mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 12:04:48 +01:00
Merge branch 'bleeding-edge-freeze' into vials
This commit is contained in:
@@ -808,4 +808,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
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if(radio_controller)
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for (var/ch_name in op)
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secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
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return
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return
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/obj/item/device/radio/off
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listening = 0
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@@ -14,7 +14,7 @@
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/obj/item/borg/upgrade/proc/action(var/mob/living/silicon/robot/R)
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if(R.stat == DEAD)
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usr << "/red The [src] will not function on a deceased robot."
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usr << "\red The [src] will not function on a deceased robot."
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return 1
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return 0
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@@ -277,7 +277,41 @@
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..()
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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(src)
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/obj/item/weapon/storage/box/farwacubes
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name = "farwa cube box"
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desc = "Drymate brand farwa cubes. Just add water!"
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icon = 'icons/obj/food.dmi'
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icon_state = "monkeycubebox"
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storage_slots = 7
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can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/farwacube")
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New()
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..()
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/farwacube/wrapped(src)
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/obj/item/weapon/storage/box/stokcubes
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name = "stok cube box"
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desc = "Drymate brand stok cubes. Just add water!"
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icon = 'icons/obj/food.dmi'
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icon_state = "monkeycubebox"
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storage_slots = 7
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can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
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New()
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..()
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/stokcube/wrapped(src)
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/obj/item/weapon/storage/box/neaeracubes
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name = "neaera cube box"
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desc = "Drymate brand neaera cubes. Just add water!"
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icon = 'icons/obj/food.dmi'
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icon_state = "monkeycubebox"
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storage_slots = 7
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can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
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New()
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..()
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for(var/i = 1; i <= 5; i++)
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new /obj/item/weapon/reagent_containers/food/snacks/neaeracube/wrapped(src)
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/obj/item/weapon/storage/box/ids
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name = "spare IDs"
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@@ -365,8 +365,8 @@ LOOK FOR SURGERY.DM*/
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attack_verb = list("drilled")
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suicide_act(mob/user)
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viewers(user) << pick("/red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
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"/red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
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viewers(user) << pick("\red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
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return (BRUTELOSS)
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/*
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@@ -162,3 +162,28 @@
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name = "double emergency oxygen tank"
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icon_state = "emergency_double"
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volume = 10
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/*
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* Nitrogen
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*/
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/obj/item/weapon/tank/nitrogen
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name = "nitrogen tank"
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desc = "A tank of nitrogen."
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icon_state = "oxygen_fr"
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distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
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/obj/item/weapon/tank/nitrogen/New()
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..()
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src.air_contents.nitrogen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
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//
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src.air_contents.update_values()
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return
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/obj/item/weapon/tank/nitrogen/examine()
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set src in usr
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..()
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if(air_contents.nitrogen < 10)
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usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
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playsound(usr, 'sound/effects/alert.ogg', 50, 1)
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@@ -136,4 +136,15 @@
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/obj/item/weapon/katana/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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return ..()
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/obj/item/weapon/harpoon
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name = "harpoon"
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sharp = 1
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desc = "Tharr she blows!"
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icon_state = "harpoon"
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item_state = "harpoon"
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force = 20
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throwforce = 15
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w_class = 2
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attack_verb = list("jabbed","stabbed","ripped")
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@@ -0,0 +1,104 @@
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/obj/random
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name = "Random Object"
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desc = "This item type is used to spawn random objects at round-start"
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icon = 'icons/misc/mark.dmi'
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icon_state = "rup"
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var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
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// creates a new object and deletes itself
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/obj/random/New()
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..()
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if (!prob(spawn_nothing_percentage))
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spawn_item()
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del src
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// this function should return a specific item to spawn
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/obj/random/proc/item_to_spawn()
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return 0
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// creates the random item
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/obj/random/proc/spawn_item()
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var/build_path = item_to_spawn()
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return (new build_path(src.loc))
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/obj/random/tool
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name = "Random Tool"
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desc = "This is a random tool"
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icon = 'icons/obj/items.dmi'
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icon_state = "welder"
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item_to_spawn()
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return pick(/obj/item/weapon/screwdriver,\
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/obj/item/weapon/wirecutters,\
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/obj/item/weapon/weldingtool,\
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/obj/item/weapon/crowbar,\
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/obj/item/weapon/wrench,\
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/obj/item/device/flashlight)
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/obj/random/technology_scanner
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name = "Random Scanner"
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desc = "This is a random technology scanner."
