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Job Changes
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@@ -4,6 +4,8 @@
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icon_state = "captain"
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item_state = "egloves"
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_color = "captain"
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
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heat_protection = HANDS
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@@ -10,7 +10,7 @@
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siemens_coefficient = 0.9
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loose = 35 // why-a do people always push-a me over
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//Captain: This probably shouldn't be space-worthy
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//Captain
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/obj/item/clothing/head/caphat
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name = "captain's hat"
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icon_state = "captain"
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@@ -18,8 +18,15 @@
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flags = FPRINT|TABLEPASS
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item_state = "caphat"
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siemens_coefficient = 0.9
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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loose = 43 // not the answer
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//Captain: no longer space-worthy
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/obj/item/clothing/head/caphat/parade
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name = "captain's parade cap"
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desc = "Worn only by Captains with an abundance of class."
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icon_state = "capcap"
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//Captain: This probably shouldn't be space-worthy
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/obj/item/clothing/head/helmet/cap
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name = "captain's cap"
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@@ -32,6 +39,16 @@
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siemens_coefficient = 0.9
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loose = 17
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//Head of Personnel
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/obj/item/clothing/head/hopcap
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name = "head of personnel's cap"
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icon_state = "hopcap"
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desc = "The symbol of true bureaucratic micromanagement."
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flags = FPRINT|TABLEPASS
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siemens_coefficient = 0.9
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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loose = 43 // not the answer
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//Chaplain
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/obj/item/clothing/head/chaplain_hood
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name = "chaplain's hood"
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@@ -1,6 +1,6 @@
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/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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flags = FPRINT | TABLEPASS
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@@ -32,6 +32,13 @@
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icon_state = "warden_jacket"
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item_state = "armor"
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/obj/item/clothing/suit/armor/vest/capcarapace
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name = "captain's carapace"
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desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
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icon_state = "capcarapace"
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item_state = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/riot
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name = "Riot Suit"
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@@ -21,7 +21,7 @@ emp_act
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var/turf/curloc = get_turf(src)
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// redirect the projectile
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P.firer = src
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P.firer = src
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P.original = locate(new_x, new_y, P.z)
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P.starting = curloc
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P.current = curloc
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@@ -173,6 +173,8 @@ emp_act
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if(!turfs.len) turfs += pick(/turf in orange(6))
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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if(buckled)
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buckled.unbuckle()
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src.loc = picked
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return 1
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if(species.flags & HAS_CHITTIN && (prob(50 - round(damage / 3))))
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@@ -228,7 +228,7 @@
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New()
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src.modules += new /obj/item/device/flashlight(src)
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src.modules += new /obj/item/device/flashlight/seclite(src)
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src.modules += new /obj/item/device/flash(src)
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src.modules += new /obj/item/borg/sight/hud/sec(src)
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src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
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