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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 11:34:19 +01:00
Merge pull request #1269 from Erthilo/TGUpdates
TG Updates r3721 to r3745 Redo
This commit is contained in:
@@ -85,7 +85,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/Move(NewLoc, direct)
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if(NewLoc)
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loc = NewLoc
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for(var/obj/step_trigger/S in NewLoc)
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for(var/obj/effect/step_trigger/S in NewLoc)
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S.HasEntered(src)
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return
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@@ -99,7 +99,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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if((direct & WEST) && x > 1)
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x--
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for(var/obj/step_trigger/S in locate(x, y, z))
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for(var/obj/effect/step_trigger/S in locate(x, y, z))
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S.HasEntered(src)
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/mob/dead/observer/examine()
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@@ -294,6 +294,14 @@
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using.layer = 20
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src.adding += using
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using = new src.h_type( src )
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using.name = "equip"
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using.icon = ui_style
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using.icon_state = "act_equip"
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using.screen_loc = ui_equip
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using.layer = 20
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src.adding += using
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/*
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using = new src.h_type( src )
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using.name = "intent"
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@@ -942,10 +942,6 @@
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client.screen -= hud_used.intents
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client.screen -= hud_used.mov_int
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//Screenlocs for these slots are handled by the huds other_update()
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//because theyre located on the 'other' inventory bar.
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// Gloves
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var/datum/organ/external/lo = organs["l_hand"]
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var/datum/organ/external/ro = organs["r_hand"]
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@@ -1067,9 +1063,10 @@
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clothing_overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = BACK_LAYER)
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back.screen_loc = ui_back
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if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
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//to hide / show them.
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// WHAT IS THIS DOING IN UPDATE_CLOTHING(), AHHHHHHHHHHHHH
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if(client)
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client.screen -= contents
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client.screen += contents
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//to hide / show them.
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if (handcuffed)
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pulling = null
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var/h1 = handcuffed.icon_state
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@@ -1128,6 +1125,11 @@
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clothing_overlays += image("icon" = stain_icon, "layer" = B_SUIT_LAYER)
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wear_suit.screen_loc = ui_oclothing
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//Update_other() MUST be called after all the storage slots get updated. This is because all the storage slots assign their
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//respective items a screen_loc, which other_update() will then override if needed.
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if(client)
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hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
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switch(shielded)
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if(1)
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overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = SHIELD_LAYER)
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@@ -1225,11 +1227,13 @@
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if(lying)
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icon = lying_icon
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overlays += body_overlays_lying
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if(damageicon_lying)
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overlays += body_overlays_lying
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if(!lying)
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icon = stand_icon
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overlays += body_overlays_standing
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if(damageicon_standing)
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overlays += body_overlays_standing
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@@ -481,7 +481,7 @@
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return null
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update_canmove()
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if(sleeping || paralysis || stunned || weakened || resting || buckled || (changeling && changeling.changeling_fakedeath))
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if(stat || sleeping || paralysis || stunned || weakened || resting || buckled || (changeling && changeling.changeling_fakedeath))
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canmove = 0
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else
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@@ -67,6 +67,25 @@
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return
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message = "<B>[src]</B> [input]"
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if ("me")
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if(silent)
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return
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if (src.client && (client.muted || client.muted_complete))
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src << "You are muted."
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return
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if (stat)
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return
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if(!(message))
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return
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else
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if(cmptext(copytext(message, 1, 3), "v "))
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message = "<B>[src]</B> [copytext(message, 3)]"
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m_type = 1
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else if(cmptext(copytext(message, 1, 3), "h "))
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message = "<B>[src]</B> [copytext(message, 3)]"
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m_type = 2
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else
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message = "<B>[src]</B> [message]"
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if ("twitch")
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message = "<B>[src]</B> twitches violently."
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m_type = 1
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@@ -189,25 +208,7 @@
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playsound(src.loc, 'biamthelaw.ogg', 50, 0)
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m_type = 2
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if ("me")
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if(silent)
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return
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if (src.client && (client.muted || client.muted_complete))
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src << "You are muted."
