mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
Merging work into dev.
This commit is contained in:
@@ -746,6 +746,7 @@
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#include "code\modules\client\client defines.dm"
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#include "code\modules\client\client procs.dm"
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#include "code\modules\client\preferences.dm"
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#include "code\modules\client\preferences_gear.dm"
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#include "code\modules\client\preferences_savefile.dm"
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#include "code\modules\client\preferences_spawnpoints.dm"
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#include "code\modules\client\preferences_toggles.dm"
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@@ -79,13 +79,6 @@ datum/controller/game_controller/proc/setup()
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for(var/i=0, i<max_secret_rooms, i++)
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make_mining_asteroid_secret()
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//Create the mining ore distribution map.
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var/datum/ore_distribution/O = new()
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O.populate_distribution_map()
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//Set up spawn points.
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populate_spawn_points()
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spawn(0)
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if(ticker)
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ticker.pregame()
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@@ -114,6 +107,17 @@ datum/controller/game_controller/proc/setup_objects()
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var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
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T.broadcast_status()
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//Create the mining ore distribution map.
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world << "<b><font color='red'>Generating resource distribution map.</b></font>"
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var/datum/ore_distribution/O = new()
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O.populate_distribution_map()
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//Set up spawn points.
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populate_spawn_points()
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//Set up gear list.
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populate_gear_list()
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world << "\red \b Initializations complete."
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sleep(-1)
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@@ -73,8 +73,9 @@ datum/preferences
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var/r_eyes = 0 //Eye color
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var/g_eyes = 0 //Eye color
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var/b_eyes = 0 //Eye color
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var/species = "Human"
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var/species = "Human" //Species datum to use.
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var/language = "None" //Secondary language
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var/list/gear //Custom/fluff item loadout.
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//Mob preview
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var/icon/preview_icon = null
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@@ -104,7 +105,6 @@ datum/preferences
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// maps each organ to either null(intact), "cyborg" or "amputated"
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// will probably not be able to do this for head and torso ;)
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var/list/organ_data = list()
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var/list/player_alt_titles = new() // the default name of a job like "Medical Doctor"
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var/flavor_text = ""
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@@ -132,6 +132,8 @@ datum/preferences
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gender = pick(MALE, FEMALE)
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real_name = random_name(gender)
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gear = list()
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/datum/preferences
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proc/ZeroSkills(var/forced = 0)
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for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
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@@ -340,6 +342,22 @@ datum/preferences
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else
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dat += "<br><br>"
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dat += "<b>Custom Loadout:</b> "
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var/total_cost = 0
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if(gear && gear.len)
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dat += "<br>"
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for(var/gear_name in gear)
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if(gear_datums[gear_name])
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var/datum/gear/G = gear_datums[gear_name]
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total_cost += G.cost
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dat += "[gear_name] ([G.cost]) "
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dat += "<a href='byond://?src=\ref[user];preference=loadout;task=remove;gear=[gear_name]'>\[remove\]</a><br>"
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if(total_cost < MAX_GEAR_COST)
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dat += "<a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a><br>"
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dat += "<b>Used:</b> [total_cost] points.<br>"
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else
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dat += "none.<br>"
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if(gender == MALE)
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dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
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else
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@@ -835,6 +853,22 @@ datum/preferences
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ShowChoices(user)
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return 1
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else if (href_list["preference"] == "loadout")
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if(href_list["task"] == "input")
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var/choice = input("Select gear to add.") as null|anything in gear_datums
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if(choice && gear_datums[choice])
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gear += choice
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else if(href_list["task"] == "remove")
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var/to_remove = href_list["gear"]
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if(!to_remove) return
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for(var/gear_name in gear)
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if(gear_name == to_remove)
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gear -= gear_name
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break
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switch(href_list["task"])
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if("random")
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switch(href_list["preference"])
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131
code/modules/client/preferences_gear.dm
Normal file
131
code/modules/client/preferences_gear.dm
Normal file
@@ -0,0 +1,131 @@
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var/global/list/gear_datums = list()
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proc/populate_gear_list()
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for(var/type in typesof(/datum/gear)-/datum/gear)
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var/datum/gear/G = new type()
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gear_datums[G.display_name] = G
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/datum/gear
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var/display_name //Name/index.
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var/path //Path to item.
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var/cost //Number of points used.
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var/slot //Slot to equip to.
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var/list/allowed_roles //Roles that can spawn with this item.
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//Standard gear datums.
