Stuff.
@@ -1,6 +1,11 @@
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// BEGIN_INTERNALS
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/*
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MAP_ICON_TYPE: 0
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WINDOW: maps\tgstation2.dmm;icons\obj\clothing\belts.dmi;icons\obj\clothing\glasses.dmi;icons\obj\clothing\hats.dmi;icons\obj\clothing\masks.dmi;icons\obj\clothing\suits.dmi;icons\obj\clothing\uniforms.dmi;icons\mob\belt.dmi;icons\mob\eyes.dmi;icons\mob\head.dmi;icons\mob\mask.dmi;icons\mob\suit.dmi;icons\mob\uniform.dmi;code\modules\clothing\suits\armor.dm;code\modules\clothing\under\jobs\security.dm;code\modules\clothing\masks\boxing.dm;code\modules\clothing\head\helmet.dm;code\modules\clothing\glasses\glasses.dm;code\game\objects\items\weapons\storage\belt.dm;code\game\objects\structures\crates_lockers\closets\secure\security.dm;code\game\objects\structures\crates_lockers\closets\wardrobe.dm
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LAST_COMPILE_VERSION: 501.1217
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DIR: code code\game code\game\gamemodes code\game\gamemodes\cult code\game\objects code\game\objects\items code\game\objects\items\weapons code\game\objects\items\weapons\storage code\game\objects\structures code\game\objects\structures\crates_lockers code\game\objects\structures\crates_lockers\closets code\game\objects\structures\crates_lockers\closets\secure code\modules code\modules\clothing code\modules\clothing\glasses code\modules\clothing\head code\modules\clothing\masks code\modules\clothing\spacesuits code\modules\clothing\suits code\modules\clothing\under code\modules\clothing\under\jobs code\modules\projectiles code\modules\projectiles\guns code\modules\projectiles\guns\energy icons icons\mob icons\obj icons\obj\clothing maps
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FILE: code\game\objects\structures\crates_lockers\closets\wardrobe.dm
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LAST_COMPILE_TIME: 1391038766
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AUTO_FILE_DIR: OFF
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*/
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// END_INTERNALS
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@@ -167,3 +167,68 @@
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desc = "No bother to sink or swim when you can just float!"
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icon_state = "inflatable"
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item_state = "inflatable"
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/obj/item/weapon/storage/belt/security/tactical
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name = "combat belt"
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desc = "Can hold security gear like handcuffs and flashes, with more pouches for more storage."
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icon_state = "swatbelt"
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item_state = "swatbelt"
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var/obj/item/weapon/gun/holstered = null
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storage_slots = 9
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max_w_class = 3
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max_combined_w_class = 21
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can_hold = list(
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"/obj/item/weapon/grenade/flashbang",
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"/obj/item/weapon/reagent_containers/spray/pepper",
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"/obj/item/weapon/handcuffs",
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"/obj/item/device/flash",
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"/obj/item/clothing/glasses",
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"/obj/item/ammo_casing/shotgun",
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"/obj/item/ammo_magazine",
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"/obj/item/weapon/reagent_containers/food/snacks/donut/normal",
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"/obj/item/weapon/reagent_containers/food/snacks/donut/jelly",
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"/obj/item/weapon/melee/baton",
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"/obj/item/weapon/gun/energy/taser",
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"/obj/item/weapon/lighter/zippo",
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"/obj/item/weapon/cigpacket",
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"/obj/item/clothing/glasses/hud/security",
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"/obj/item/device/flashlight",
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"/obj/item/device/pda",
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"/obj/item/device/radio/headset",
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"/obj/item/weapon/melee",
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"/obj/item/taperoll/police",
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"/obj/item/weapon/gun/energy/taser"
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)
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/obj/item/weapon/storage/belt/security/tactical/verb/holster()
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set name = "Holster"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if(!holstered)
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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usr << "\blue You need your gun equiped to holster it."
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return
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var/obj/item/weapon/gun/W = usr.get_active_hand()
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if (!W.isHandgun())
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usr << "\red This gun won't fit in \the belt!"
