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-Made firesuits effective again by changing the proc which damages the humans due to the flames to fire_act(). The flames themselves will hurt people, who are directly on top of it, but if they're wearing a firesuit the damage is much less.
-Added some procs for getting IDs and getting access. Helps clean it up so we don't have "istype(A, IDCARD) OR istype(A, PDA)" everywhere. -Made wallets equip able in the ID slot and be able to be used as an ID. -Added a PACMAN generator in Engineering to jump start the Singularity if they run out of power. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5450 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -87,12 +87,10 @@
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if(!C) continue
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var/perpname = "wot"
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if(perp.wear_id)
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C.images += image(tempHud,perp,"hud[ckey(perp:wear_id:GetJobName())]")
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if(istype(perp.wear_id,/obj/item/weapon/card/id))
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perpname = perp.wear_id:registered_name
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else if(istype(perp.wear_id,/obj/item/device/pda))
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var/obj/item/device/pda/tempPda = perp.wear_id
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perpname = tempPda.owner
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var/obj/item/weapon/card/id/I = perp.wear_id.GetID()
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if(I)
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C.images += image(tempHud,perp,"hud[ckey(I.GetJobName())]")
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perpname = I.registered_name
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else
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perpname = perp.name
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C.images += image(tempHud,perp,"hudunknown")
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