mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 13:37:58 +01:00
Fixed the sillies marked with "skytodo". Removed ONESIZEFITSALL flag as we removed fatness, replaced it with PLASMAGUARD flag as that is what we were using the value as previously. Firedoors should no longer be derpy. The remaining "skytodo"s are places where I have no idea what the fuck you wanted or no idea what the fuck needed done with it.
This commit is contained in:
@@ -90,7 +90,7 @@ BLIND // can't see anything
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icon = 'icons/obj/clothing/suits.dmi'
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name = "suit"
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var/fire_resist = T0C+100
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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allowed = list(/obj/item/weapon/tank/emergency_oxygen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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slot_flags = SLOT_OCLOTHING
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@@ -26,7 +26,7 @@
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icon_state = "santa"
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item_state = "santa"
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slowdown = 0
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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allowed = list(/obj/item) //for stuffing exta special presents
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@@ -15,7 +15,7 @@
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desc = "An armored vest that protects against some damage."
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icon_state = "armor"
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item_state = "armor"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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@@ -83,7 +83,7 @@
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desc = "An armored vest with a detective's badge on it."
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icon_state = "detective-armor"
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item_state = "armor"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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@@ -97,7 +97,7 @@
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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slowdown = 1
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/reactive/IsShield()
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@@ -84,7 +84,7 @@
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desc = "This robe commands authority."
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icon_state = "judge"
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item_state = "judge"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
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flags_inv = HIDEJUMPSUIT
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@@ -21,7 +21,7 @@
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
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slowdown = 1.0
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
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flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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@@ -3,7 +3,7 @@
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icon_state = "black"
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item_state = "bl_suit"
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color = "black"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/blackf
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name = "feminine black jumpsuit"
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@@ -17,21 +17,21 @@
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icon_state = "blue"
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item_state = "b_suit"
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color = "blue"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/green
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name = "green jumpsuit"
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icon_state = "green"
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item_state = "g_suit"
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color = "green"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/grey
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name = "grey jumpsuit"
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icon_state = "grey"
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item_state = "gy_suit"
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color = "grey"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/orange
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name = "orange jumpsuit"
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@@ -41,35 +41,35 @@
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color = "orange"
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has_sensor = 2
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sensor_mode = 3
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/pink
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name = "pink jumpsuit"
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icon_state = "pink"
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item_state = "p_suit"
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color = "pink"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/red
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name = "red jumpsuit"
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icon_state = "red"
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item_state = "r_suit"
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color = "red"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/white
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name = "white jumpsuit"
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icon_state = "white"
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item_state = "w_suit"
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color = "white"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/color/yellow
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name = "yellow jumpsuit"
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icon_state = "yellow"
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item_state = "y_suit"
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color = "yellow"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/psyche
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name = "psychedelic"
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@@ -88,7 +88,7 @@
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desc = "aqua"
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icon_state = "aqua"
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color = "aqua"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/purple
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name = "purple"
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@@ -120,14 +120,14 @@
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desc = "lightbrown"
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icon_state = "lightbrown"
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color = "lightbrown"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/brown
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name = "brown"
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desc = "brown"
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icon_state = "brown"
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color = "brown"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/yellowgreen
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name = "yellowgreen"
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@@ -140,7 +140,7 @@
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desc = "darkblue"
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icon_state = "darkblue"
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color = "darkblue"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/lightred
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name = "lightred"
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@@ -153,4 +153,4 @@
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desc = "darkred"
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icon_state = "darkred"
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color = "darkred"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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@@ -6,7 +6,7 @@
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icon_state = "ba_suit"
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item_state = "ba_suit"
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color = "ba_suit"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
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@@ -15,7 +15,7 @@
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icon_state = "captain"
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item_state = "caparmor"
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color = "captain"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/cargo
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@@ -32,7 +32,7 @@
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icon_state = "cargotech"
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item_state = "lb_suit"
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color = "cargo"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/chaplain
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@@ -41,7 +41,7 @@
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icon_state = "chaplain"
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item_state = "bl_suit"
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color = "chapblack"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/chef
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@@ -49,7 +49,7 @@
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name = "chef's uniform"
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icon_state = "chef"
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color = "chef"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/clown
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@@ -58,7 +58,7 @@
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icon_state = "clown"
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item_state = "clown"
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color = "clown"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/head_of_personnel
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@@ -67,7 +67,7 @@
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icon_state = "hop"
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item_state = "b_suit"
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color = "hop"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/hydroponics
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@@ -77,7 +77,7 @@
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item_state = "g_suit"
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color = "hydroponics"
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permeability_coefficient = 0.50
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/janitor
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@@ -86,7 +86,7 @@
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icon_state = "janitor"
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color = "janitor"
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/lawyer
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@@ -147,7 +147,7 @@
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icon_state = "mime"
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item_state = "mime"
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color = "mime"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/miner
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desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
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@@ -6,7 +6,7 @@
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item_state = "g_suit"
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color = "chief"
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/atmospheric_technician
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desc = "It's a jumpsuit worn by atmospheric technicians."
