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https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-06 23:51:43 +00:00
Re-adds PDA slot
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@@ -859,7 +859,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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pda.owner = M.real_name
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pda.ownjob = "Reaper"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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M.equip_to_slot_or_del(pda, slot_wear_pda)
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equip_special_id(M,get_all_accesses(), "Reaper", /obj/item/weapon/card/id/syndicate, "syndie")
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if("spy")
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@@ -976,7 +976,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_or_collect(new /obj/item/clothing/head/that(M), slot_head)
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M.equip_or_collect(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
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M.equip_or_collect(new /obj/item/device/pda/(M), slot_belt)
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M.equip_or_collect(new /obj/item/device/pda/(M), slot_wear_pda)
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equip_special_id(M,get_centcom_access("VIP Guest"), "VIP Guest", /obj/item/weapon/card/id/centcom)
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if("nt navy officer")
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@@ -985,10 +985,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_or_collect(new /obj/item/device/radio/headset/centcom(M), slot_l_ear)
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M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_belt)
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M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_wear_pda)
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M.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
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M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
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@@ -1003,10 +1003,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_or_collect(new /obj/item/device/radio/headset/centcom(M), slot_l_ear)
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M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
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M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_belt)
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M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_wear_pda)
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M.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
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M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
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@@ -1047,7 +1047,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/centcom(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head) // job has /obj/item/clothing/head/beret/centcom/officer/navy
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M.equip_to_slot_or_del(new /obj/item/device/pda/centcom(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/device/pda/centcom(M), slot_wear_pda)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses) // job has /obj/item/clothing/glasses/hud/security/sunglasses
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back)
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@@ -1075,7 +1075,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/centcom(src), slot_l_ear)
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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/clothing/glasses/thermal/cyber(M), slot_glasses) // special
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store)
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@@ -1088,7 +1088,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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pda.desc = "A portable microcomputer by Thinktronic Systems, LTD. This is model is a special edition designed for military field work."
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M.equip_or_collect(pda, slot_belt)
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M.equip_or_collect(pda, slot_wear_pda)
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M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
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equip_special_id(M,get_centcom_access("Special Operations Officer"), "Special Operations Officer", /obj/item/weapon/card/id/centcom)
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@@ -111,7 +111,7 @@ var/global/sent_honksquad = 0
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equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(src), slot_w_uniform)
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equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(src), slot_wear_mask)
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equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(src), slot_shoes)
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equip_to_slot_or_del(new /obj/item/device/pda/clown(src), slot_belt)
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equip_to_slot_or_del(new /obj/item/device/pda/clown(src), slot_wear_pda)
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equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(src), slot_wear_mask)
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equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(src), slot_in_backpack)
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equip_to_slot_or_del(new /obj/item/weapon/bikehorn(src), slot_in_backpack)
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@@ -43,7 +43,7 @@
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. = list()
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. += user.r_hand
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. += user.l_hand
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if(!istype(user.loc, /turf))
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if(!isturf(user.loc))
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return
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var/list/L = block(get_step(user, SOUTHWEST), get_step(user, NORTHEAST))
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for(var/A in L)
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@@ -231,8 +231,7 @@
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var/list/surroundings = get_surroundings(user)
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var/dat = "<h3>Crafting menu</h3>"
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if(busy)
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dat += "<div class='statusDisplay'>"
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dat += "Crafting in progress...</div>"
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dat += "<div class='statusDisplay'>Crafting in progress...</div>"
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else
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dat += "<A href='?src=\ref[src];backwardCat=1'><--</A>"
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dat += " [categories[prev_cat()]] |"
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@@ -602,6 +602,7 @@
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dat += "<tr><td> ↳<B>Pockets:</B></td><td><A href='?src=\ref[src];pockets=left'>[(l_store && !(l_store.flags&ABSTRACT)) ? "Left (Full)" : "<font color=grey>Left (Empty)</font>"]</A>"
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dat += " <A href='?src=\ref[src];pockets=right'>[(r_store && !(r_store.flags&ABSTRACT)) ? "Right (Full)" : "<font color=grey>Right (Empty)</font>"]</A></td></tr>"
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dat += "<tr><td> ↳<B>ID:</B></td><td><A href='?src=\ref[src];item=[slot_wear_id]'>[(wear_id && !(wear_id.flags&ABSTRACT)) ? wear_id : "<font color=grey>Empty</font>"]</A></td></tr>"
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dat += "<tr><td> ↳<B>PDA:</B></td><td><A href='?src=\ref[src];item=[slot_wear_pda]'>[(wear_pda && !(wear_pda.flags&ABSTRACT)) ? wear_pda : "<font color=grey>Empty</font>"]</A></td></tr>"
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if(istype(w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = w_uniform
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@@ -262,7 +262,7 @@
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MYPDA = wear_pda
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else
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MYPDA = new(src)
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equip_to_slot_or_del(MYPDA, slot_belt)
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equip_to_slot_or_del(MYPDA, slot_wear_pda)
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MYPDA.owner = real_name
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MYPDA.ownjob = alt_title
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MYPDA.ownrank = job
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@@ -78,6 +78,8 @@
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if(slot_wear_id)
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// the only relevant check for this is the uniform check
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return 1
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if(slot_wear_pda)
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return 1
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if(slot_l_ear)
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return has_organ("head")
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if(slot_r_ear)
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@@ -248,6 +250,9 @@
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wear_id = W
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sec_hud_set_ID()
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update_inv_wear_id(redraw_mob)
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if(slot_wear_pda)
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wear_pda = W
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update_inv_wear_pda(redraw_mob)
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if(slot_l_ear)
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l_ear = W
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if(l_ear.slot_flags & SLOT_TWOEARS)
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@@ -334,6 +339,8 @@
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return belt
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if(slot_wear_id)
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return wear_id
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if(slot_wear_pda)
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return wear_pda
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if(slot_l_ear)
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return l_ear
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if(slot_r_ear)
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@@ -513,6 +520,16 @@
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if(!(I.slot_flags & SLOT_ID))
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return 0
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return 1
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if(slot_wear_pda)
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if(wear_pda)
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return 0
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if(!w_uniform)
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if(!disable_warning)
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to_chat(src, "<span class='alert'>You need a jumpsuit before you can attach this [name].</span>")
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return 0
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if(!(I.slot_flags & SLOT_PDA))
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return 0
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return 1
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if(slot_l_store)
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if(I.flags & NODROP) //Pockets aren't visible, so you can't move NODROP items into them.
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return 0
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@@ -968,6 +968,16 @@ var/global/list/damage_icon_parts = list()
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client.screen += r_store
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r_store.screen_loc = ui_storage2
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/mob/living/carbon/human/update_inv_wear_pda()
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if(client && hud_used)
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var/obj/screen/inventory/inv = hud_used.inv_slots[slot_wear_pda]
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if(inv)
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inv.update_icon()
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if(wear_pda)
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client.screen += wear_pda
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wear_pda.screen_loc = ui_pda
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/mob/living/carbon/human/update_inv_wear_mask(var/update_icons = 1)
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..()
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if(client && hud_used)
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@@ -256,6 +256,7 @@
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var/list/slot_equipment_priority = list( \
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slot_back,\
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slot_wear_id,\
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slot_wear_pda,\
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slot_w_uniform,\
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slot_wear_suit,\
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slot_wear_mask,\
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@@ -11,7 +11,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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icon_state = "pda"
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item_state = "electronic"
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w_class = 1
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slot_flags = SLOT_ID | SLOT_BELT
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slot_flags = SLOT_ID | SLOT_BELT | SLOT_PDA
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//Main variables
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var/owner = null
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