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Paradise's soul removal part 2.5: rest of security (#19522)
* Security suit resprite * Map in security variants of riot and bulletproof armors * Security hats resprite * Security belt and webbing resprite * Blue warden by default because why not * Very tiny (literally one pixel) tweak to the HoS trenchcoat * Security riot suit in the name * Small armor with badge oopsie * Vox suit and hat variants * Species variants of new security suits and helmets * Deconflicted * Deconflicted again * Forgot about the warden's beret existance * Deconflicted suits part two * Blueshield armor too because it would look out of place otherwise * Deconflicted belts * Accidental duplicate I'll fix here
This commit is contained in:
@@ -56,7 +56,7 @@
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/obj/item/clothing/head/collectable/police
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name = "collectable police officer's hat"
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desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
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icon_state = "policehelm"
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icon_state = "policehat"
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dog_fashion = /datum/dog_fashion/head/warden
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/obj/item/clothing/head/collectable/beret
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@@ -128,7 +128,7 @@
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/obj/item/clothing/head/collectable/HoS
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name = "collectable HoS hat"
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desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
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icon_state = "hoscap"
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icon_state = "hos_cap"
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/obj/item/clothing/head/collectable/HoP
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name = "collectable HoP hat"
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@@ -129,7 +129,7 @@
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/obj/item/clothing/head/HoS
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name = "head of security's 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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icon_state = "hos_cap"
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armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75)
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strip_delay = 80
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dog_fashion = /datum/dog_fashion/head/HoS
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@@ -147,18 +147,25 @@
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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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icon_state = "policehat"
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armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 20, ACID = 75)
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strip_delay = 60
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dog_fashion = /datum/dog_fashion/head/warden
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
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)
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/obj/item/clothing/head/officer
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name = "officer's cap"
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desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
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icon_state = "customshelm"
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item_state = "customshelm"
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icon_state = "sechat"
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item_state = "sechat"
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armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
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strip_delay = 60
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
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)
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/obj/item/clothing/head/drillsgt
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name = "security campaign hat"
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@@ -167,7 +174,9 @@
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item_state = "drillsgthat"
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armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
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strip_delay = 60
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
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)
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/obj/item/clothing/head/beret/sec
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name = "security beret"
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desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
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@@ -106,6 +106,12 @@
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suit_adjusted = 1
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actions_types = list(/datum/action/item_action/openclose)
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adjust_flavour = "unzip"
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/suit/armor/hos
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name = "armored coat"
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@@ -118,6 +124,11 @@
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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strip_delay = 80
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/suit/armor/hos/alt
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name = "armored trenchcoat"
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@@ -149,6 +160,11 @@
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strip_delay = 70
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resistance_flags = FLAMMABLE
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dog_fashion = null
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/suit/armor/vest/warden/alt
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name = "warden's jacket"
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@@ -217,7 +233,17 @@
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flags_inv = HIDEJUMPSUIT
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strip_delay = 80
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put_on_delay = 60
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hide_tail_by_species = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/suit/armor/riot/sec
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name = "security riot suit"
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desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement. This one has security markings on it."
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icon_state = "riot-sec"
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item_state = "swat_suit"
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/obj/item/clothing/suit/armor/riot/knight
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name = "plate armour"
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@@ -225,6 +251,7 @@
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icon_state = "knight_green"
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item_state = "knight_green"
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slowdown = 1
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sprite_sheets = list()
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/obj/item/clothing/suit/armor/riot/knight/yellow
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icon_state = "knight_yellow"
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@@ -268,8 +295,18 @@
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armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 35, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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strip_delay = 8 SECONDS
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put_on_delay = 6 SECONDS
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sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi')
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/suit/armor/bulletproof/sec
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name = "security bulletproof vest"
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desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent. This one has security markings on it."
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icon_state = "bulletproof-sec"
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item_state = "armor"
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blood_overlay_type = "armor"
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/obj/item/clothing/suit/armor/laserproof
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name = "ablative armor vest"
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@@ -417,9 +417,19 @@
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armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
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allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/security
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/head/hooded/winterhood/security
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icon_state = "winterhood_sec"
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/head.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/head.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/head.dmi'
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)
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/obj/item/clothing/suit/hooded/wintercoat/medical
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name = "medical winter coat"
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@@ -822,6 +832,11 @@
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put_on_delay = 40
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armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
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//End of inheritance from Security armour.
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
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"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
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"Grey" = 'icons/mob/clothing/species/grey/suit.dmi'
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)
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/obj/item/clothing/suit/jacket/engibomber
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name = "engineering bomber jacket"
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