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icon = 'icons/obj/device.dmi'
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icon_state = "atmos"
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item_to_spawn()
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return pick(prob(5);/obj/item/device/t_scanner,\
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prob(2);/obj/item/device/radio/intercom,\
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prob(5);/obj/item/device/analyzer)
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/obj/random/powercell
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name = "Random Powercell"
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desc = "This is a random powercell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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item_to_spawn()
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return pick(prob(10);/obj/item/weapon/cell/crap,\
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prob(40);/obj/item/weapon/cell,\
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prob(40);/obj/item/weapon/cell/high,\
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prob(9);/obj/item/weapon/cell/super,\
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prob(1);/obj/item/weapon/cell/hyper)
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/obj/random/bomb_supply
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name = "Bomb Supply"
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desc = "This is a random bomb supply."
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "signaller"
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item_to_spawn()
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return pick(/obj/item/device/assembly/igniter,\
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/obj/item/device/assembly/prox_sensor,\
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/obj/item/device/assembly/signaler)
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/obj/random/toolbox
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name = "Random Toolbox"
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desc = "This is a random toolbox."
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icon = 'icons/obj/storage.dmi'
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icon_state = "red"
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item_to_spawn()
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return pick(prob(3);/obj/item/weapon/storage/toolbox/mechanical,\
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prob(2);/obj/item/weapon/storage/toolbox/electrical,\
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prob(1);/obj/item/weapon/storage/toolbox/emergency)
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/obj/random/tech_supply
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name = "Random Tech Supply"
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desc = "This is a random piece of technology supplies."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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spawn_nothing_percentage = 50
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item_to_spawn()
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return pick(prob(3);/obj/random/powercell,\
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prob(2);/obj/random/technology_scanner,\
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prob(1);/obj/item/weapon/packageWrap,\
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prob(2);/obj/random/bomb_supply,\
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prob(1);/obj/item/weapon/extinguisher,\
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prob(1);/obj/item/clothing/gloves/fyellow,\
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prob(3);/obj/item/weapon/cable_coil,\
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prob(2);/obj/random/toolbox,\
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prob(2);/obj/item/weapon/storage/belt/utility,\
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prob(5);/obj/random/tool)
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@@ -104,6 +104,10 @@
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new /obj/item/weapon/storage/backpack/industrial(src)
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else
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new /obj/item/weapon/storage/backpack/satchel_eng(src)
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if (prob(70))
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new /obj/item/clothing/tie/storage/brown_vest(src)
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else
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new /obj/item/clothing/tie/storage/webbing(src)
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new /obj/item/clothing/under/rank/engineer(src)
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new /obj/item/clothing/shoes/orange(src)
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new /obj/item/weapon/storage/toolbox/mechanical(src)
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@@ -81,6 +81,7 @@
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new /obj/item/clothing/shoes/black(src)
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new /obj/item/clothing/shoes/leather(src)
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new /obj/item/clothing/shoes/white(src)
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new /obj/item/clothing/under/rank/head_of_personnel_whimsy(src)
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return
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@@ -187,6 +188,7 @@
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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new /obj/item/taperoll/police(src)
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new /obj/item/device/hailer(src)
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new /obj/item/clothing/tie/storage/black_vest(src)
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return
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@@ -13,6 +13,12 @@
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icon_state = "bed"
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var/mob/living/buckled_mob
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/obj/structure/stool/psychbed
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name = "psych bed"
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desc = "For prime comfort during psychiatric evaluations."
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icon_state = "psychbed"
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var/mob/living/buckled_mob
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/obj/structure/stool/bed/alien
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name = "resting contraption"
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desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
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@@ -37,11 +37,12 @@
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/obj/structure/stool/MouseDrop(atom/over_object)
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if (istype(over_object, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = over_object
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var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
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S.origin = src
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src.loc = S
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H.put_in_hands(S)
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H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
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if (!H.restrained() && !H.stat && in_range(src, over_object))
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var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
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S.origin = src
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src.loc = S
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H.put_in_hands(S)
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H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
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/obj/item/weapon/stool
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name = "stool"
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