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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
Odds and Ends
This commit is contained in:
@@ -729,7 +729,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("masked killer")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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@@ -811,7 +811,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("nanotrasen representative")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
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var/obj/item/device/pda/heads/ntrep/pda = new(M)
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@@ -836,7 +836,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("nanotrasen officer")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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@@ -861,7 +861,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("nanotrasen captain")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
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@@ -899,12 +899,12 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.assignment = "Emergency Response Team"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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var/obj/item/device/pda/centcom/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Emergency Response Team"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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if("emergency response team leader")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
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@@ -922,7 +922,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.assignment = "Emergency Response Team Leader"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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var/obj/item/device/pda/centcom/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Emergency Response Team Leader"
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@@ -962,7 +962,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("special ops formal")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
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@@ -1021,7 +1021,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
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@@ -21,16 +21,4 @@
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/obj/item/clothing/gloves/boxing/yellow
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icon_state = "boxingyellow"
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item_state = "boxingyellow"
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species_fit = list("Vox")
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/obj/item/clothing/gloves/white
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name = "white gloves"
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desc = "These look pretty fancy."
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icon_state = "latex"
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item_state = "lgloves"
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_color="mime"
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species_fit = list("Vox")
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redcoat
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_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
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species_fit = list("Vox")
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@@ -155,4 +155,55 @@
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"Vox" = 'icons/mob/species/vox/gloves.dmi'
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)
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cargo
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_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
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_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
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/obj/item/clothing/gloves/color/latex
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name = "latex gloves"
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desc = "Cheap sterile gloves made from latex."
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icon_state = "latex"
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item_state = "lgloves"
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siemens_coefficient = 0.30
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permeability_coefficient = 0.01
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_color="white"
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transfer_prints = TRUE
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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cmo
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_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
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/obj/item/clothing/gloves/color/latex/nitrile
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name = "nitrile gloves"
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desc = "Pricy sterile gloves that are stronger than latex."
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icon_state = "nitrile"
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item_state = "nitrilegloves"
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transfer_prints = FALSE
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/obj/item/clothing/gloves/color/white
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name = "white gloves"
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desc = "These look pretty fancy."
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icon_state = "white"
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item_state = "wgloves"
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_color="mime"
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redcoat
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_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
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/obj/item/clothing/gloves/color/captain
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desc = "Regal blue gloves, with a nice gold trim. Swanky."
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name = "captain's gloves"
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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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max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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@@ -1,19 +1,3 @@
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/obj/item/clothing/gloves/captain
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desc = "Regal blue gloves, with a nice gold trim. Swanky."
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name = "captain's gloves"
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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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max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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/obj/item/clothing/gloves/cyborg
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desc = "beep boop borp"
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name = "cyborg gloves"
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@@ -55,21 +39,6 @@
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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/obj/item/clothing/gloves/latex
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name = "latex gloves"
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desc = "Sterile latex gloves."
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icon_state = "latex"
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item_state = "lgloves"
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siemens_coefficient = 0.30
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permeability_coefficient = 0.01
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_color="white"
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transfer_prints = TRUE
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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)
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cmo
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_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
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/obj/item/clothing/gloves/botanic_leather
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desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
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@@ -77,7 +46,10 @@
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icon_state = "leather"
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item_state = "ggloves"
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permeability_coefficient = 0.9
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siemens_coefficient = 0.9
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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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max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/mask.dmi'
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@@ -63,6 +63,8 @@
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eye_blurry = max(eye_blurry,(effect/(blocked+1)))
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if(DROWSY)
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drowsyness = max(drowsyness,(effect/(blocked+1)))
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if(JITTER)
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jitteriness = max(jitteriness,(effect/(blocked+1)))
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updatehealth()
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return 1
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@@ -76,7 +78,7 @@
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/mob/living/carbon/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0)
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return ..()
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/stamina = 0)
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/stamina = 0, var/jitter = 0)
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if(blocked >= 2) return 0
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if(stun) apply_effect(stun, STUN, blocked)
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if(weaken) apply_effect(weaken, WEAKEN, blocked)
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@@ -87,4 +89,5 @@
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
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if(agony) apply_effect(agony, AGONY, blocked)
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if(stamina) apply_damage(stamina, STAMINA, null, blocked)
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if(jitter) apply_effect(jitter, JITTER, blocked)
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return 1
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@@ -51,6 +51,7 @@
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var/drowsy = 0
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var/agony = 0
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var/stamina = 0
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var/jitter = 0
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var/embed = 0 // whether or not the projectile can embed itself in the mob
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var/forcedodge = 0
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@@ -79,7 +80,7 @@
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if(!isliving(target)) return 0
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if(isanimal(target)) return 0
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var/mob/living/L = target
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, stamina) // add in AGONY!
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, stamina, jitter) // add in AGONY!
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return 1
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proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
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@@ -13,6 +13,7 @@
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stun = 5
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weaken = 5
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stutter = 5
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jitter = 20
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hitsound = 'sound/weapons/tase.ogg'
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range = 7
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//Damage will be handled on the MOB side, to prevent window shattering.
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@@ -101,7 +101,7 @@ proc/GetAnomalySusceptibility(var/mob/living/carbon/human/H)
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protected += 0.2
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//latex gloves and science goggles also give a bit of bonus protection
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if(istype(H.gloves,/obj/item/clothing/gloves/latex))
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if(istype(H.gloves,/obj/item/clothing/gloves/color/latex))
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protected += 0.1
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if(istype(H.glasses,/obj/item/clothing/glasses/science))
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