mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
@@ -239,7 +239,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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/obj/item/weapon/bikehorn,
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/obj/item/clothing/under/mime,
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/obj/item/clothing/shoes/black,
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/obj/item/clothing/gloves/white,
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/obj/item/clothing/gloves/color/white,
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/obj/item/clothing/mask/gas/mime,
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/obj/item/clothing/head/beret,
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/obj/item/clothing/suit/suspenders,
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@@ -263,7 +263,7 @@
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H.equip_or_collect(new /obj/item/device/radio/headset/headset_service(H), slot_l_ear)
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H.equip_or_collect(new /obj/item/clothing/shoes/black(H), slot_shoes)
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H.equip_or_collect(new /obj/item/device/pda/mime(H), slot_wear_pda)
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H.equip_or_collect(new /obj/item/clothing/gloves/white(H), slot_gloves)
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H.equip_or_collect(new /obj/item/clothing/gloves/color/white(H), slot_gloves)
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H.equip_or_collect(new /obj/item/clothing/head/beret(H), slot_head)
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H.equip_or_collect(new /obj/item/clothing/suit/suspenders(H), slot_wear_suit)
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if(H.backbag == 1)
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@@ -166,7 +166,7 @@
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del(src)
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/obj/effect/landmark/costume/scratch/New()
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new /obj/item/clothing/gloves/white(src.loc)
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new /obj/item/clothing/gloves/color/white(src.loc)
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new /obj/item/clothing/shoes/white(src.loc)
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new /obj/item/clothing/under/scratch(src.loc)
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if (prob(30))
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@@ -29,6 +29,8 @@
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syndie = 1
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/obj/item/device/encryptionkey/binary
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name = "binary translator key"
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desc = "An encryption key for a radio headset. To access the binary channel, use :b."
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icon_state = "cypherkey"
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translate_binary = 1
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origin_tech = "syndicate=3"
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@@ -97,27 +99,27 @@
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name = "Head of Personnel's Encryption Key"
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icon_state = "hop_cypherkey"
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channels = list("Supply" = 1, "Service" = 1, "Security" = 0, "Command" = 1)
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/obj/item/device/encryptionkey/heads/ntrep
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name = "Nanotrasen Representative's Encryption Key"
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icon_state = "com_cypherkey"
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channels = list("Command" = 1, "Security" = 0, "Engineering" = 0, "Science" = 0, "Medical" = 0, "Supply" = 0, "Service" = 0)
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/obj/item/device/encryptionkey/heads/ntrec
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name = "Nanotrasen Recruiter's Encryption Key"
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icon_state = "com_cypherkey"
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channels = list("Command" = 1, "Security" = 0)
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/obj/item/device/encryptionkey/heads/magistrate
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name = "Magistrate's Encryption Key"
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icon_state = "com_cypherkey"
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channels = list("Command" = 1, "Security" = 1)
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channels = list("Command" = 1, "Security" = 1)
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/obj/item/device/encryptionkey/heads/blueshield
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name = "Blueshield's Encryption Key"
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icon_state = "com_cypherkey"
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channels = list("Command" = 1, "Security" = 1)
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/*
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/obj/item/device/encryptionkey/headset_mine
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name = "Mining Radio Encryption Key"
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@@ -133,7 +135,7 @@
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name = "Supply Radio Encryption Key"
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icon_state = "cargo_cypherkey"
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channels = list("Supply" = 1)
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/obj/item/device/encryptionkey/headset_service
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name = "Service Radio Encryption Key"
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icon_state = "srv_cypherkey"
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@@ -17,7 +17,6 @@
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/obj/item/device/radio/headset/New()
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..()
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keyslot1 = new /obj/item/device/encryptionkey/
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recalculateChannels()
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@@ -52,147 +51,147 @@
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desc = "This is used by your elite security force. To access the security channel, use :s."
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icon_state = "sec_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_sec
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keyslot1 = new /obj/item/device/encryptionkey/headset_sec
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/obj/item/device/radio/headset/headset_eng
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name = "engineering radio headset"
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desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
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icon_state = "eng_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_eng
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keyslot1 = new /obj/item/device/encryptionkey/headset_eng
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/obj/item/device/radio/headset/headset_rob
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name = "robotics radio headset"
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desc = "Made specifically for the roboticists who cannot decide between departments. To access the engineering channel, use :e. For research, use :n."
