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Things should be throwable past tables. Response team should work a bit better, added space suit for medics.
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@@ -98,7 +98,7 @@ TABLE AND RACK OBJECT INTERATIONS
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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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if(istype(mover) && (mover.checkpass(PASSTABLE) || mover.checkpass(TABLEPASS))) //WTF do things hit tables like that? Jeez.
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return 1
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else
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return 0
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@@ -76,6 +76,7 @@ proc/trigger_armed_response_team()
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/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
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var/mob/living/carbon/human/M = new(spawn_location.loc)
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response_team_members |= M
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var/new_facial = input("Please select facial hair color.", "Character Generation") as color
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if(new_facial)
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@@ -157,6 +158,7 @@ proc/trigger_armed_response_team()
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M.update_clothing()
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M.real_name = commando_name
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M.name = commando_name
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M.age = !leader_selected ? rand(23,35) : rand(35,45)
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M.dna.ready_dna(M)//Creates DNA.
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@@ -48,3 +48,15 @@
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 0
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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/obj/item/clothing/head/helmet/space/medic
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name = "medical space helmet"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 30)
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/obj/item/clothing/suit/space/medic
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name = "medical space suit"
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icon_state = "bio_general"
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w_class = 3
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slowdown = 0
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 30)
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