mirror of
https://github.com/KabKebab/GS13.git
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306 lines
11 KiB
Plaintext
306 lines
11 KiB
Plaintext
//defines the drill hat's yelling setting
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#define DRILL_DEFAULT "default"
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#define DRILL_SHOUTING "shouting"
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#define DRILL_YELLING "yelling"
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#define DRILL_CANADIAN "canadian"
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//Chef
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/obj/item/clothing/head/chefhat
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name = "chef's hat"
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item_state = "chef"
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icon_state = "chef"
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desc = "The commander in chef's head wear."
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strip_delay = 10
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equip_delay_other = 10
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dynamic_hair_suffix = ""
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pocket_storage_component_path = /datum/component/storage/concrete/pockets/chefhat
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dog_fashion = /datum/dog_fashion/head/chef
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/obj/item/clothing/head/chefhat/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
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user.say("Bork Bork Bork!", forced = "chef hat suicide")
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sleep(20)
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user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
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user.say("BOOORK!", forced = "chef hat suicide")
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playsound(user, 'sound/machines/ding.ogg', 50, 1)
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return(FIRELOSS)
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/obj/item/clothing/head/chefhat/relaymove(mob/user, direction)
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if(!istype(user, /mob/living/simple_animal/mouse) || !isliving(loc) || !prob(20))
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return
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var/mob/living/L = loc
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step_towards(L, get_step(L, direction))
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//Captain
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/obj/item/clothing/head/caphat
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name = "captain's hat"
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desc = "It's good being the king."
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icon_state = "captain"
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item_state = "that"
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flags_inv = 0
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armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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strip_delay = 60
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dog_fashion = /datum/dog_fashion/head/captain
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//Captain: This is no longer space-worthy
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/obj/item/clothing/head/caphat/parade
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name = "captain's parade cap"
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desc = "Worn only by Captains with an abundance of class."
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icon_state = "capcap"
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dog_fashion = null
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/obj/item/clothing/head/caphat/beret
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name = "captain's beret"
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desc = "A beret fit for a leader."
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icon_state = "capberet"
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dynamic_hair_suffix = ""
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dog_fashion = null
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//Head of Personnel
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/obj/item/clothing/head/hopcap
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name = "head of personnel's cap"
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icon_state = "hopcap"
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desc = "The symbol of true bureaucratic micromanagement."
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armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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dog_fashion = /datum/dog_fashion/head/hop
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/obj/item/clothing/head/hopcap/beret
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name = "head of personnel's beret"
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desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
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icon_state = "hopberet"
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dynamic_hair_suffix = ""
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dog_fashion = null
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//Chaplain
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/obj/item/clothing/head/nun_hood
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name = "nun hood"
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desc = "Maximum piety in this star system."
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icon_state = "nun_hood"
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flags_inv = HIDEHAIR
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flags_cover = HEADCOVERSEYES
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//Detective
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/obj/item/clothing/head/fedora/det_hat
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name = "detective's fedora"
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desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
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armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
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icon_state = "detective"
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var/candy_cooldown = 0
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pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective
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dog_fashion = /datum/dog_fashion/head/detective
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/obj/item/clothing/head/fedora/det_hat/Initialize()
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. = ..()
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new /obj/item/reagent_containers/food/drinks/flask/det(src)
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/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click to take a candy corn.</span>"
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/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
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. = ..()
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if(loc == user && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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if(candy_cooldown < world.time)
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var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src)
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user.put_in_hands(CC)
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to_chat(user, "You slip a candy corn from your hat.")
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candy_cooldown = world.time+1200
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else
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to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
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return TRUE
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//Mime
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/obj/item/clothing/head/beret
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name = "beret"
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desc = "A beret, a mime's favorite headwear."
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icon_state = "beret"
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dog_fashion = /datum/dog_fashion/head/beret
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dynamic_hair_suffix = ""
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/obj/item/clothing/head/beret/black
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name = "black beret"
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desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
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icon_state = "beretblack"
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/obj/item/clothing/head/beret/highlander
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desc = "That was white fabric. <i>Was.</i>"
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dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
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/obj/item/clothing/head/beret/highlander/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
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//Security
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/obj/item/clothing/head/HoS
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name = "head of security cap"
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desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
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icon_state = "hoscap"
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armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
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strip_delay = 80
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dynamic_hair_suffix = ""
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/obj/item/clothing/head/HoS/syndicate
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name = "syndicate cap"
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desc = "A black cap fit for a high ranking syndicate officer."
