improper Armory"
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icon_state = "armory"
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ambience_index = AMBIENCE_DANGER
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motion_monitored = TRUE
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/area/station/security/armory/upper
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name = "Upper Armory"
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/area/station/security/detectives_office
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name = "\improper Detective's Office"
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icon_state = "detective"
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ambientsounds = list(
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'sound/ambience/security/ambidet1.ogg',
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'sound/ambience/security/ambidet2.ogg',
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)
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/area/station/security/detectives_office/private_investigators_office
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name = "\improper Private Investigator's Office"
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icon_state = "investigate_office"
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sound_environment = SOUND_AREA_SMALL_SOFTFLOOR
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/area/station/security/range
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name = "\improper Firing Range"
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icon_state = "firingrange"
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/area/station/security/eva
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name = "\improper Security EVA"
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icon_state = "sec_eva"
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/area/station/security/execution
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icon_state = "execution_room"
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/area/station/security/execution/transfer
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name = "\improper Transfer Centre"
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icon_state = "sec_processing"
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/area/station/security/execution/education
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name = "\improper Prisoner Education Chamber"
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/area/station/security/mechbay
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name = "Security Mechbay"
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icon_state = "sec_mechbay"
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/*
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* Security Checkpoints
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*/
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/area/station/security/checkpoint
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name = "\improper Security Checkpoint"
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icon_state = "checkpoint"
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/area/station/security/checkpoint/escape
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name = "\improper Departures Security Checkpoint"
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icon_state = "checkpoint_esc"
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/area/station/security/checkpoint/arrivals
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name = "\improper Arrivals Security Checkpoint"
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icon_state = "checkpoint_arr"
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/area/station/security/checkpoint/supply
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name = "Security Post - Cargo Bay"
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icon_state = "checkpoint_supp"
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/area/station/security/checkpoint/engineering
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name = "Security Post - Engineering"
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icon_state = "checkpoint_engi"
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/area/station/security/checkpoint/medical
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name = "Security Post - Medbay"
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icon_state = "checkpoint_med"
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/area/station/security/checkpoint/medical/medsci
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name = "Security Post - Medsci"
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/area/station/security/checkpoint/science
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name = "Security Post - Science"
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icon_state = "checkpoint_sci"
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/area/station/security/checkpoint/science/research
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name = "Security Post - Research Division"
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icon_state = "checkpoint_res"
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/area/station/security/checkpoint/customs
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name = "Customs"
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icon_state = "customs_point"
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/area/station/security/checkpoint/customs/auxiliary
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name = "Auxiliary Customs"
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icon_state = "customs_point_aux"
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/area/station/security/checkpoint/customs/fore
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name = "Fore Customs"
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icon_state = "customs_point_fore"
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/area/station/security/checkpoint/customs/aft
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name = "Aft Customs"
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icon_state = "customs_point_aft"
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/area/station/security/checkpoint/first
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name = "Security Post - First Floor"
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icon_state = "checkpoint_1"
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/area/station/security/checkpoint/second
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name = "Security Post - Second Floor"
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icon_state = "checkpoint_2"
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/area/station/security/checkpoint/third
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name = "Security Post - Third Floor"
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icon_state = "checkpoint_3"
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/area/station/security/prison
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name = "\improper Prison Wing"
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icon_state = "sec_prison"
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area_flags = VALID_TERRITORY | BLOBS_ALLOWED | CULT_PERMITTED | PERSISTENT_ENGRAVINGS
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//Rad proof
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/area/station/security/prison/toilet
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name = "\improper Prison Toilet"
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icon_state = "sec_prison_safe"
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// Rad proof
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/area/station/security/prison/safe
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name = "\improper Prison Wing Cells"
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icon_state = "sec_prison_safe"
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/area/station/security/prison/upper
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name = "\improper Upper Prison Wing"
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icon_state = "prison_upper"
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/area/station/security/prison/visit
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name = "\improper Prison Visitation Area"
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icon_state = "prison_visit"
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/area/station/security/prison/rec
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name = "\improper Prison Rec Room"
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icon_state = "prison_rec"
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/area/station/security/prison/mess
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name = "\improper Prison Mess Hall"
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icon_state = "prison_mess"
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/area/station/security/prison/work
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name = "\improper Prison Work Room"
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icon_state = "prison_work"
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/area/station/security/prison/shower
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name = "\improper Prison Shower"
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icon_state = "prison_shower"
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/area/station/security/prison/workout
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name = "\improper Prison Gym"
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icon_state = "prison_workout"
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/area/station/security/prison/garden
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name = "\improper Prison Garden"
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icon_state = "prison_garden"
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