Merge pull request #423 from caelaislinn/master
added a couple of new clothing items, updated some sprites
@@ -143,7 +143,10 @@
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#define FILE_DIR "code/unused/spacecraft"
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#define FILE_DIR "code/unused/spacecraft"
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#define FILE_DIR "code/WorkInProgress"
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#define FILE_DIR "code/WorkInProgress"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jumper"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Tajara"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Tajara"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/tajara_sprites"
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#define FILE_DIR "code/WorkInProgress/mapload"
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#define FILE_DIR "code/WorkInProgress/mapload"
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#define FILE_DIR "code/WorkInProgress/Mini"
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#define FILE_DIR "code/WorkInProgress/Mini"
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#define FILE_DIR "code/WorkInProgress/Mloc"
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#define FILE_DIR "code/WorkInProgress/Mloc"
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@@ -818,7 +821,7 @@
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#include "code\modules\mining\mint.dm"
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#include "code\modules\mining\mint.dm"
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#include "code\modules\mining\money_bag.dm"
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#include "code\modules\mining\money_bag.dm"
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#include "code\modules\mining\ores_materials_coins.dm"
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#include "code\modules\mining\ores_materials_coins.dm"
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#include "code\modules\mining\satchel_ore_boxdm.dm"
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#include "code\modules\mining\satchel_ore_box.dm"
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#include "code\modules\mob\login.dm"
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#include "code\modules\mob\login.dm"
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#include "code\modules\mob\logout.dm"
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#include "code\modules\mob\logout.dm"
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#include "code\modules\mob\mob.dm"
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#include "code\modules\mob\mob.dm"
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@@ -1025,9 +1028,7 @@
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#include "code\WorkInProgress\detective_work.dm"
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#include "code\WorkInProgress\detective_work.dm"
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#include "code\WorkInProgress\explosion_particles.dm"
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#include "code\WorkInProgress\explosion_particles.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Tajara\examine.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Tajara\examine.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Tajara\say.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Tajara\tajaran.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Tajara\tajaran.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Tajara\whisper.dm"
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#include "code\WorkInProgress\mapload\dmm_suite.dm"
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#include "code\WorkInProgress\mapload\dmm_suite.dm"
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#include "code\WorkInProgress\mapload\reader.dm"
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#include "code\WorkInProgress\mapload\reader.dm"
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#include "code\WorkInProgress\Mini\atmos_control.dm"
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#include "code\WorkInProgress\Mini\atmos_control.dm"
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@@ -73,8 +73,8 @@
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usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
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usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
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else
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else
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usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
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usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
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else if (src.blood_DNA)
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else if (src.blood_DNA.len)
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usr << "\red [src.name] has[src.blood_DNA ? " bloody " : " "] hands!"
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usr << "\red [src.name] has bloody hands!"
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if (src.back)
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if (src.back)
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usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
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usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
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@@ -60,7 +60,7 @@
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/obj/effect/landmark/costume/prig/New()
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/obj/effect/landmark/costume/prig/New()
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new /obj/item/clothing/suit/storage/wcoat(src.loc)
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new /obj/item/clothing/suit/storage/wcoat(src.loc)
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new /obj/item/clothing/glasses/monocle(src.loc)
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new /obj/item/clothing/glasses/monocle(src.loc)
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var/CHOICE= pick( /obj/item/clothing/head/bowler, /obj/item/clothing/head/that)
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var/CHOICE= pick( /obj/item/clothing/head/bowlerhat, /obj/item/clothing/head/that)
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new CHOICE(src.loc)
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new CHOICE(src.loc)
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new /obj/item/clothing/shoes/black(src.loc)
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new /obj/item/clothing/shoes/black(src.loc)
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new /obj/item/weapon/cane(src.loc)
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new /obj/item/weapon/cane(src.loc)
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@@ -511,9 +511,132 @@
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color = "sexymime"
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color = "sexymime"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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/obj/item/clothing/head/bowler
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//stylish new hats
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name = "bowler-hat"
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desc = "Gentleman, elite aboard!"
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/obj/item/clothing/head/bowlerhat
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icon_state = "bowler"
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name = "Bowler hat"
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item_state = "bowler"
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icon_state = "bowler_hat"
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flags = FPRINT | TABLEPASS
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item_state = "bowler_hat"
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desc = "For the gentleman of distinction."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/beaverhat
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name = "Beaver hat"
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icon_state = "beaver_hat"
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item_state = "beaver_hat"
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desc = "Solf felt make this hat both comfortable and elegant."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/boaterhat
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name = "Boater hat"
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icon_state = "boater_hat"
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item_state = "boater_hat"
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desc = "The ultimate in summer fashion."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/fedora
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name = "Fedora"
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icon_state = "fedora"
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item_state = "fedora"
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desc = "A sharp, stylish hat."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/feathertrilby
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name = "Feather trilby"
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icon_state = "feather_trilby"
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item_state = "feather_trilby"
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desc = "A sharp, stylish hat with a feather."
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flags = FPRINT|TABLEPASS
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//pyjamas
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/obj/item/clothing/under/bluepyjamas
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name = "Blue pyjamas"
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desc = "Slightly old-fashioned sleepwear."
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icon_state = "blue_pyjamas"
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item_state = "blue_pyjamas"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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/obj/item/clothing/under/redpyjamas
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name = "Red pyjamas"
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desc = "Slightly old-fashioned sleepwear."