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/obj/item/clothing/head/HoS/beret
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name = "head of security beret"
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desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
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icon_state = "hosberetblack"
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/obj/item/clothing/head/HoS/beret/syndicate
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name = "syndicate beret"
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desc = "A black beret with thick armor padding inside. Stylish and robust."
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/obj/item/clothing/head/warden
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name = "warden's police hat"
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desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
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icon_state = "policehelm"
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armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
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strip_delay = 60
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dog_fashion = /datum/dog_fashion/head/warden
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/obj/item/clothing/head/warden/drill
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name = "warden's campaign hat"
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desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side."
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icon_state = "wardendrill"
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item_state = "wardendrill"
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dog_fashion = null
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var/mode = DRILL_DEFAULT
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/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
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if(..())
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return TRUE
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switch(mode)
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if(DRILL_DEFAULT)
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to_chat(user, "<span class='notice'>You set the voice circuit to the middle position.</span>")
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mode = DRILL_SHOUTING
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if(DRILL_SHOUTING)
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to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
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mode = DRILL_YELLING
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if(DRILL_YELLING)
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to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
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mode = DRILL_DEFAULT
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if(DRILL_CANADIAN)
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to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
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return TRUE
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/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
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if(mode != DRILL_CANADIAN)
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to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
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mode = DRILL_CANADIAN
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return TRUE
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/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
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. = ..()
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if (slot == SLOT_HEAD)
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RegisterSignal(M, COMSIG_MOB_SAY,PROC_REF(handle_speech))
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else
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UnregisterSignal(M, COMSIG_MOB_SAY)
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/obj/item/clothing/head/warden/drill/dropped(mob/M)
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. = ..()
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UnregisterSignal(M, COMSIG_MOB_SAY)
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/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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if(message[1] != "*")
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switch (mode)
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if(DRILL_SHOUTING)
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message += "!"
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if(DRILL_YELLING)
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message += "!!"
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if(DRILL_CANADIAN)
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message = " [message]"
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var/list/canadian_words = strings("canadian_replacement.json", "canadian")
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for(var/key in canadian_words)
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var/value = canadian_words[key]
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if(islist(value))
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value = pick(value)
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message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
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message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
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message = replacetextEx(message, " [key]", " [value]")
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if(prob(30))
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message += pick(", eh?", ", EH?")
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speech_args[SPEECH_MESSAGE] = message
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/obj/item/clothing/head/beret/sec
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name = "security beret"
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desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
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icon_state = "beret_badge"
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armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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strip_delay = 60
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dog_fashion = null
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/obj/item/clothing/head/beret/sec/navyhos
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name = "head of security's beret"
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desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction."
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icon_state = "hosberet"
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/obj/item/clothing/head/beret/sec/navywarden
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name = "warden's beret"
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desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
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icon_state = "wardenberet"
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armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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strip_delay = 60
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/obj/item/clothing/head/beret/sec/navyofficer
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desc = "A special beret with the security insignia emblazoned on it. For officers with class."
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icon_state = "officerberet"
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/obj/item/clothing/head/beret/sec/bitch
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name = "security's bitch beret"
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desc = "A softer beret with the word 'BITCH' embroidered on it in pink thread."
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icon_state = "bitchberet"
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price = 5
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//Curator
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/obj/item/clothing/head/fedora/curator
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name = "treasure hunter's fedora"
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desc = "You got red text today kid, but it doesn't mean you have to like it."
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icon_state = "curator"
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//Chief Medical Officer
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/obj/item/clothing/head/beret/cmo
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name = "chief medical officer's beret"
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desc = "A fancy beret with a green cross, signifying your status in the station's medbay."
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icon_state = "cmoberet"
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//Research Director
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/obj/item/clothing/head/beret/rd
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name = "research director's beret"
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desc = "A beret worn only by highly intelligent people."
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icon_state = "rdberet"
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//Chief Engineer
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/obj/item/clothing/head/beret/ce
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name = "chief engineer's beret"
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desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
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icon_state = "ceberet"
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//Quartermaster
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/obj/item/clothing/head/beret/qm
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name = "quartermaster's beret"
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desc = "This headwear shows off your Cargonian leadership"
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icon_state = "qmberet"
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/obj/item/clothing/head/beret/durathread
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name = "durathread beret"
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desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
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icon_state = "beretdurathread"
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item_color = null
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armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
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#undef DRILL_DEFAULT
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#undef DRILL_SHOUTING
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#undef DRILL_YELLING
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#undef DRILL_CANADIAN
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