Resprites, renames, and repaths the detective uniforms.
@@ -106,7 +106,7 @@
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if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
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if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/det(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/device/pda/detective(H), slot_belt)
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H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
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H.equip_to_slot_or_del(new /obj/item/weapon/flame/lighter/zippo(H), slot_l_store)
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@@ -119,8 +119,8 @@
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if(H.mind.role_alt_title && H.mind.role_alt_title == "Forensic Technician")
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/forensics/blue(H), slot_wear_suit)
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else
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(H), slot_head)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_trench(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/det(H), slot_head)
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return 1
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/coatrack.dmi'
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icon_state = "coatrack0"
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var/obj/item/clothing/suit/coat
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var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
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var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_trench)
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/obj/structure/coatrack/attack_hand(mob/user as mob)
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user.visible_message("[user] takes [coat] off \the [src].", "You take [coat] off the \the [src]")
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@@ -48,5 +48,5 @@
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overlays += image(icon, icon_state = "coat_lab")
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if (istype(coat, /obj/item/clothing/suit/storage/toggle/labcoat/cmo))
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overlays += image(icon, icon_state = "coat_cmo")
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if (istype(coat, /obj/item/clothing/suit/storage/det_suit))
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if (istype(coat, /obj/item/clothing/suit/storage/det_trench))
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overlays += image(icon, icon_state = "coat_det")
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@@ -246,16 +246,16 @@
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New()
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..()
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new /obj/item/clothing/under/det(src)
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new /obj/item/clothing/under/det/grey(src)
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new /obj/item/clothing/under/det/black(src)
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new /obj/item/clothing/under/det/slob(src)
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new /obj/item/clothing/suit/storage/det_suit(src)
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new /obj/item/clothing/suit/storage/det_suit/black(src)
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new /obj/item/clothing/suit/storage/det_trench(src)
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new /obj/item/clothing/suit/storage/det_trench/grey(src)
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new /obj/item/clothing/suit/storage/forensics/blue(src)
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new /obj/item/clothing/suit/storage/forensics/red(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/head/det_hat(src)
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new /obj/item/clothing/head/det_hat/black(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/head/det(src)
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new /obj/item/clothing/head/det/grey(src)
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new /obj/item/clothing/shoes/laceup(src)
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new /obj/item/weapon/storage/box/evidence(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/device/detective_scanner(src)
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@@ -64,7 +64,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) as text|null
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if(!procname) return
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if(targetselected)
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if(!target)
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usr << "<span class='danger'>Your target no longer exists.</span>"
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@@ -624,9 +624,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_trench(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/det(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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@@ -93,9 +93,9 @@
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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//Detective
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/obj/item/clothing/suit/storage/det_suit
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name = "coat"
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desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
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/obj/item/clothing/suit/storage/det_trench
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name = "brown trenchcoat"
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desc = "A rugged canvas trenchcoat, designed and created by TX Fabrication Corp. The coat is externally impact resistant - perfect for your next act of autodefenestration!"
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icon_state = "detective"
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item_state = "det_suit"
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blood_overlay_type = "coat"
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@@ -104,7 +104,8 @@
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armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/suit.dmi')
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/obj/item/clothing/suit/storage/det_suit/black
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/obj/item/clothing/suit/storage/det_trench/grey
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name = "grey trenchcoat"
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icon_state = "detective2"
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//Forensics
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@@ -74,35 +74,28 @@
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* Detective
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*/
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/obj/item/clothing/under/det
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name = "hard-worn suit"
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desc = "Someone who wears this means business."
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name = "detective's suit"
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desc = "A rumpled white dress shirt paired with well-worn grey slacks, complete with a blue striped tie and a faux-gold tie clip."
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icon_state = "detective"
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item_state = "det"
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worn_state = "detective"
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.9
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/obj/item/clothing/under/det/black
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/obj/item/clothing/under/det/grey
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icon_state = "detective2"
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worn_state = "detective2"
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desc = "A serious-looking tan dress shirt paired with freshly-pressed black slacks, complete with a red striped tie."
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/obj/item/clothing/under/det/black
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icon_state = "detective3"
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worn_state = "detective3"
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item_state = "sl_suit"
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desc = "An immaculate white dress shirt, paired with a pair of dark grey dress pants, a red tie, and a charcoal vest."
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/obj/item/clothing/under/det/slob
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icon_state = "polsuit"
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worn_state = "polsuit"
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/obj/item/clothing/under/det/slob/verb/rollup()
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set name = "Roll suit sleeves"
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set category = "Object"
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set src in usr
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worn_state = worn_state == "polsuit" ? "polsuit_rolled" : "polsuit"
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if (ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform(1)
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/obj/item/clothing/head/det_hat
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name = "hat"
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desc = "Someone who wears this will look very smart."
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/obj/item/clothing/head/det
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name = "fedora"
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desc = "A brown fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
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icon_state = "detective"
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item_state_slots = list(
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slot_l_hand_str = "det_hat",
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@@ -113,8 +106,9 @@
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siemens_coefficient = 0.9
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body_parts_covered = 0
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/obj/item/clothing/head/det_hat/black
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/obj/item/clothing/head/det/grey
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icon_state = "detective2"
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desc = "A grey fedora - either the cornerstone of a detective's style or a poor attempt at looking cool, depending on the person wearing it."
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/*
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