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Select Equipment 2: Syndicate Edition
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@@ -602,7 +602,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"assassin",
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"spy",
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"death commando",
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"syndicate commando",
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"syndicate agent",
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"syndicate operative",
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"syndicate strike team",
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"syndicate officer",
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"chrono legionnaire",
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"blue wizard",
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"red wizard",
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@@ -806,7 +809,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate)
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equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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for(var/obj/item/carried_item in M.contents)
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@@ -827,7 +830,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M)
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robe.name = "dark lord robes"
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M.equip_to_slot_or_del(robe, slot_wear_suit)
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equip_special_id(M,get_all_accesses(), "Dark Lord", /obj/item/weapon/card/id/syndicate)
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equip_special_id(M,get_all_accesses(), "Dark Lord", /obj/item/weapon/card/id/syndicate, "syndie")
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if("assassin")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
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@@ -857,7 +860,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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pda.ownjob = "Reaper"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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equip_special_id(M,get_all_accesses(), "Reaper", /obj/item/weapon/card/id/syndicate)
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equip_special_id(M,get_all_accesses(), "Reaper", /obj/item/weapon/card/id/syndicate, "syndie")
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if("spy")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform)
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@@ -884,14 +887,88 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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pda.ownjob = "Spy"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate)
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equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
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if("death commando")//Was looking to add this for a while.
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if("death commando")
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M.equip_death_commando()
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if("syndicate commando")
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if("syndicate agent")
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M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/device/flashlight(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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equip_special_id(M,get_syndicate_access("Syndicate Operative"), "Syndicate Agent", /obj/item/weapon/card/id/syndicate, "syndie")
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var/obj/item/device/radio/uplink/U = new /obj/item/device/radio/uplink(M)
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U.hidden_uplink.uplink_owner="[M.key]"
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U.hidden_uplink.uses = 20
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M.equip_to_slot_or_del(U, slot_r_store)
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if("syndicate operative")
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M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/ammo_box/magazine/m10mm(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/crowbar/red(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/clothing/glasses/night(M), slot_glasses)
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M.equip_or_collect(new /obj/item/weapon/storage/belt/military(M), slot_belt)
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M.equip_or_collect(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/pinpointer/advpinpointer(M), slot_l_store)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/device/flashlight(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi(M), slot_head)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(M)
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R.set_frequency(SYND_FREQ)
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M.equip_to_slot_or_del(R, slot_l_ear)
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var/obj/item/device/radio/uplink/U = new /obj/item/device/radio/uplink(M)
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U.hidden_uplink.uplink_owner="[M.key]"
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U.hidden_uplink.uses = 20
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M.equip_to_slot_or_del(U, slot_r_store)
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M.equip_or_collect(new /obj/item/weapon/tank/jetpack/oxygen/harness(M), slot_in_backpack)
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equip_special_id(M,get_syndicate_access("Syndicate Operative"), "Syndicate Operative", /obj/item/weapon/card/id/syndicate, "syndie")
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var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(M)
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E.implant(M)
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if("syndicate strike team")
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M.equip_syndicate_commando()
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if("syndicate officer")
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M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
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M.equip_or_collect(new /obj/item/weapon/storage/belt/military(M), slot_belt)
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M.equip_or_collect(new /obj/item/weapon/pinpointer/advpinpointer(M), slot_l_store)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red/strike(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red/strike(M), slot_head)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(M)
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R.set_frequency(SYND_FREQ)
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M.equip_to_slot_or_del(R, slot_l_ear)
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var/obj/item/device/radio/uplink/U = new /obj/item/device/radio/uplink(M)
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U.hidden_uplink.uplink_owner="[M.key]"
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U.hidden_uplink.uses = 50
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M.equip_to_slot_or_del(U, slot_r_store)
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M.equip_or_collect(new /obj/item/weapon/tank/jetpack/oxygen/harness(M), slot_in_backpack)
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equip_special_id(M,get_all_accesses() + get_syndicate_access("Syndicate Commando"), "Syndicate Officer", /obj/item/weapon/card/id/syndicate, "commander")
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var/obj/item/weapon/implant/dust/DUST = new /obj/item/weapon/implant/dust(M)
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DUST.implant(M)
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if("nt vip guest")
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M.equip_or_collect(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/shoes/black(M), slot_shoes)
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@@ -1079,7 +1156,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id)
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equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id, "commander")
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//W.icon_state = "commander"
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if("chrono legionnaire")
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@@ -1092,7 +1169,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/chrono_eraser(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
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equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Chrono Legionnaire", /obj/item/weapon/card/id/syndicate)
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equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Chrono Legionnaire", /obj/item/weapon/card/id/syndicate, "syndie")
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M.regenerate_icons()
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@@ -1100,13 +1177,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode].", 1)
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return
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/client/proc/equip_special_id(var/mob/living/carbon/human/H, var/list/theaccess = null, var/jobtext, var/obj/item/weapon/card/id/id_type = /obj/item/weapon/card/id)
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/client/proc/equip_special_id(var/mob/living/carbon/human/H, var/list/theaccess = null, var/jobtext, var/obj/item/weapon/card/id/id_type = /obj/item/weapon/card/id, var/special_icon = null)
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if(!check_rights(R_EVENT))
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return
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var/obj/item/weapon/card/id/W = new id_type(H)
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if(istype(W, /obj/item/weapon/card/id/syndicate))
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W.icon_state = "syndie"
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if(special_icon)
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W.icon_state = special_icon
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W.name = "[H.real_name]'s ID Card ([jobtext])"
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W.access = theaccess
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W.assignment = "[jobtext]"
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