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icon_state = "rob_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_rob
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keyslot1 = new /obj/item/device/encryptionkey/headset_rob
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/obj/item/device/radio/headset/headset_med
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name = "medical radio headset"
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desc = "A headset for the trained staff of the medbay. To access the medical channel, use :m."
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icon_state = "med_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_med
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keyslot1 = new /obj/item/device/encryptionkey/headset_med
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/obj/item/device/radio/headset/headset_sci
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name = "science radio headset"
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desc = "A sciency headset. Like usual. To access the science channel, use :n."
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icon_state = "sci_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_sci
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keyslot1 = new /obj/item/device/encryptionkey/headset_sci
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/obj/item/device/radio/headset/headset_medsci
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name = "medical research radio headset"
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desc = "A headset that is a result of the mating between medical and science. To access the medical channel, use :m. For science, use :n."
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icon_state = "medsci_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_medsci
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keyslot1 = new /obj/item/device/encryptionkey/headset_medsci
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/obj/item/device/radio/headset/headset_com
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name = "command radio headset"
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desc = "A headset with a commanding channel. To access the command channel, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_com
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keyslot1 = new /obj/item/device/encryptionkey/headset_com
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/obj/item/device/radio/headset/heads/captain
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name = "captain's headset"
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desc = "The headset of the boss. Channels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :z - service, :m - medical, :n - science."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/captain
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keyslot1 = new /obj/item/device/encryptionkey/heads/captain
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/obj/item/device/radio/headset/heads/rd
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name = "Research Director's headset"
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desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/rd
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keyslot1 = new /obj/item/device/encryptionkey/heads/rd
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/obj/item/device/radio/headset/heads/hos
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name = "head of security's headset"
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desc = "The headset of the man who protects your worthless lifes. To access the security channel, use :s. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/hos
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keyslot1 = new /obj/item/device/encryptionkey/heads/hos
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/obj/item/device/radio/headset/heads/ce
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name = "chief engineer's headset"
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desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/ce
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keyslot1 = new /obj/item/device/encryptionkey/heads/ce
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/obj/item/device/radio/headset/heads/cmo
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name = "chief medical officer's headset"
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desc = "The headset of the highly trained medical chief. To access the medical channel, use :m. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/cmo
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keyslot1 = new /obj/item/device/encryptionkey/heads/cmo
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/obj/item/device/radio/headset/heads/hop
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name = "head of personnel's headset"
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desc = "The headset of the guy who will one day be captain. Channels are as follows: :u - supply, :z - service, :s - security, :c - command."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/hop
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keyslot1 = new /obj/item/device/encryptionkey/heads/hop
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/*
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/obj/item/device/radio/headset/headset_mine
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name = "mining radio headset"
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desc = "Headset used by miners. How useless. To access the mining channel, use :d."
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icon_state = "mine_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_mine
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keyslot1 = new /obj/item/device/encryptionkey/headset_mine
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/obj/item/device/radio/headset/heads/qm
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name = "quartermaster's headset"
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desc = "The headset of the man who control your toiletpaper supply. To access the cargo channel, use :q. For mining, use :d."
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icon_state = "cargo_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/qm
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keyslot1 = new /obj/item/device/encryptionkey/heads/qm
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*/
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/obj/item/device/radio/headset/headset_cargo
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name = "supply radio headset"
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desc = "A headset used by the cargo department. To access the supply channel, use :u."
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icon_state = "cargo_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_cargo
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keyslot1 = new /obj/item/device/encryptionkey/headset_cargo
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/obj/item/device/radio/headset/headset_service
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name = "service radio headset"
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desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean. To access the service channel, use :z."