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return
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holstered = usr.get_active_hand()
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usr.drop_item()
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holstered.loc = src
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usr.visible_message("\blue \The [usr] holsters \the [holstered].", "You holster \the [holstered].")
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else
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if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
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usr << "\red You need an empty hand to draw the gun!"
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else
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if(usr.a_intent == "hurt")
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usr.visible_message("\red \The [usr] draws \the [holstered], ready to shoot!", \
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"\red You draw \the [holstered], ready to shoot!")
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else
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usr.visible_message("\blue \The [usr] draws \the [holstered], pointing it at the ground.", \
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"\blue You draw \the [holstered], pointing it at the ground.")
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usr.put_in_hands(holstered)
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holstered = null
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@@ -370,3 +370,20 @@
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new /obj/item/clothing/shoes/red(src)
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new /obj/item/clothing/shoes/leather(src)
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return
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/obj/structure/closet/wardrobe/tactical
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name = "tactical equipment"
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icon_state = "syndicate1"
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icon_closed = "syndicate1"
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icon_opened = "syndicate1open"
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/obj/structure/closet/wardrobe/tactical/New()
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new /obj/item/clothing/under/tactical(src)
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new /obj/item/clothing/suit/armor/tactical(src)
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new /obj/item/clothing/head/helmet/tactical(src)
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new /obj/item/clothing/mask/balaclava/tactical(src)
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new /obj/item/clothing/glasses/sunglasses/sechud/tactical(src)
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new /obj/item/weapon/storage/belt/security/tactical(src)
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new /obj/item/clothing/shoes/jackboots(src)
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new /obj/item/clothing/gloves/black(src)
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return
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@@ -150,6 +150,11 @@
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src.hud = new/obj/item/clothing/glasses/hud/security(src)
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return
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/obj/item/clothing/glasses/sunglasses/sechud/tactical
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name = "tactical HUD"
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desc = "Flash-resistant goggles with inbuilt combat and security information."
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icon_state = "swatgoggles"
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/obj/item/clothing/glasses/thermal
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name = "Optical Thermal Scanner"
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desc = "Thermals in the shape of glasses."
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@@ -59,3 +59,13 @@
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item_state = "gladiator"
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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siemens_coefficient = 1
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/obj/item/clothing/head/helmet/tactical
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name = "tactical helmet"
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desc = "An armored helmet capable of being fitted with a multitude of attachments."
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icon_state = "swathelm"
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item_state = "helmet"
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES
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armor = list(melee = 62, bullet = 50, laser = 50,energy = 35, bomb = 10, bio = 2, rad = 0)
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flags_inv = HIDEEARS
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siemens_coefficient = 0.7
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@@ -7,6 +7,15 @@
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flags_inv = HIDEFACE
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w_class = 2
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/obj/item/clothing/mask/balaclava/tactical
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name = "green balaclava"
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desc = "Designed to both hide identities and keep your face comfy and warm."
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icon_state = "swatclava"
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item_state = "balaclava"
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flags = FPRINT|TABLEPASS|BLOCKHAIR
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flags_inv = HIDEFACE
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w_class = 2
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/obj/item/clothing/mask/luchador
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name = "Luchador Mask"
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desc = "Worn by robust fighters, flying high to defeat their foes!"
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@@ -184,3 +184,13 @@
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icon_state = "tdgreen"
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item_state = "tdgreen"
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siemens_coefficient = 1
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/obj/item/clothing/suit/armor/tactical
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name = "tactical armor"
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desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards."
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icon_state = "swatarmor"
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item_state = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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slowdown = 1
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
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siemens_coefficient = 0.7
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@@ -58,6 +58,16 @@
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item_state = "warden_corporate"
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item_color = "warden_corporate"
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/obj/item/clothing/under/tactical
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name = "tactical jumpsuit"
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desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
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icon_state = "swatunder"
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item_state = "swatunder"
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item_color = "swatunder"
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armor = list(melee = 10, bullet = 5, laser = 5,energy = 0, bomb = 0, bio = 0, rad = 0)
|
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flags = FPRINT | TABLEPASS
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siemens_coefficient = 0.9
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|
||||
/*
|
||||
* Detective
|
||||
*/
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||||
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