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Ported /tg/'s outfit datums, refactored job controller to support them
Players: - The only thing that you should notice is that your backpack options have changed. Instead of being "None", "Backpack", "Satchel", and "Satchel Alt", there are 6 options: - "Grey Backpack": Ensures you always recieve a plain grey backpack. - "Grey Satchel": Same as the above, grey, plain, satchel. - "Grey Dufflebag": So you don't have to rush the locker room, I guess. Just kinda ransacked it from /tg/. Happy to revert it, please do not post a five paragraph text wall calling me a shitlord powergaming hitler-loving furry. - "Leather Satchel": It's a leather satchel. What the hell did you think it was? - "Department Backpack": Gives you the department's default backpack. Grey for most jobs. - "Department Satchel": It gives you the department's default satchel; A grey satchel if the department doesn't have one. Coders: - The above means this needs a minor SQL change: ``` SQL goes here I'll write a query later Can't be bothered now Kill me please ``` - This is a cleaner method of handling job equipment than "M.equip_or_collect" x 1000. Jobs specify a '/datum/outfit' datum, which defines all of the things to equip to the user. - Minor note: equip_or_collect will no longer ever generate a plastic bag. It will instead just drop stuff on the floor if it can't stuff it into a mob. If this is even slightly a point of contention, more than happy to revert it; It was just requested by Fox. - Addendum: This also has the effect of making it so that labcoats are just thrown onto the floor if you have a loadout suit. It's not really avoidable. Uniforms and suits are equipped before the backpack. - Changes from /tg/: - Changed all of the "H.equip_to_slot_or_del" calls into invoking a new "equip_item" proc; This is used to support a new variable called "collect_not_del". Job outfits use this, it makes it so that the system calls equip_or_collect instead of equip_to_slot_or_del. The idea being that job items should never be lost to the void, especially because they can conflict with loadout items. TODO: - Retrofit "Equip Mob" verb to use this for all of the non-job options - Fully implement head announcements(?) - May be best for a second PR that addresses all of the real issues with our current job system ( Now go reread that SQL code block :) )
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@@ -657,7 +657,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(jobdatum)
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dresscode = "[jobdatum.title]"
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jobdatum.equip(M)
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equip_special_id(M,jobdatum.get_access(),jobdatum.title, jobdatum.idtype)
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if("standard space gear")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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@@ -1474,15 +1473,15 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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return
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error_cache.showTo(usr)
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/client/proc/jump_to_ruin()
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set category = "Debug"
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set name = "Jump to Ruin"
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set desc = "Displays a list of all placed ruins to teleport to."
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if(!check_rights(R_DEBUG))
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return
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var/list/names = list()
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for(var/i in ruin_landmarks)
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var/obj/effect/landmark/ruin/ruin_landmark = i
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@@ -1505,21 +1504,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(istype(landmark))
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var/datum/map_template/ruin/template = landmark.ruin_template
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admin_forcemove(usr, get_turf(landmark))
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to_chat(usr, "<span class='name'>[template.name]</span>")
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to_chat(usr, "<span class='italics'>[template.description]</span>")
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log_admin("[key_name(usr)] jumped to ruin [ruinname]")
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if(!isobserver(usr))
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message_admins("[key_name_admin(usr)] jumped to ruin [ruinname]", 1)
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feedback_add_details("admin_verb","JT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/toggle_medal_disable()
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set category = "Debug"
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set name = "Toggle Medal Disable"
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set desc = "Toggles the safety lock on trying to contact the medal hub."
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if(!check_rights(R_DEBUG))
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return
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