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icon_state = "srv_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_service
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keyslot1 = new /obj/item/device/encryptionkey/headset_service
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/obj/item/device/radio/headset/heads/ntrep
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name = "nanotrasen representative's headset"
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desc = "The headset of the Nanotrasen Representative. Channels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :z - service, :m - medical, :n - science."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/ntrep
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keyslot1 = new /obj/item/device/encryptionkey/heads/ntrep
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/obj/item/device/radio/headset/heads/ntrec
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name = "nanotrasen recruiter's headset"
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desc = "The headset of the Nanotrasen Recruiter. Channels are as follows: :c - command, :s - security."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/ntrec
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keyslot1 = new /obj/item/device/encryptionkey/heads/ntrec
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/obj/item/device/radio/headset/heads/magistrate
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name = "magistrate's headset"
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desc = "The headset of the Magistrate. Channels are as follows: :c - command, :s - security."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/magistrate
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keyslot1 = new /obj/item/device/encryptionkey/heads/magistrate
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/obj/item/device/radio/headset/heads/blueshield
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name = "blueshield's headset"
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desc = "The headset of the Blueshield. Channels are as follows: :c - command, :s - security."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/blueshield
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keyslot1 = new /obj/item/device/encryptionkey/heads/blueshield
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/obj/item/device/radio/headset/ert
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name = "CentCom Response Team headset"
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@@ -200,7 +199,7 @@
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icon_state = "com_headset"
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item_state = "headset"
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freerange = 1
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keyslot2 = new /obj/item/device/encryptionkey/ert
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keyslot1 = new /obj/item/device/encryptionkey/ert
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//The below was ported from Baystation.
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/obj/item/device/radio/headset/heads/ai_integrated //No need to care about icons, it should be hidden inside the AI anyway.
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@@ -251,7 +250,7 @@
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user << "You pop out the encryption keys in the headset!"
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else
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user << "This headset doesn't have any encryption keys! How useless..."
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user << "This headset doesn't have any unique encryption keys! How useless..."
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if(istype(W, /obj/item/device/encryptionkey/))
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if(keyslot1 && keyslot2)
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@@ -92,7 +92,7 @@
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"/obj/item/stack/medical",
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"/obj/item/device/flashlight/pen",
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"/obj/item/clothing/mask/surgical",
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"/obj/item/clothing/gloves/latex",
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"/obj/item/clothing/gloves/color/latex",
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"/obj/item/weapon/reagent_containers/hypospray/autoinjector"
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)
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@@ -85,13 +85,13 @@
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New()
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..()
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/latex(src)
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new /obj/item/clothing/gloves/color/latex(src)
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new /obj/item/clothing/gloves/color/latex(src)
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new /obj/item/clothing/gloves/color/latex(src)
|
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new /obj/item/clothing/gloves/color/latex(src)
|
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new /obj/item/clothing/gloves/color/latex(src)
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new /obj/item/clothing/gloves/color/latex(src)
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new /obj/item/clothing/gloves/color/latex(src)
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/obj/item/weapon/storage/box/masks
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name = "sterile masks"
|
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|
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@@ -123,10 +123,10 @@
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new /obj/item/device/radio/headset/headset_med(src)
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new /obj/item/clothing/head/soft/blue(src)
|
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new /obj/item/clothing/head/soft/blue(src)
|
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new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/clothing/gloves/latex(src)
