Merge pull request #2581 from Asanadas/bleeding-edge-freeze
Whoops spelled internal affairs wrong. This pretty much overwrites the ...
@@ -191,7 +191,7 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
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clothes_s = new /icon('icons/mob/uniform.dmi', "miner_s")
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clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
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if("Lawyer")
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clothes_s = new /icon('icons/mob/uniform.dmi', "lawyer_blue_s")
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clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
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clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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if("Chaplain")
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clothes_s = new /icon('icons/mob/uniform.dmi', "chapblack_s")
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@@ -326,19 +326,18 @@
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var/global/lawyer = 0//Checks for another lawyer
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//var/global/lawyer = 0//Checks for another lawyer //This changed clothes on 2nd lawyer, both IA get the same dreds.
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/datum/job/lawyer
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title = "Lawyer"
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title = "Internal Affairs Agent"
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flag = LAWYER
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department_flag = CIVILIAN
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faction = "Station"
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total_positions = 2
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spawn_positions = 2
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supervisors = "the head of personnel"
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supervisors = "the captain"
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selection_color = "#dddddd"
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access = list(access_lawyer, access_court, access_sec_doors, access_maint_tunnels)
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minimal_access = list(access_lawyer, access_court, access_sec_doors)
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alt_titles = list("Attorney", "IA Consultant")
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equip(var/mob/living/carbon/human/H)
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@@ -347,21 +346,19 @@ var/global/lawyer = 0//Checks for another lawyer
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if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
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if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
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if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
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if(!lawyer)
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lawyer = 1
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H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/bluesuit(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/lawyer/bluejacket(H), slot_wear_suit)
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else
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H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/purpsuit(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/lawyer/purpjacket(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/internalaffairs(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/internalaffairs(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/big(H), slot_glasses)
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H.equip_to_slot_or_del(new /obj/item/device/pda/lawyer(H), slot_belt)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase(H), slot_l_hand)
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if(H.backbag == 1)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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return 1
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@@ -144,7 +144,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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/obj/item/device/pda/lawyer
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default_cartridge = /obj/item/weapon/cartridge/lawyer
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icon_state = "pda-lawyer"
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ttone = "objection"
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ttone = "..."
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/obj/item/device/pda/botanist
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//default_cartridge = /obj/item/weapon/cartridge/botanist
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@@ -113,6 +113,35 @@
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|ARMS
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//Internal Affairs
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/obj/item/clothing/suit/storage/internalaffairs
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name = "Internal Affairs Jacket"
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desc = "A smooth black jacket."
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icon_state = "ia_jacket_open"
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item_state = "ia_jacket"
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blood_overlay_type = "coat"
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body_parts_covered = UPPER_TORSO|ARMS
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verb/toggle()
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set name = "Toggle Coat Buttons"
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set category = "Object"
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set src in usr
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if(!usr.canmove || usr.stat || usr.restrained())
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return 0
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switch(icon_state)
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if("ia_jacket_open")
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src.icon_state = "ia_jacket"
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usr << "You button up the jacket."
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if("ia_jacket")
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src.icon_state = "ia_jacket_open"
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usr << "You unbutton the jacket."
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else
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usr << "You attempt to button-up the velcro on your [src], before promptly realising how retarded you are."
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return
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usr.update_inv_wear_suit() //so our overlays update
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//Mime
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/obj/item/clothing/suit/suspenders
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name = "suspenders"
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@@ -80,6 +80,15 @@
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/internalaffairs
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desc = "The plain, professional attire of an Internal Affairs Agent. The collar is <i>immaculately</i> starched."
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name = "Internal Affairs uniform"
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icon_state = "internalaffairs"
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item_state = "internalaffairs"
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color = "internalaffairs"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/janitor
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desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
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name = "janitor's jumpsuit"
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@@ -302,7 +302,7 @@ datum/preferences
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if(4)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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if(LAWYER)
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clothes_s = new /icon('icons/mob/uniform.dmi', "lawyer_blue_s")
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clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
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clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
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Before Width: | Height: | Size: 266 KiB After Width: | Height: | Size: 268 KiB |
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Before Width: | Height: | Size: 205 KiB After Width: | Height: | Size: 206 KiB |
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Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
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Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 39 KiB |
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |