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Detective can now reskin his gun
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@@ -25,18 +25,32 @@
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set desc = "Click to rename your gun. If you're the detective."
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var/mob/M = usr
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if(!M.mind) return 0
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if(!M.mind.assigned_role == "Detective")
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M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
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return 0
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var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
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var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
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if(src && input && !M.stat && in_range(M,src))
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name = input
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M << "You name the gun [input]. Say hello to your new friend."
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return 1
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verb/reskin_gun()
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set name = "Reskin gun"
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set category = "Object"
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set desc = "Click to reskin your gun. If you're the detective."
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var/mob/M = usr
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var/list/options = list()
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options["The Original"] = "detective"
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options["Leopard Spots"] = "detective_leopard"
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options["Black Panther"] = "detective_panther"
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options["Gold Trim"] = "detective_gold"
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options["The Peacemaker"] = "detective_peacemaker"
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var/choice = input(M,"What do you want to skin the gun to?","Reskin Gun") in options
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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M << "Your gun is now skinned as [choice]. Say hello to your new friend."
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return 1
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attackby(var/obj/item/A as obj, mob/user as mob)
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..()
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if(istype(A, /obj/item/weapon/screwdriver))
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