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icon_state = "red_pyjamas"
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item_state = "red_pyjamas"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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//scarves (fit in in mask slot)
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/obj/item/clothing/mask/bluescarf
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name = "Blue neck scarf"
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desc = "A blue neck scarf."
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icon_state = "blueneckscarf"
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item_state = "blueneckscarf"
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flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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/obj/item/clothing/mask/redscarf
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name = "Red scarf"
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desc = "A red and white checkered neck scarf."
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icon_state = "redwhite_scarf"
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item_state = "redwhite_scarf"
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flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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/obj/item/clothing/mask/greenscarf
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name = "Green scarf"
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desc = "A green neck scarf."
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icon_state = "green_scarf"
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item_state = "green_scarf"
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flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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/obj/item/clothing/mask/ninjascarf
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name = "Ninja scarf"
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desc = "A stealthy, dark scarf."
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icon_state = "ninja_scarf"
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item_state = "ninja_scarf"
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flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
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w_class = 2
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gas_transfer_coefficient = 0.90
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//shoes
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/obj/item/clothing/shoes/laceups
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name = "Laceup shoes"
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desc = "Stylish black leather."
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icon_state = "laceups"
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item_state = "laceups"
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color = "black"
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//suits
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/obj/item/clothing/suit/leathercoat
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name = "Leather Coat"
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desc = "A long, thick black leather coat."
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icon_state = "leathercoat"
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item_state = "leathercoat"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/suit/browncoat
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name = "Brown Leather Coat"
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desc = "A long, brown leather coat."
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icon_state = "browncoat"
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item_state = "browncoat"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/suit/neocoat
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name = "Black coat"
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desc = "A flowing, black coat."
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icon_state = "neocoat"
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item_state = "neocoat"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/suit/creamsuit
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name = "Cream suit"
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desc = "A cream coloured, genteel suit."
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icon_state = "creamsuit"
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item_state = "creamsuit"
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flags = FPRINT | TABLEPASS
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@@ -187,4 +187,4 @@
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name = "Nurse Hat"
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name = "Nurse Hat"
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desc = "For quick identification of trained medical personnel."
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desc = "For quick identification of trained medical personnel."
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icon_state = "nursehat"
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icon_state = "nursehat"
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flags = FPRINT|TABLEPASS
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flags = FPRINT|TABLEPASS
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@@ -291,7 +291,7 @@ THERMAL GLASSES
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state = "enabled"
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state = "enabled"
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usr << "Its mag-pulse traction system appears to be [state]."
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usr << "Its mag-pulse traction system appears to be [state]."
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/obj/item/clothing/suit/suit/verb/toggle()
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/obj/item/clothing/suit/lawyer/verb/toggle()
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set name = "Toggle Jacket Buttons"
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set name = "Toggle Jacket Buttons"
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set category = "Object"
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set category = "Object"
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if(src.icon_state == "suitjacket_blue_open")
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if(src.icon_state == "suitjacket_blue_open")
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@@ -56,6 +56,22 @@
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protective_temperature = 1300
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protective_temperature = 1300
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darkness_view = -1
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darkness_view = -1
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/obj/item/clothing/glasses/sunglasses/big
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desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
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icon_state = "bigsunglasses"
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item_state = "bigsunglasses"
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protective_temperature = 1400
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//ultimate glasses
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/obj/item/clothing/glasses/hud/security/jensenshades
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name = "Augmented shades"
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desc = "Polarized bioneural eyewear, designed to augment your vision."
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icon_state = "jensenshades"
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item_state = "jensenshades"
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protective_temperature = 1500
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vision_flags = SEE_MOBS
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invisa_view = 2
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/obj/item/clothing/glasses/sunglasses/sechud
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/obj/item/clothing/glasses/sunglasses/sechud
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name = "HUDSunglasses"
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name = "HUDSunglasses"
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desc = "Sunglasses with a HUD."
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desc = "Sunglasses with a HUD."
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@@ -39,11 +39,15 @@
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/obj/structure/ore_box
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/obj/structure/ore_box
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icon = 'mining.dmi'
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icon = 'mining.dmi'
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icon_state = "orebox"
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icon_state = "orebox0"
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name = "Ore Box"
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name = "Ore Box"
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desc = "It's heavy"
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desc = "It's heavy"
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density = 1
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density = 1
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New()
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if(prob(50))
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icon_state = "orebox1"
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/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/ore))
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if (istype(W, /obj/item/weapon/ore))
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src.contents += W;
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src.contents += W;
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@@ -74,7 +74,7 @@
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else
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else
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usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
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usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
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else if (src.blood_DNA.len)
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else if (src.blood_DNA.len)
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usr << "\red [src.name] has[src.blood_DNA.len ? " bloody " : " "] hands!"
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usr << "\red [src.name] has bloody hands!"
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if (src.back)
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if (src.back)
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usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
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usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
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@@ -111,6 +111,8 @@
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src << "\blue Your icons have been generated!"
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src << "\blue Your icons have been generated!"
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..()
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..()
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known_languages = new/list()
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known_languages.Add("english")
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// organStructure = new /obj/effect/organstructure/human(src)
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// organStructure = new /obj/effect/organstructure/human(src)
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||||||
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@@ -85,4 +85,6 @@
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return 1
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return 1
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if (istype(other, /mob/living/carbon/metroid))
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if (istype(other, /mob/living/carbon/metroid))
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return 1
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return 1
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if (istype(other, /mob/living/carbon/human/tajaran))
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return 1
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return ..()
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return ..()
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