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https://github.com/ParadiseSS13/Paradise.git
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Barber Update
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@@ -197,6 +197,17 @@ var/list/uplink_items = list()
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cost = 6
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job = list("Bartender")
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//Barber
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/datum/uplink_item/jobspecific/safety_scissors //Hue
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name = "Safety Scissors"
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desc = "A pair of scissors that are anything but what their name implies; can easily cut right into someone's throat."
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reference = "CTS"
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item = /obj/item/weapon/scissors/safety
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cost = 10
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job = list("Barber")
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//Engineer
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/datum/uplink_item/jobspecific/powergloves
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@@ -379,4 +379,5 @@
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
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else
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/storage/box/barber(H.back), slot_in_backpack)
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return 1
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@@ -0,0 +1,109 @@
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/obj/item/weapon/scissors
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name = "Scissors"
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desc = "Those are scissors. Don't run with them!"
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icon_state = "scissor"
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item_state = "scissor"
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force = 5
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sharp = 1
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edge = 1
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w_class = 2
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("slices", "cuts", "stabs", "jabs")
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/obj/item/weapon/scissors/barber
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name = "Barber's Scissors"
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desc = "A pair of scissors used by the barber."
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icon_state = "bscissor"
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item_state = "scissor"
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attack_verb = list("beautifully slices", "artistically cuts", "smoothly stabs", "quickly jabs")
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/obj/item/weapon/scissors/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(user.a_intent != "help")
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..()
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return
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if(!(M in view(1))) //Adjacency test
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..()
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return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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//see code/modules/mob/new_player/preferences.dm at approx line 545 for comments!
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//this is largely copypasted from there.
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//handle facial hair (if necessary)
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var/list/species_facial_hair = list()
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if(H.gender == MALE || H.get_species() == "Vulpkanin")
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if(H.species)
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for(var/i in facial_hair_styles_list)
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var/datum/sprite_accessory/facial_hair/tmp_facial = facial_hair_styles_list[i]
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if(H.species.name in tmp_facial.species_allowed)
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species_facial_hair += i
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else
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species_facial_hair = facial_hair_styles_list
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var/f_new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in species_facial_hair
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//handle normal hair
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var/list/species_hair = list()
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if(H.species)
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for(var/i in hair_styles_list)
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var/datum/sprite_accessory/hair/tmp_hair = hair_styles_list[i]
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if(H.species.name in tmp_hair.species_allowed)
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species_hair += i
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else
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species_hair = hair_styles_list
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var/h_new_style = input(user, "Select a hair style", "Grooming") as null|anything in species_hair
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user.visible_message("[user] starts cutting [M]'s hair!", "You start cutting [M]'s hair!", "You hear the sound of scissors.") //arguments for this are: 1. what others see 2. what the user sees 3. what blind people hear. --Fixed grammar, (TGameCo)
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playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
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spawn(5)
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playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
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spawn(10)
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playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
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if(do_after(user, 50, target = H)) //this is the part that adds a delay. delay is in deciseconds. --Made it 5 seconds, because hair isn't cut in one second in real life, and I want at least a little bit longer time, (TGameCo)
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if(!(M in view(1))) //Adjacency test
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user.visible_message("[user] stops cutting [M]'s hair.", "You stop cutting [M]'s hair.", "The sounds of scissors stop")
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return
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if(f_new_style)
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H.f_style = f_new_style
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if(h_new_style)
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H.h_style = h_new_style
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H.update_hair()
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user.visible_message("[user] finishes cutting [M]'s hair!")
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/obj/item/weapon/scissors/safety //Totally safe, I assure you.
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name = "safety scissors"
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desc = "The blades of the scissors appear to be made of some sort of ultra-strong metal alloy."
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force = 18 //same as e-daggers
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var/is_cutting = 0 //to prevent spam clicking this for rapid oxyloss.
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/obj/item/weapon/scissors/safety/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(user.a_intent != "help")
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..()
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return
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if(!(M in view(1)))
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..()
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return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!is_cutting)
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is_cutting = 1
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user.visible_message("[user] starts cutting [M]'s hair!", "You start cutting [M]'s hair!", "You hear the sound of scissors.")
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playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
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spawn(5)
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playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
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spawn(10)
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playsound(loc, "sound/items/Wirecutter.ogg", 50, 1, -1)
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if(do_after(user, 50, target = H))
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playsound(loc, "sound/weapons/bladeslice.ogg", 50, 1, -1)
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user.visible_message("[user] abruptly stops cutting [M]'s hair. and slices their throat!", "You stop cutting [M]'s hair and slice their throat!", "The sounds of scissors stop as blood sprays everywhere.")
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H.losebreath += 10 //30 Oxy damage over time
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H.apply_damage(18, BRUTE, "head", sharp =1, edge =1, used_weapon = "scissors")
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var/turf/location = get_turf(H)
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if (istype(location, /turf/simulated))
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location.add_blood()
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H.bloody_hands(H)
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H.bloody_body(H)
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var/mob/living/carbon/human/U = user
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U.bloody_hands(H)
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U.bloody_body(H)
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is_cutting = 0
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return
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is_cutting = 0
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@@ -644,3 +644,18 @@
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new /obj/item/weapon/light/tube(src)
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for(var/i = 0; i < 7; i++)
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new /obj/item/weapon/light/bulb(src)
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/obj/item/weapon/storage/box/barber
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name = "Barber Starter Kit"
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desc = "For all hairstyling needs."
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icon_state = "implant"
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/obj/item/weapon/storage/box/barber/New()
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..()
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new /obj/item/weapon/scissors/barber(src)
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new /obj/item/weapon/scissors/barber(src)
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new /obj/item/weapon/reagent_containers/glass/bottle/reagent/hairgrownium(src)
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new /obj/item/weapon/reagent_containers/glass/bottle/reagent/hair_dye(src)
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new /obj/item/weapon/reagent_containers/glass/bottle/reagent(src)
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new /obj/item/weapon/reagent_containers/dropper(src)
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new /obj/item/clothing/mask/fakemoustache(src) //totally necessary for successful barbering -Fox
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@@ -275,6 +275,21 @@
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..()
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reagents.add_reagent("insulin", 50)
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/obj/item/weapon/reagent_containers/glass/bottle/reagent/hairgrownium
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name = "Hair Grow Gel"
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desc = "A bottle full of a stimulative hair growth formula"
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New()
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..()
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reagents.add_reagent("hairgrownium", 50)
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/obj/item/weapon/reagent_containers/glass/bottle/reagent/hair_dye
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name = "Hair Dye Bottle"
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desc = "A bottle of the ever-changing quantum hair dye."
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New()
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..()
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reagents.add_reagent("hair_dye", 50)
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////////////////////Traitor Poison Bottle//////////////////////////////
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/obj/item/weapon/reagent_containers/glass/bottle/traitor
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@@ -722,6 +722,7 @@
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#include "code\game\objects\items\weapons\power_cells.dm"
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#include "code\game\objects\items\weapons\RCD.dm"
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#include "code\game\objects\items\weapons\RSF.dm"
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#include "code\game\objects\items\weapons\scissors.dm"
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#include "code\game\objects\items\weapons\scrolls.dm"
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#include "code\game\objects\items\weapons\shards.dm"
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#include "code\game\objects\items\weapons\shields.dm"
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