|
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new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/clothing/gloves/color/latex(src)
|
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new /obj/item/clothing/gloves/color/latex(src)
|
||||
new /obj/item/clothing/gloves/color/latex(src)
|
||||
new /obj/item/clothing/gloves/color/latex(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/head/soft/blue(src)
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
new /obj/item/clothing/suit/storage/labcoat(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/device/radio/headset/headset_med(src)
|
||||
new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/clothing/gloves/color/latex/nitrile(src)
|
||||
new /obj/item/weapon/defibrillator/loaded(src)
|
||||
new /obj/item/weapon/storage/belt/medical(src)
|
||||
new /obj/item/clothing/glasses/hud/health(src)
|
||||
@@ -144,9 +144,8 @@
|
||||
new /obj/item/clothing/suit/storage/labcoat/cmo(src)
|
||||
new /obj/item/clothing/under/rank/chief_medical_officer(src)
|
||||
new /obj/item/clothing/shoes/brown (src)
|
||||
new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/device/radio/headset/heads/cmo(src)
|
||||
new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/clothing/gloves/color/latex/nitrile(src)
|
||||
new /obj/item/weapon/defibrillator/loaded(src)
|
||||
new /obj/item/weapon/storage/belt/medical(src)
|
||||
new /obj/item/device/flash(src)
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
new /obj/item/clothing/suit/storage/labcoat(src)
|
||||
new /obj/item/weapon/cartridge/rd(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
new /obj/item/clothing/gloves/latex(src)
|
||||
new /obj/item/clothing/gloves/color/latex(src)
|
||||
new /obj/item/device/radio/headset/heads/rd(src)
|
||||
new /obj/item/weapon/tank/air(src)
|
||||
new /obj/item/clothing/mask/gas(src)
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
new /obj/item/weapon/cartridge/captain(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/device/radio/headset/heads/captain(src)
|
||||
new /obj/item/clothing/gloves/captain(src)
|
||||
new /obj/item/clothing/gloves/color/captain(src)
|
||||
new /obj/item/weapon/gun/energy/gun(src)
|
||||
return
|
||||
|
||||
@@ -234,7 +234,7 @@
|
||||
new /obj/item/device/flash(src)
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/clothing/under/rank/centcom_officer(src)
|
||||
new /obj/item/clothing/gloves/white(src)
|
||||
new /obj/item/clothing/gloves/color/white(src)
|
||||
new /obj/item/clothing/shoes/centcom(src)
|
||||
new /obj/item/clothing/under/lawyer/oldman(src)
|
||||
new /obj/item/clothing/under/lawyer/black(src)
|
||||
@@ -260,7 +260,7 @@
|
||||
new /obj/item/device/flash(src)
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/clothing/under/rank/centcom_officer(src)
|
||||
new /obj/item/clothing/gloves/white(src)
|
||||
new /obj/item/clothing/gloves/color/white(src)
|
||||
new /obj/item/clothing/shoes/centcom(src)
|
||||
new /obj/item/clothing/under/lawyer/oldman(src)
|
||||
new /obj/item/clothing/under/lawyer/black(src)
|
||||
|
||||
@@ -729,7 +729,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("masked killer")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
|
||||
@@ -811,7 +811,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("nanotrasen representative")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
|
||||
|
||||
var/obj/item/device/pda/heads/ntrep/pda = new(M)
|
||||
@@ -836,7 +836,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("nanotrasen officer")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
|
||||
|
||||
@@ -861,7 +861,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("nanotrasen captain")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
|
||||
|
||||
@@ -899,12 +899,12 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
W.assignment = "Emergency Response Team"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
|
||||
var/obj/item/device/pda/centcom/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Emergency Response Team"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
|
||||
|
||||
if("emergency response team leader")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
|
||||
@@ -922,7 +922,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
W.assignment = "Emergency Response Team Leader"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
|
||||
var/obj/item/device/pda/centcom/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Emergency Response Team Leader"
|
||||
@@ -962,7 +962,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("special ops formal")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
@@ -1021,7 +1021,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
|
||||
@@ -21,16 +21,4 @@
|
||||
/obj/item/clothing/gloves/boxing/yellow
|
||||
icon_state = "boxingyellow"
|
||||
item_state = "boxingyellow"
|
||||
species_fit = list("Vox")
|
||||
|
||||
/obj/item/clothing/gloves/white
|
||||
name = "white gloves"
|
||||
desc = "These look pretty fancy."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
_color="mime"
|
||||
species_fit = list("Vox")
|
||||
|
||||
redcoat
|
||||
_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
|
||||
|
||||
species_fit = list("Vox")
|
||||
@@ -155,4 +155,55 @@
|
||||
"Vox" = 'icons/mob/species/vox/gloves.dmi'
|
||||
)
|
||||
cargo
|
||||
_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
|
||||
_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
|
||||
|
||||
/obj/item/clothing/gloves/color/latex
|
||||
name = "latex gloves"
|
||||
desc = "Cheap sterile gloves made from latex."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
siemens_coefficient = 0.30
|
||||
permeability_coefficient = 0.01
|
||||
_color="white"
|
||||
transfer_prints = TRUE
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/mask.dmi'
|
||||
)
|
||||
cmo
|
||||
_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
|
||||
|
||||
/obj/item/clothing/gloves/color/latex/nitrile
|
||||
name = "nitrile gloves"
|
||||
desc = "Pricy sterile gloves that are stronger than latex."
|
||||
icon_state = "nitrile"
|
||||
item_state = "nitrilegloves"
|
||||
transfer_prints = FALSE
|
||||
|
||||
/obj/item/clothing/gloves/color/white
|
||||
name = "white gloves"
|
||||
desc = "These look pretty fancy."
