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Reorganized clothing as a whole.
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished. Everything is set up related to the object types themselves (meaning paths.) So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect... I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for. I've also moved files that had no, or very few blocks of code into more catagorized areas. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -75,7 +75,6 @@ ENERGY SHIELD (where else should i even put this)
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return
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// AXE
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/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
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..()
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@@ -94,6 +93,17 @@ ENERGY SHIELD (where else should i even put this)
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src.add_fingerprint(user)
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return
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// CLASSIC BATON
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/obj/item/weapon/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "baton"
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item_state = "classic_baton"
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flags = FPRINT | TABLEPASS
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slot_flags = SLOT_BELT
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force = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You club yourself over the head."
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@@ -128,6 +138,7 @@ ENERGY SHIELD (where else should i even put this)
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for(var/mob/O in viewers(M))
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if (O.client) O.show_message("\red <B>[M] has been stunned with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
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//ENERGY SHIELD
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/obj/item/weapon/shield/energy/IsShield()
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if(active)
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return 1
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