mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Medical and RnD DMI files split * Cargo DMI split * Security DMI split * Engineering DMI split * Captain DMI split * Civilian/service DMI split This one hurt * Forgot about this one * Color DMI split * Purges everything that was delted up until this point ... with a blindfold and a shotgun * Dress and suit DMI split * Pants and shorts DMI split and merges pants and shorts files... shorts are pants, right? * Donator/fluff jumpsuit clothing organisational relocation * e oops * So this is used, repath bad * Random commit * Costumes DMI split and jumpsuits purge * Some fixes * pennywise * Centcom DMI split * SolGov DMI split * Retro DMI split * Syndicate DMI split * Misc DMI split * centcom officer * Kills off uniform.dmi completely * last fixes * lastest fixes * vox navy gold conflict * civilian barber * Tourist observers work now * Hopefully working non-human humanoid clothing * This being in suit.dmi is one of the reasons I made this PR * This shouldn't be here * Late night coding * Pun Pun regains his drip * Last fixes * security/OFFICER * Most important - clown fix * working subtypes good * Fixes chameleon jumpsuit * Proper QM pathes * Fixes jumpsuit rolling with the power of poor quality code * Cargo tech character setup fix * else instead why didn't I do this in the first place * PURP * Fixes broken character setup job clothing * CC suit fix * Psychedelic jumpsuit proper path * You must wear the jumpsuit to adjust it
124 lines
4.5 KiB
Plaintext
124 lines
4.5 KiB
Plaintext
/obj/structure/closet/secure_closet/engineering_chief
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name = "chief engineer's locker"
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req_access = list(ACCESS_CE)
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icon_state = "ce"
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open_door_sprite = "white_secure_door"
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/obj/structure/closet/secure_closet/engineering_chief/populate_contents()
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if(prob(50))
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new /obj/item/storage/backpack/industrial(src)
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else
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new /obj/item/storage/backpack/satchel_eng(src)
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new /obj/item/storage/backpack/duffel/engineering(src)
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new /obj/item/areaeditor/blueprints/ce(src)
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new /obj/item/storage/box/permits(src)
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new /obj/item/storage/bag/garment/chief_engineer(src)
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new /obj/item/tank/jetpack/suit(src)
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new /obj/item/cartridge/ce(src)
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new /obj/item/radio/headset/heads/ce(src)
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new /obj/item/storage/toolbox/mechanical(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/multitool(src)
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new /obj/item/holosign_creator/engineering(src)
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new /obj/item/flash(src)
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new /obj/item/clothing/glasses/meson/engine(src)
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new /obj/item/door_remote/chief_engineer(src)
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new /obj/item/rpd(src)
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new /obj/item/reagent_containers/food/drinks/mug/ce(src)
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new /obj/item/organ/internal/eyes/cybernetic/meson(src)
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new /obj/item/clothing/accessory/medal/engineering(src)
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new /obj/item/holosign_creator/atmos(src)
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new /obj/item/rcd/preloaded(src)
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/obj/structure/closet/secure_closet/engineering_electrical
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name = "electrical supplies locker"
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req_access = list(ACCESS_ENGINE_EQUIP)
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icon_state = "eng_elec"
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open_door_sprite = "eng_door"
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icon_opened = "eng_open"
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/obj/structure/closet/secure_closet/engineering_electrical/populate_contents()
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new /obj/item/clothing/gloves/color/yellow(src)
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new /obj/item/clothing/gloves/color/yellow(src)
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new /obj/item/storage/toolbox/electrical(src)
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new /obj/item/storage/toolbox/electrical(src)
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new /obj/item/storage/toolbox/electrical(src)
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new /obj/item/apc_electronics(src)
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new /obj/item/apc_electronics(src)
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new /obj/item/apc_electronics(src)
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new /obj/item/multitool(src)
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new /obj/item/multitool(src)
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new /obj/item/multitool(src)
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new /obj/item/clothing/head/beret/eng
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/obj/structure/closet/secure_closet/engineering_welding
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name = "welding supplies locker"
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req_access = list(ACCESS_ENGINE_EQUIP)
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icon_state = "eng_weld"
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open_door_sprite = "eng_door"
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icon_opened = "eng_open"
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/obj/structure/closet/secure_closet/engineering_welding/populate_contents()
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new /obj/item/clothing/head/welding(src)
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new /obj/item/clothing/head/welding(src)
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new /obj/item/clothing/head/welding(src)
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new /obj/item/weldingtool/largetank(src)
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new /obj/item/weldingtool/largetank(src)
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new /obj/item/weldingtool/largetank(src)
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/obj/structure/closet/secure_closet/engineering_personal
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name = "engineer's locker"
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req_access = list(ACCESS_ENGINE_EQUIP)
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icon_state = "eng_secure"
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open_door_sprite = "eng_secure_door"
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/obj/structure/closet/secure_closet/engineering_personal/populate_contents()
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if(prob(50))
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new /obj/item/storage/backpack/industrial(src)
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else
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new /obj/item/storage/backpack/satchel_eng(src)
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new /obj/item/storage/backpack/duffel/engineering(src)
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new /obj/item/storage/toolbox/mechanical(src)
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new /obj/item/holosign_creator/engineering(src)
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new /obj/item/radio/headset/headset_eng(src)
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new /obj/item/clothing/under/rank/engineering/engineer(src)
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new /obj/item/clothing/under/rank/engineering/engineer/skirt(src)
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new /obj/item/clothing/suit/storage/hazardvest(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/clothing/glasses/meson/engine(src)
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new /obj/item/cartridge/engineering(src)
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new /obj/item/clothing/head/beret/eng(src)
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/obj/structure/closet/secure_closet/atmos_personal
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name = "technician's locker"
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req_access = list(ACCESS_ATMOSPHERICS)
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icon_state = "atmos"
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open_door_sprite = "eng_secure_door"
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/obj/structure/closet/secure_closet/atmos_personal/populate_contents()
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new /obj/item/radio/headset/headset_eng(src)
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new /obj/item/cartridge/atmos(src)
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new /obj/item/storage/toolbox/mechanical(src)
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if(prob(50))
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new /obj/item/storage/backpack/industrial/atmos(src)
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else
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new /obj/item/storage/backpack/satchel_atmos(src)
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new /obj/item/storage/backpack/duffel/atmos(src)
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new /obj/item/extinguisher(src)
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new /obj/item/grenade/gas/oxygen(src)
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new /obj/item/grenade/gas/oxygen(src)
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new /obj/item/clothing/suit/storage/hazardvest(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/tank/internals/emergency_oxygen/engi(src)
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new /obj/item/holosign_creator/atmos(src)
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new /obj/item/watertank/atmos(src)
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new /obj/item/clothing/suit/fire/atmos(src)
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new /obj/item/clothing/head/hardhat/atmos(src)
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new /obj/item/clothing/glasses/meson/engine/tray(src)
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new /obj/item/rpd(src)
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new /obj/item/destTagger(src)
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