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@@ -14,7 +14,7 @@
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icon_state = "atmos"
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item_state = "atmos_suit"
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color = "atmos"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/engineer
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desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
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@@ -23,7 +23,7 @@
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item_state = "engi_suit"
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color = "engine"
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/roboticist
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desc = "It's a slimming black with reinforced seams; great for industrial work."
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@@ -8,7 +8,7 @@
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item_state = "g_suit"
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color = "director"
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/scientist
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desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
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@@ -18,7 +18,7 @@
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color = "toxinswhite"
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permeability_coefficient = 0.50
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/chemist
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@@ -50,7 +50,7 @@
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color = "geneticswhite"
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permeability_coefficient = 0.50
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/virologist
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desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
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@@ -78,7 +78,7 @@
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color = "medical"
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permeability_coefficient = 0.50
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/medical/blue
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name = "medical scrubs"
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@@ -15,7 +15,7 @@
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item_state = "r_suit"
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color = "warden"
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/security
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name = "security officer's jumpsuit"
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@@ -24,7 +24,7 @@
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item_state = "r_suit"
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color = "secred"
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/*
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* Detective
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@@ -36,7 +36,7 @@
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item_state = "det"
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color = "detective"
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/det_hat
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@@ -56,7 +56,7 @@
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item_state = "r_suit"
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color = "hosred"
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/helmet/HoS
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@@ -24,7 +24,7 @@
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name = "amish suit"
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icon_state = "sl_suit"
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color = "sl_suit"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/waiter
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name = "waiter's outfit"
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@@ -32,7 +32,7 @@
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icon_state = "waiter"
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item_state = "waiter"
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color = "waiter"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/rank/mailman
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name = "mailman's jumpsuit"
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@@ -102,7 +102,7 @@
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desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
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icon_state = "owl"
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color = "owl"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/johnny
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name = "johnny~~ jumpsuit"
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@@ -481,17 +481,9 @@ proc/get_damage_icon_part(damage_state, body_part)
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var/image/lying = image("icon_state" = "[t_color]_l")
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var/image/standing = image("icon_state" = "[t_color]_s")
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if(FAT in mutations)
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if(w_uniform.flags&ONESIZEFITSALL)
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lying.icon = 'icons/mob/uniform_fat.dmi'
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standing.icon = 'icons/mob/uniform_fat.dmi'
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else
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src << "\red You burst out of \the [w_uniform]!"
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drop_from_inventory(w_uniform)
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return
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else
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lying.icon = 'icons/mob/uniform.dmi'
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standing.icon = 'icons/mob/uniform.dmi'
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lying.icon = 'icons/mob/uniform.dmi'
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standing.icon = 'icons/mob/uniform.dmi'
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if(w_uniform.blood_DNA)
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lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood2")
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@@ -638,35 +630,21 @@ proc/get_damage_icon_part(damage_state, body_part)
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var/image/lying = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]2")
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var/image/standing = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]")
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if(FAT in mutations)
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if(!wear_suit.flags&ONESIZEFITSALL)
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src << "\red You burst out of \the [wear_suit]!"
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var/obj/item/clothing/c = wear_suit
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wear_suit = null
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if(client)
|
||||
client.screen -= c
|
||||
c.loc = loc
|
||||
c.dropped(src)
|
||||
c.layer = initial(c.layer)
|
||||
lying = null
|
||||
standing = null
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
|
||||
drop_from_inventory(handcuffed)
|
||||
drop_l_hand()
|
||||
drop_r_hand()
|
||||
|
||||
else
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
|
||||
drop_from_inventory(handcuffed)
|
||||
drop_l_hand()
|
||||
drop_r_hand()
|
||||
|
||||
if(wear_suit.blood_DNA)
|
||||
var/t_state
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat) )
|
||||
t_state = "armor"
|
||||
else if( istype(wear_suit, /obj/item/clothing/suit/det_suit || /obj/item/clothing/suit/labcoat) )
|
||||
t_state = "coat"
|
||||
else
|
||||
t_state = "suit"
|
||||
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood2")
|
||||
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood")
|
||||
if(wear_suit.blood_DNA)
|
||||
var/t_state
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat) )
|
||||
t_state = "armor"
|
||||
else if( istype(wear_suit, /obj/item/clothing/suit/det_suit || /obj/item/clothing/suit/labcoat) )
|
||||
t_state = "coat"
|
||||
else
|
||||
t_state = "suit"
|
||||
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood2")
|
||||
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood")
|
||||
|
||||
overlays_lying[SUIT_LAYER] = lying
|
||||
overlays_standing[SUIT_LAYER] = standing
|
||||
|
||||
Reference in New Issue
Block a user