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return
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if (stat)
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return
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if(!(message))
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return
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else
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if(cmptext(copytext(message, 1, 3), "v "))
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message = "<B>[src]</B> [copytext(message, 3)]"
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m_type = 1
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else if(cmptext(copytext(message, 1, 3), "h "))
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message = "<B>[src]</B> [copytext(message, 3)]"
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m_type = 2
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else
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message = "<B>[src]</B> [message]"
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if("help")
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src << "beep-(none)/mob, ping-(none)/mob, buzz-(none)/mob, look-(none)/mob, stare-(none)/mob, glare-(none)/mob, twitch, twitch_s, law"
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@@ -420,11 +420,12 @@
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if (istype(W, /obj/item/weapon/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
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return
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if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if (istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(getBruteLoss() == 0)
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user << "There are no dents to fix here!"
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return
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else if (W:remove_fuel(0))
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else if (WT.remove_fuel(0))
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adjustBruteLoss(-30)
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if(getBruteLoss() < 0) bruteloss = 0
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updatehealth()
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@@ -12,7 +12,7 @@
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//MOB overhaul
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//Not in use yet
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// var/obj/organstructure/organStructure = null
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// var/obj/effect/organstructure/organStructure = null
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//Vars that have been relocated to organStructure
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//Vars that have been relocated to organStructure ++END
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@@ -1,5 +1,3 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/mob/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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@@ -107,9 +105,6 @@
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usr.hud_used.help_intent.icon_state = "help_small_active"
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usr.hud_used.grab_intent.icon_state = "grab_small"
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usr.hud_used.disarm_intent.icon_state = "disarm_small"
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usr << "\blue Your intent is now \"[usr.a_intent]\"."
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else
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usr << "\red This mob type does not use intents."
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//This gets called when you press the delete button.
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/client/verb/delete_key_pressed()
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@@ -1,4 +1,4 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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#define UI_OLD 0
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#define UI_NEW 1
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@@ -439,14 +439,48 @@ datum/preferences
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if(job.title != new_title)
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job_alt_titles[job.title] = new_title
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proc/SetChoices(mob/user, changedjob)
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proc/SetChoices(mob/user, limit = 17, list/splitJobs, width = 550, height = 500)
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//limit - The amount of jobs allowed per column. Defaults to 17 to make it look nice.
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//splitJobs - Allows you split the table by job. You can make different tables for each department by including their heads. Defaults to CE to make it look nice.
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//width - Screen' width. Defaults to 550 to make it look nice.
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//height - Screen's height. Defaults to 500 to make it look nice.
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// Modify this if you added more jobs and it looks like a mess. Add the jobs in the splitJobs that you want to trigger and intitate a new table.
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if(splitJobs == null)
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if (ticker.current_state >= GAME_STATE_PLAYING
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)
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splitJobs = list()
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else
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splitJobs = list("Chief Engineer")
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var/HTML = "<body>"
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HTML += "<tt><center>"
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HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br>"
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HTML += "<table width='100%' cellpadding='1' cellspacing='0' align='center'>"
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HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br><br>"
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HTML += "<a align='center' href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a><br><br>" // Easier to press up here.
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>" // Table within a table for alignment, also allows you to easily add more colomns.
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
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var/index = -1
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//The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows.
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var/datum/job/lastJob
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for(var/datum/job/job in job_master.occupations)
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index += 1
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if((index >= limit) || (job.title in splitJobs))
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if((index < limit) && (lastJob != null))
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//If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with
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//the last job's selection color. Creating a rather nice effect.
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for(var/i = 0, i < (limit - index), i += 1)
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HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'><a> </a></td><td><a> </a></td></tr>"
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HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
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index = 0
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HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
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var/rank = job.title
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lastJob = job
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if(jobban_isbanned(user, rank))
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HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[BANNED]</b></font></td></tr>"
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continue
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@@ -483,12 +517,10 @@ datum/preferences
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else
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HTML += "</a></td></tr>"
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HTML += "</table><br>"
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HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
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HTML += "</center></tt>"
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user << browse(null, "window=preferences")
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user << browse(HTML, "window=mob_occupation;size=320x600")
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user << browse(HTML, "window=mob_occupation;size=[width]x[height]")
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return
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@@ -303,6 +303,15 @@
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usr.hud_used.other_update()
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if("equip")
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var/obj/item/I = usr.get_active_hand()
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if(!I)
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usr << "\blue You are not holding anything to equip."
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return
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.equip_to_appropriate_slot(I)
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if("maprefresh")
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var/obj/machinery/computer/security/seccomp = usr.machine
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