|
||||
icon_state = "white"
|
||||
item_state = "wgloves"
|
||||
_color="mime"
|
||||
|
||||
redcoat
|
||||
_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/color/captain
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "captain's gloves"
|
||||
icon_state = "captain"
|
||||
item_state = "egloves"
|
||||
_color = "captain"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/mask.dmi'
|
||||
)
|
||||
@@ -1,19 +1,3 @@
|
||||
/obj/item/clothing/gloves/captain
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "captain's gloves"
|
||||
icon_state = "captain"
|
||||
item_state = "egloves"
|
||||
_color = "captain"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/mask.dmi'
|
||||
)
|
||||
/obj/item/clothing/gloves/cyborg
|
||||
desc = "beep boop borp"
|
||||
name = "cyborg gloves"
|
||||
@@ -55,21 +39,6 @@
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/mask.dmi'
|
||||
)
|
||||
/obj/item/clothing/gloves/latex
|
||||
name = "latex gloves"
|
||||
desc = "Sterile latex gloves."
|
||||
icon_state = "latex"
|
||||
item_state = "lgloves"
|
||||
siemens_coefficient = 0.30
|
||||
permeability_coefficient = 0.01
|
||||
_color="white"
|
||||
transfer_prints = TRUE
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/mask.dmi'
|
||||
)
|
||||
cmo
|
||||
_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
|
||||
|
||||
/obj/item/clothing/gloves/botanic_leather
|
||||
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
|
||||
@@ -77,7 +46,10 @@
|
||||
icon_state = "leather"
|
||||
item_state = "ggloves"
|
||||
permeability_coefficient = 0.9
|
||||
siemens_coefficient = 0.9
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/mask.dmi'
|
||||
|
||||
@@ -63,6 +63,8 @@
|
||||
eye_blurry = max(eye_blurry,(effect/(blocked+1)))
|
||||
if(DROWSY)
|
||||
drowsyness = max(drowsyness,(effect/(blocked+1)))
|
||||
if(JITTER)
|
||||
jitteriness = max(jitteriness,(effect/(blocked+1)))
|
||||
updatehealth()
|
||||
return 1
|
||||
|
||||
@@ -76,7 +78,7 @@
|
||||
/mob/living/carbon/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0)
|
||||
return ..()
|
||||
|
||||
/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)
|
||||
/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)
|
||||
if(blocked >= 2) return 0
|
||||
if(stun) apply_effect(stun, STUN, blocked)
|
||||
if(weaken) apply_effect(weaken, WEAKEN, blocked)
|
||||
@@ -87,4 +89,5 @@
|
||||
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
|
||||
if(agony) apply_effect(agony, AGONY, blocked)
|
||||
if(stamina) apply_damage(stamina, STAMINA, null, blocked)
|
||||
if(jitter) apply_effect(jitter, JITTER, blocked)
|
||||
return 1
|
||||
|
||||
@@ -51,6 +51,7 @@
|
||||
var/drowsy = 0
|
||||
var/agony = 0
|
||||
var/stamina = 0
|
||||
var/jitter = 0
|
||||
var/embed = 0 // whether or not the projectile can embed itself in the mob
|
||||
var/forcedodge = 0
|
||||
|
||||
@@ -79,7 +80,7 @@
|
||||
if(!isliving(target)) return 0
|
||||
if(isanimal(target)) return 0
|
||||
var/mob/living/L = target
|
||||
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, stamina) // add in AGONY!
|
||||
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked, stamina, jitter) // add in AGONY!
|
||||
return 1
|
||||
|
||||
proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
stun = 5
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
hitsound = 'sound/weapons/tase.ogg'
|
||||
range = 7
|
||||
//Damage will be handled on the MOB side, to prevent window shattering.
|
||||
|
||||
@@ -101,7 +101,7 @@ proc/GetAnomalySusceptibility(var/mob/living/carbon/human/H)
|
||||
protected += 0.2
|
||||
|
||||
//latex gloves and science goggles also give a bit of bonus protection
|
||||
if(istype(H.gloves,/obj/item/clothing/gloves/latex))
|
||||
if(istype(H.gloves,/obj/item/clothing/gloves/color/latex))
|
||||
protected += 0.1
|
||||
|
||||
if(istype(H.glasses,/obj/item/clothing/glasses/science))
|
||||
|
||||
@@ -485,6 +485,7 @@ var/list/global_mutations = list() // list of hidden mutation things
|
||||
#define STUTTER "stutter"
|
||||
#define EYE_BLUR "eye_blur"
|
||||
#define DROWSY "drowsy"
|
||||
#define JITTER "jitter"
|
||||
|
||||
//I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches
|
||||
#define BRUTELOSS 1
|
||||
|
||||
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|
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+13610
-13611
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Load Diff
Reference in New Issue
Block a user