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Adds construction permits
Conflicts: code/game/gamemodes/objective_items.dm code/game/objects/items/blueprints.dm code/game/objects/items/weapons/storage/boxes.dm code/game/objects/structures/crates_lockers/closets/secure/engineering.dm code/modules/flufftext/Hallucination.dm code/modules/paperwork/photography.dm icons/obj/items.dmi
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@@ -125,7 +125,7 @@
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/obj/item/weapon/storage/box/injectors
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name = "\improper DNA injectors"
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desc = "This box contains injectors it seems."
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New()
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..()
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new /obj/item/weapon/dnainjector/h2m(src)
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@@ -148,8 +148,7 @@
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new /obj/item/ammo_casing/shotgun(src)
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new /obj/item/ammo_casing/shotgun(src)
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new /obj/item/ammo_casing/shotgun(src)
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new /obj/item/ammo_casing/shotgun(src)
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new /obj/item/ammo_casing/shotgun(src)
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/obj/item/weapon/storage/box/flashbangs
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name = "box of flashbangs (WARNING)"
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@@ -403,6 +402,19 @@
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/neaeracube(src)
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/obj/item/weapon/storage/box/permits
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name = "box of construction permits"
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desc = "A box for containing construction permits, used to officially declare built rooms as additions to the station."
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icon_state = "id"
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/obj/item/weapon/storage/box/permits/New() //There's only a few, so blueprints are still useful beyond setting every room's name to PRIMARY FART STORAGE
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..()
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new /obj/item/areaeditor/permit(src)
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new /obj/item/areaeditor/permit(src)
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new /obj/item/areaeditor/permit(src)
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/obj/item/weapon/storage/box/ids
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name = "spare IDs"
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desc = "Has so many empty IDs."
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