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https://github.com/quotefox/Hyper-Station-13.git
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Lambent Framework
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@@ -67,6 +67,7 @@
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#define ACCESS_ENTER_GENPOP 69
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#define ACCESS_LEAVE_GENPOP 70
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#define ACCESS_PSYCH 71
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#define ACCESS_LAMBENT 72
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//BEGIN CENTCOM ACCESS
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/*Should leave plenty of room if we need to add more access levels.
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@@ -14,6 +14,7 @@
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#define CYBORG (1<<10)
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#define JR_OFFICER (1<<11)
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#define JR_ENGINEER (1<<12)
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#define LAMBENT (1<<13)
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#define MEDSCI (1<<1)
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@@ -53,4 +54,4 @@
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#define JOB_UNAVAILABLE_PLAYTIME 3
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#define JOB_UNAVAILABLE_ACCOUNTAGE 4
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#define JOB_UNAVAILABLE_SLOTFULL 5
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#define JOB_UNAVAILABLE_WHITELIST 6
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#define JOB_UNAVAILABLE_WHITELIST 6
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@@ -952,6 +952,10 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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name = "Private Investigator's Office"
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icon_state = "detective"
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/area/security/lambent
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name = "Lambent's Quarters"
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icon_state = "detective"
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/area/security/range
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name = "Firing Range"
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icon_state = "firingrange"
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@@ -123,6 +123,10 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark)
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name = "Detective"
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icon_state = "Detective"
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/obj/effect/landmark/start/lambent
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name = "Lambent"
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icon_state = "Lambent"
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/obj/effect/landmark/start/warden
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name = "Warden"
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icon_state = "Warden"
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@@ -127,7 +127,7 @@
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return list(ACCESS_CENT_GENERAL, ACCESS_CENT_LIVING, ACCESS_CENT_BAR)
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/proc/get_all_accesses()
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return list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
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return list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_LAMBENT,
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ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_MORGUE, ACCESS_RD,
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ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_CHEMISTRY, ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_MAINT_TUNNELS,
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ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD,
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@@ -163,7 +163,7 @@
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if(1) //station general
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return list(ACCESS_KITCHEN,ACCESS_BAR, ACCESS_HYDROPONICS, ACCESS_JANITOR, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_LIBRARY, ACCESS_THEATRE, ACCESS_LAWYER)
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if(2) //security
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return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP)
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return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_LAMBENT)
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if(3) //medbay
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return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO, ACCESS_PSYCH)
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if(4) //research
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@@ -322,6 +322,8 @@
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return "Prison Turnstile Entrance"
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if(ACCESS_LEAVE_GENPOP)
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return "Prison Turnstile Exit"
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if(ACCESS_LAMBENT)
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return "Lambent's Quarters"
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if(ACCESS_MINERAL_STOREROOM)
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return "Mineral Storage"
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if(ACCESS_MINISAT)
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@@ -360,7 +362,7 @@
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return list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician",
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"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer", "Engineering Intern",
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"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Psychologist", "Medical Resident",
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"Research Director", "Scientist", "Roboticist", "Research Student", "Head of Security", "Warden", "Detective", "Security Officer", "Rookie")
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"Research Director", "Scientist", "Roboticist", "Research Student", "Head of Security", "Warden", "Detective", "Security Officer", "Rookie", "Lambent")
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/proc/get_all_job_icons() //For all existing HUD icons
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return get_all_jobs() + list("Prisoner")
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@@ -89,6 +89,9 @@
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/datum/job/detective
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alt_titles = list("Forensics Technician", "Private Investigator", "Gumshoe")
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/datum/job/lambent
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alt_titles = list("Kinaris Protectorate", "Hardshield", "Asset Specialist", "Luminal")
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/datum/job/junior_officer
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//Supply
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@@ -74,6 +74,62 @@ Head of Security
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suit_store = /obj/item/tank/internals/oxygen
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backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/gun/energy/e_gun=1)
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/*
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Lambent
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*/
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/datum/job/lambent
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title = "Lambent"
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flag = LAMBENT
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department_head = list("CentCom")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "Central Command and Kinaris officials"
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selection_color = "#ffedcc"
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req_admin_notify = 1
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minimal_player_age = 30
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exp_requirements = 9000
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exp_type = EXP_TYPE_COMMAND
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exp_type_department = EXP_TYPE_COMMAND
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outfit = /datum/outfit/job/lambent
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access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_LAMBENT,
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ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
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ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
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ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
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minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_LAMBENT,
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ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
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ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
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ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
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mind_traits = list(TRAIT_CAPTAIN_METABOLISM)
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blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity, /datum/quirk/nonviolent)
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/datum/outfit/job/lambent
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name = "Lambent"
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jobtype = /datum/job/lambent
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id = /obj/item/card/id/silver
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belt = /obj/item/pda/captain
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glasses = /obj/item/clothing/glasses/sunglasses
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ears = /obj/item/radio/headset/heads/captain/alt
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gloves = /obj/item/clothing/gloves/color/captain
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uniform = /obj/item/clothing/under/rank/captain
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suit = /obj/item/clothing/suit/armor/vest/capcarapace
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shoes = /obj/item/clothing/shoes/sneakers/brown
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head = /obj/item/clothing/head/caphat
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backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1)
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backpack = /obj/item/storage/backpack/captain
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satchel = /obj/item/storage/backpack/satchel/cap
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duffelbag = /obj/item/storage/backpack/duffelbag/captain
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box = /obj/item/storage/box/security
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implants = list(/obj/item/implant/mindshield)
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/*
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Warden
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*/
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@@ -1,5 +1,6 @@
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GLOBAL_LIST_INIT(command_positions, list(
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"Captain",
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"Lambent",
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"Head of Personnel",
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"Head of Security",
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"Chief Engineer",
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@@ -3,6 +3,7 @@
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#Job names must be identical to the title var of each job datum
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#Positions can be set to -1 to allow unlimited slots
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Captain=1,1
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Lambent=1,1
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Head of Personnel=1,1
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Head of Security=1,1
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Chief Engineer=1,1
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