mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-21 03:52:54 +01:00
Woodrat breaks map stuff
Added SC map files for further work. Including hopefully all the related files. New airlock sprite thanks to Virgo, with a alternate non-see through sprite. Changes to the space and transit tiles (ported from bay). Changes done to the NC map that should bring it more up to date with changes (shield defuse stuff and minor bug fixes)
This commit is contained in:
@@ -244,33 +244,112 @@
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/obj/item/weapon/reagent_containers/food/drinks/bottle/patron)
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/obj/random/energy
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name = "Random Security Energy Weapon"
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name = "Random Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/energy/laser,
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prob(4);/obj/item/weapon/gun/energy/gun,
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prob(3);/obj/item/weapon/gun/energy/gun/burst,
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prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
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prob(2);/obj/item/weapon/gun/energy/retro,
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prob(2);/obj/item/weapon/gun/energy/lasercannon,
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prob(3);/obj/item/weapon/gun/energy/xray,
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prob(1);/obj/item/weapon/gun/energy/sniperrifle,
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prob(1);/obj/item/weapon/gun/energy/plasmastun,
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prob(2);/obj/item/weapon/gun/energy/ionrifle,
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prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
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prob(3);/obj/item/weapon/gun/energy/toxgun,
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prob(4);/obj/item/weapon/gun/energy/taser,
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prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
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prob(4);/obj/item/weapon/gun/energy/stunrevolver)
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/obj/random/energy/sec
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name = "Random Security Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/sec/item_to_spawn()
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return pick(prob(2);/obj/item/weapon/gun/energy/laser,
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prob(2);/obj/item/weapon/gun/energy/gun)
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/obj/random/projectile
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name = "Random Security Projectile Weapon"
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name = "Random Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(3);/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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prob(3);/obj/item/weapon/gun/projectile/automatic/tommygun,
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prob(2);/obj/item/weapon/gun/projectile/automatic/c20r,
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prob(2);/obj/item/weapon/gun/projectile/automatic/sts35,
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prob(2);/obj/item/weapon/gun/projectile/automatic/z8,
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prob(4);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/deagle,
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prob(1);/obj/item/weapon/gun/projectile/deagle/camo,
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prob(1);/obj/item/weapon/gun/projectile/deagle/gold,
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prob(3);/obj/item/weapon/gun/projectile/derringer,
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prob(1);/obj/item/weapon/gun/projectile/heavysniper,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown,
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prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(4);/obj/item/weapon/gun/projectile/pistol,
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prob(5);/obj/item/weapon/gun/projectile/pirate,
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prob(2);/obj/item/weapon/gun/projectile/revolver,
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prob(4);/obj/item/weapon/gun/projectile/revolver/deckard,
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prob(4);/obj/item/weapon/gun/projectile/revolver/detective,
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prob(2);/obj/item/weapon/gun/projectile/revolver/judge,
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prob(3);/obj/item/weapon/gun/projectile/revolver/lemat,
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prob(2);/obj/item/weapon/gun/projectile/revolver/mateba,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/mosin,
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prob(2);/obj/item/weapon/gun/projectile/silenced)
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/obj/random/projectile/sec
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name = "Random Security Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/handgun
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name = "Random Handgun"
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desc = "This is a random security sidearm."
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desc = "This is a random sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(2);/obj/item/weapon/gun/energy/gun,
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prob(2);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/pistol,
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prob(1);/obj/item/weapon/gun/energy/retro,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown)
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/obj/random/handgun/sec
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name = "Random Security Handgun"
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desc = "This is a random security sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood)
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@@ -895,4 +974,91 @@ var/list/multi_point_spawns
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/obj/random_multi/single_item/captains_spare_id
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name = "Multi Point - Captain's Spare"
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id = "Captain's spare id"
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item_path = /obj/item/weapon/card/id/captains_spare
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item_path = /obj/item/weapon/card/id/captains_spare
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//Multiple Object Spawn
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/obj/random/multiple
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/obj/random/multiple/spawn_item()
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var/list/things_to_make = item_to_spawn()
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for(var/new_type in things_to_make)
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new new_type(src.loc)
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/obj/random/multiple/voidsuit
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name = "Random Voidsuit"
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desc = "This is a random voidsuit."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "void"
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/obj/random/multiple/voidsuit/item_to_spawn()
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return pick(
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prob(5);list(
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/obj/item/clothing/suit/space/void,
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/obj/item/clothing/head/helmet/space/void
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/atmos,
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/obj/item/clothing/head/helmet/space/void/atmos
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/atmos/alt,
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/obj/item/clothing/head/helmet/space/void/atmos/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering,
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/obj/item/clothing/head/helmet/space/void/engineering
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/alt,
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/obj/item/clothing/head/helmet/space/void/engineering/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/construction,
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/obj/item/clothing/head/helmet/space/void/engineering/construction
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/engineering/salvage,
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/obj/item/clothing/head/helmet/space/void/engineering/salvage
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical,
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/obj/item/clothing/head/helmet/space/void/medical
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/alt,
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/obj/item/clothing/head/helmet/space/void/medical/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/bio,
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/obj/item/clothing/head/helmet/space/void/medical/bio
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/medical/emt,
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/obj/item/clothing/head/helmet/space/void/medical/emt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/merc,
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/obj/item/clothing/head/helmet/space/void/merc
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/mining,
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/obj/item/clothing/head/helmet/space/void/mining
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/mining/alt,
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/obj/item/clothing/head/helmet/space/void/mining/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security,
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/obj/item/clothing/head/helmet/space/void/security
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security/alt,
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/obj/item/clothing/head/helmet/space/void/security/alt
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),
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prob(5);list(
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/obj/item/clothing/suit/space/void/security/riot,
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/obj/item/clothing/head/helmet/space/void/security/riot
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)
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)
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