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/datum/gear/tie_horrible
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display_name = "horrible tie"
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path = /obj/item/clothing/tie/horrible
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cost = 2
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/datum/gear/hairflower
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display_name = "hair flower pin"
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path = /obj/item/clothing/head/hairflower
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cost = 1
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slot = SLOT_HEAD
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/datum/gear/bandana
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display_name = "pirate bandana"
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path = /obj/item/clothing/head/bandana
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cost = 1
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slot = SLOT_HEAD
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/datum/gear/overalls
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display_name = "overalls"
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path = /obj/item/clothing/suit/apron/overalls
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cost = 1
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slot = SLOT_OCLOTHING
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/datum/gear/wcoat
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display_name = "waistcoat"
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path = /obj/item/clothing/suit/wcoat
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cost = 1
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slot = SLOT_OCLOTHING
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/datum/gear/prescription
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display_name = "prescription sunglasses"
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path = /obj/item/clothing/glasses/sunglasses/prescription
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cost = 2
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slot = SLOT_EYES
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/datum/gear/eyepatch
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display_name = "eyepatch"
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path = /obj/item/clothing/glasses/eyepatch
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cost = 1
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slot = SLOT_EYES
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/datum/gear/flatcap
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display_name = "flat cap"
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path = /obj/item/clothing/head/flatcap
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cost = 1
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slot = SLOT_HEAD
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/datum/gear/labcoat
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display_name = "labcoat"
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path = /obj/item/clothing/suit/storage/labcoat
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cost = 2
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slot = SLOT_OCLOTHING
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/datum/gear/sandal
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display_name = "sandals"
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path = /obj/item/clothing/shoes/sandal
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cost = 1
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slot = SLOT_FEET
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/datum/gear/leather
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display_name = "leather shoes"
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path = /obj/item/clothing/shoes/leather
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cost = 1
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slot = SLOT_FEET
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/datum/gear/dress_shoes
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display_name = "dress shoes"
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path = /obj/item/clothing/shoes/centcom
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cost = 1
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slot = SLOT_FEET
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//Security
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/datum/gear/security
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display_name = "Security HUD"
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path = /obj/item/clothing/glasses/hud/security
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cost = 1
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slot = SLOT_EYES
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allowed_roles = list("Security Officer","Head of Security","Warden")
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/datum/gear/sec_beret
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display_name = "security beret"
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path = /obj/item/clothing/head/beret/sec
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cost = 1
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slot = SLOT_HEAD
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allowed_roles = list("Security Officer","Head of Security","Warden")
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//Engineering
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/datum/gear/eng_beret
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display_name = "engineering beret"
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path = /obj/item/clothing/head/beret/eng
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cost = 1
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slot = SLOT_HEAD
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allowed_roles = list("Station Engineering","Atmospheric Technician","Chief Engineer")
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//Species-specific gear datums.
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/datum/gear/zhan_furs
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display_name = "Zhan-Khazan furs"
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path = /obj/item/clothing/suit/tajaran/furs
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cost = 3
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/datum/gear/zhan_scarf
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display_name = "Zhan-Khazan headscarf"
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path = /obj/item/clothing/head/tajaran/scarf
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cost = 2
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/datum/gear/unathi_robe
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display_name = "roughspun robe"
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path = /obj/item/clothing/suit/unathi/robe
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cost = 3
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slot = SLOT_OCLOTHING
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/datum/gear/unathi_mantle
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display_name = "hide mantle"
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path = /obj/item/clothing/suit/unathi/mantle
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cost = 2
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slot = SLOT_OCLOTHING
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@@ -13,3 +13,21 @@
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icon_state = "mantle-unathi"
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item_state = "mantle-unathi"
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body_parts_covered = UPPER_TORSO
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//Taj clothing.
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/obj/item/clothing/suit/tajaran/furs
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name = "heavy furs"
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desc = "A traditional Zhan-Khazan garment."
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icon_state = "zhan_furs"
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item_state = "zhan_furs"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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sprite_sheets = list(
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"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
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)
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/obj/item/clothing/head/tajaran/scarf
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name = "headscarf"
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desc = "A scarf of coarse fabric. Seems to have ear-holes."
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icon_state = "zhan_scarf"
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@@ -75,9 +75,6 @@ Deep minerals:
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//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
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/datum/ore_distribution/proc/populate_distribution_map()
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//Announce it!
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world << "<b><font color='red'>Generating resource distribution map.</b></font>"
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//Seed beginning values.
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var/x = 1
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var/y = 1
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@@ -54,6 +54,9 @@
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var/race_key = 0
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var/icon/icon_template
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//Used for character generation fluff items.
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var/list/custom_gear_options
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/datum/species/New()
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unarmed = new unarmed_type()
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@@ -142,6 +145,11 @@
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reagent_tag = IS_UNATHI
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base_color = "#066000"
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custom_gear_options = list(
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"Unathi robe" = /obj/item/clothing/suit/unathi/robe,
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"Unathi mantle" = /obj/item/clothing/suit/unathi/mantle
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)
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/datum/species/tajaran
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name = "Tajaran"
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icobase = 'icons/mob/human_races/r_tajaran.dmi'
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@@ -167,6 +175,11 @@
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flesh_color = "#AFA59E"
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base_color = "#333333"
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custom_gear_options = list(
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/obj/item/clothing/head/tajaran/scarf,
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/obj/item/clothing/suit/tajaran/furs
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)
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/datum/species/skrell
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name = "Skrell"
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icobase = 'icons/mob/human_races/r_skrell.dmi'
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@@ -812,3 +812,5 @@ var/list/RESTRICTED_CAMERA_NETWORKS = list( //Those networks can only be accesse
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#define IS_VOX 2
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#define IS_SKRELL 3
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#define IS_UNATHI 4
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#define MAX_GEAR_COST 5 //Used in chargen for loadout limit.
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