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Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace. Gave the HoS' locker a secbelt. The revolver now use the proper bullet. Robotics spawn with their labcoat/toolbox. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1,14 +1,14 @@
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A .357 bullet casing."
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desc = "A bullet casing."
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icon = 'ammo.dmi'
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icon_state = "s-casing"
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
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throwforce = 1
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w_class = 1.0
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var
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caliber = "357" //Which kind of guns it can be loaded into
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projectile_type = "/obj/item/projectile"//The bullet type to create when New() is called
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caliber = "" //Which kind of guns it can be loaded into
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projectile_type = ""//The bullet type to create when New() is called
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obj/item/projectile/BB = null //The loaded bullet
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@@ -46,7 +46,7 @@
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//Boxes of ammo
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/obj/item/ammo_magazine
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name = "ammo box (.357)"
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desc = "A box of .357 ammo"
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desc = "A box of ammo"
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icon_state = "357"
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icon = 'ammo.dmi'
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
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