mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Adds objects: office chairs, feathery pen, glass and normal research airlocks, showers, styrofoam cups. Adds clothes: Fez, cheerleader outfits, captain mal uniform, hazmat suits, wedding dress, AI bliss icon. New icons for captain, head of security, security, and warden's lockers.
This commit is contained in:
@@ -3585,3 +3585,126 @@
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name = "empty jar"
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desc = "A jar. You're not sure what it's supposed to hold."
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return
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//////////////////
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//STYROFOAM CUPS//
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//////////////////
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup
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name = "styrofoam cup"
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desc = "Cups for drinking."
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icon_state = "styrocup-empty"
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amount_per_transfer_from_this = 10
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volume = 50
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on_reagent_change()
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if (reagents.reagent_list.len > 0)
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switch(reagents.get_master_reagent_id())
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if("water")
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icon_state = "styrocup-clear"
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else
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icon_state ="styrocup-brown"
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else
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icon_state = "styrocup-empty"
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return
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/*/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile
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name = "Styrofoam Cup Pile"
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//desc = "A pile of styrofoam cups."
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icon_state = "styrocup-stack6"
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item_state = "styrocup-stack6"
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w_class = 1
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throwforce = 1
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var/cupcount = 6
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flags = TABLEPASS
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/update_icon()
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src.icon_state = text("styrocup-stack[]", src.cupcount)
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src.desc = text("There are [] cups left!", src.cupcount)
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return
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/reagent_containers/food/drinks/styrofoamcup) && (cupcount < 6))
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user.drop_item()
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W.loc = src
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usr << "You place a cup back onto the pile."
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if (src.cupcount < 6)
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src.cupcount++
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src.update()
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return
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/proc/update()
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src.icon_state = text("styrocup-stack[]", src.cupcount)
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return
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/MouseDrop(mob/user as mob)
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if ((user == usr && (!( usr.restrained() ) && (!( usr.stat ) && (usr.contents.Find(src) || in_range(src, usr))))))
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if(ishuman(user))
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if (usr.hand)
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if (!( usr.l_hand ))
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spawn( 0 )
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src.attack_hand(usr, 1, 1)
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return
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else
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if (!( usr.r_hand ))
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spawn( 0 )
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src.attack_hand(usr, 0, 1)
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return
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return
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/attack_hand(mob/user as mob, unused, flag)
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if (flag)
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return ..()
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src.add_fingerprint(user)
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if (locate(/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup, src))
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for(var/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup/P in src)
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if (!usr.l_hand)
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P.loc = usr
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P.layer = 20
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usr.l_hand = P
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usr.update_clothing()
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usr << "You take a cup from the pile."
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break
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else if (!usr.r_hand)
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P.loc = usr
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P.layer = 20
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usr.r_hand = P
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usr.update_clothing()
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usr << "You take a cup from the pile."
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break
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else
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if (src.cupcount >= 1)
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src.cupcount--
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var/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup/D = new /obj/item/weapon/reagent_containers/food/drinks/styrofoamcup
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D.loc = usr.loc
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if(ishuman(usr))
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if(!usr.get_active_hand())
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usr.put_in_hand(D)
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usr << "You take a cup from the pile."
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else
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D.loc = get_turf_loc(src)
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usr << "You take a cup from the pile."
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src.update()
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return
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/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/examine()
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set src in oview(1)
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src.cupcount = round(src.cupcount)
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var/n = src.cupcount
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for(var/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup/P in src)
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n++
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if (n <= 0)
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n = 0
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usr << "There are no cups left on this pile."
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else
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if (n == 1)
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usr << "There is one cup left on this pile."
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else
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usr << text("There are [] cups on this pile.", n)
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return
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*/
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@@ -551,40 +551,47 @@ obj/item/clothing/suit/justice
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//stylish new hats
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/obj/item/clothing/head/bowlerhat
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name = "Bowler hat"
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name = "\improper Bowler hat"
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icon_state = "bowler_hat"
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item_state = "bowler_hat"
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desc = "For the gentleman of distinction."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/beaverhat
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name = "Beaver hat"
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name = "\improper Beaver hat"
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icon_state = "beaver_hat"
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item_state = "beaver_hat"
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desc = "Soft felt make this hat both comfortable and elegant."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/boaterhat
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name = "Boater hat"
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name = "\improper Boater hat"
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icon_state = "boater_hat"
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item_state = "boater_hat"
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desc = "The ultimate in summer fashion."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/fedora
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name = "Fedora"
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name = "\improper Fedora"
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icon_state = "fedora"
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item_state = "fedora"
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desc = "A sharp, stylish hat."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/feathertrilby
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name = "Feather trilby"
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name = "\improper Feather trilby"
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icon_state = "feather_trilby"
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item_state = "feather_trilby"
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desc = "A sharp, stylish hat with a feather."
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flags = FPRINT|TABLEPASS
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/obj/item/clothing/head/fez
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name = "\improper Fez"
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icon_state = "fez"
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item_state = "fez"
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desc = "You should wear a Fez. Fezzes are cool."
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flags = FPRINT|TABLEPASS
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//pyjamas
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/obj/item/clothing/under/bluepyjamas
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@@ -543,4 +543,34 @@
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name = "Rolled Down Jumpsuit"
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icon_state = "jumpsuitdown"
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item_state = "jumpsuitdown"
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color = "jumpsuitdown"
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color = "jumpsuitdown"
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// Cheerleader outfits or something
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/obj/item/clothing/under/cheerleader
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name = "cheerleader uniform"
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desc = "Looks breezy."
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icon = 'uniforms.dmi'
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icon_state = "purple_cheer"
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color = "purple_cheer"
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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/obj/item/clothing/under/cheerleader/purple
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icon_state = "purple_cheer"
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color = "purple_cheer"
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/obj/item/clothing/under/cheerleader/yellow
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icon_state = "yellow_cheer"
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color = "yellow_cheer"
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/obj/item/clothing/under/cheerleader/white
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icon_state = "white_cheer"
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color = "white_cheer"
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//End of cheerleaders
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/obj/item/clothing/under/captainmal
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name = "Red Captain's Jumpsuit"
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desc = "We have done the impossible, and that makes us mighty."
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icon_state = "captainmal"
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item_state = "captainmal"
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color = "captainmal"
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@@ -156,7 +156,30 @@
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/obj/item/clothing/shoes/jackboots
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name = "Jackboots"
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desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
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desc = "NanoTrasen standard issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
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icon_state = "jackboots"
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item_state = "jackboots"
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color = "hosred"
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color = "hosred"
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/obj/item/clothing/shoes/purpleboots
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name = "Purple boots"
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desc = "A pair of flashy purple boots."
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icon_state = "purpleboots"
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item_state = "purpleboots"
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/obj/item/clothing/shoes/yellowboots
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name = "Yellow boots"
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desc = "A pair of flashy yellow boots."
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icon_state = "yellowboots"
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item_state = "yellowboots"
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/obj/item/clothing/shoes/whiteboots
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name = "White boots"
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desc = "A pair of flashy white boots."
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icon_state = "whiteboots"
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item_state = "whiteboots"
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/obj/item/clothing/shoes/fullbrown
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name = "Full Brown Shoes"
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icon_state = "fullbrown"
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color = "fullbrown"
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@@ -68,3 +68,57 @@
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desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
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icon_state = "plaguedoctor"
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item_state = "bio_suit"
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/obj/item/clothing/head/bio_hood/hazmat_white
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icon_state = "hazmat_white"
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item_state = "hazhat_white"
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/obj/item/clothing/suit/bio_suit/hazmat_white
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icon_state = "hazmat_white"
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item_state = "hazsuit_white"
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/obj/item/clothing/head/bio_hood/hazmat_janitor
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icon_state = "hazmat_janitor"
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item_state = "hazhat_janitor"
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/obj/item/clothing/suit/bio_suit/hazmat_janitor
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icon_state = "hazmat_janitor"
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item_state = "hazsuit_janitor"
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/obj/item/clothing/head/bio_hood/hazmat_green
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icon_state = "hazmat_green"
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item_state = "hazhat_green"
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/obj/item/clothing/suit/bio_suit/hazmat_green
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icon_state = "hazmat_green"
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item_state = "hazsuit_green"
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/obj/item/clothing/head/bio_hood/hazmat_yellow
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icon_state = "hazmat_yellow"
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item_state = "hazhat_yellow"
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/obj/item/clothing/suit/bio_suit/hazmat_yellow
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icon_state = "hazmat_yellow"
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item_state = "hazsuit_yellow"
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/obj/item/clothing/head/bio_hood/hazmat_orange
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icon_state = "hazmat_orange"
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item_state = "hazhat_orange"
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/obj/item/clothing/suit/bio_suit/hazmat_orange
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icon_state = "hazmat_orange"
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item_state = "hazsuit_orange"
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/obj/item/clothing/head/bio_hood/hazmat_firered
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icon_state = "hazmat_firered"
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item_state = "hazhat_firered"
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/obj/item/clothing/suit/bio_suit/hazmat_firered
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icon_state = "hazmat_firered"
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item_state = "hazsuit_firered"
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@@ -138,3 +138,11 @@
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icon_state = "patientgown"
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item_state = "patientgown"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
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/obj/item/clothing/suit/weddingdress
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name = "wedding dress"
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desc = "Here comes the bride."
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icon_state = "weddingdress"
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item_state = "weddingdress"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
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flags_inv = HIDESHOES
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@@ -126,7 +126,7 @@
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//if(icon_state == initial(icon_state))
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var/icontype = ""
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var/list/icons = list("Blue", "HAL9000", "Monochrome", "Rainbow", "HAL9000 Mark2", "Inverted", "Firewall", "Green", "Text", "Smiley", "Angry", "Dorf", "Matrix")
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var/list/icons = list("Blue", "HAL9000", "Monochrome", "Rainbow", "HAL9000 Mark2", "Inverted", "Firewall", "Green", "Text", "Smiley", "Angry", "Dorf", "Matrix", "Bliss")
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if (src.name == "B.A.N.N.E.D." && src.ckey == "spaceman96")
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icons += "B.A.N.N.E.D."
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icontype = input("Please, select a display!", "AI", null/*, null*/) in icons
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@@ -156,6 +156,8 @@
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icon_state = "ai-angryface"
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else if(icontype == "Dorf")
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icon_state = "ai-dorf"
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else if(icontype == "Bliss")
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icon_state = "ai-bliss"
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else if(icontype == "B.A.N.N.E.D.")
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icon_state = "ai-banned"
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else//(icontype == "Matrix")
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