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ElorgRHGandGitHub e843567671 Clothing (jumpsuit) DMI split, unused jumpsuit sprite purge along the way (#19092)
* 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
2022-10-09 14:24:10 +01:00

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/obj/structure/closet/secure_closet/engineering_chief
name = "chief engineer's locker"
req_access = list(ACCESS_CE)
icon_state = "ce"
open_door_sprite = "white_secure_door"
/obj/structure/closet/secure_closet/engineering_chief/populate_contents()
if(prob(50))
new /obj/item/storage/backpack/industrial(src)
else
new /obj/item/storage/backpack/satchel_eng(src)
new /obj/item/storage/backpack/duffel/engineering(src)
new /obj/item/areaeditor/blueprints/ce(src)
new /obj/item/storage/box/permits(src)
new /obj/item/storage/bag/garment/chief_engineer(src)
new /obj/item/tank/jetpack/suit(src)
new /obj/item/cartridge/ce(src)
new /obj/item/radio/headset/heads/ce(src)
new /obj/item/storage/toolbox/mechanical(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/multitool(src)
new /obj/item/holosign_creator/engineering(src)
new /obj/item/flash(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/door_remote/chief_engineer(src)
new /obj/item/rpd(src)
new /obj/item/reagent_containers/food/drinks/mug/ce(src)
new /obj/item/organ/internal/eyes/cybernetic/meson(src)
new /obj/item/clothing/accessory/medal/engineering(src)
new /obj/item/holosign_creator/atmos(src)
new /obj/item/rcd/preloaded(src)
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies locker"
req_access = list(ACCESS_ENGINE_EQUIP)
icon_state = "eng_elec"
open_door_sprite = "eng_door"
icon_opened = "eng_open"
/obj/structure/closet/secure_closet/engineering_electrical/populate_contents()
new /obj/item/clothing/gloves/color/yellow(src)
new /obj/item/clothing/gloves/color/yellow(src)
new /obj/item/storage/toolbox/electrical(src)
new /obj/item/storage/toolbox/electrical(src)
new /obj/item/storage/toolbox/electrical(src)
new /obj/item/apc_electronics(src)
new /obj/item/apc_electronics(src)
new /obj/item/apc_electronics(src)
new /obj/item/multitool(src)
new /obj/item/multitool(src)
new /obj/item/multitool(src)
new /obj/item/clothing/head/beret/eng
/obj/structure/closet/secure_closet/engineering_welding
name = "welding supplies locker"
req_access = list(ACCESS_ENGINE_EQUIP)
icon_state = "eng_weld"
open_door_sprite = "eng_door"
icon_opened = "eng_open"
/obj/structure/closet/secure_closet/engineering_welding/populate_contents()
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/weldingtool/largetank(src)
new /obj/item/weldingtool/largetank(src)
new /obj/item/weldingtool/largetank(src)
/obj/structure/closet/secure_closet/engineering_personal
name = "engineer's locker"
req_access = list(ACCESS_ENGINE_EQUIP)
icon_state = "eng_secure"
open_door_sprite = "eng_secure_door"
/obj/structure/closet/secure_closet/engineering_personal/populate_contents()
if(prob(50))
new /obj/item/storage/backpack/industrial(src)
else
new /obj/item/storage/backpack/satchel_eng(src)
new /obj/item/storage/backpack/duffel/engineering(src)
new /obj/item/storage/toolbox/mechanical(src)
new /obj/item/holosign_creator/engineering(src)
new /obj/item/radio/headset/headset_eng(src)
new /obj/item/clothing/under/rank/engineering/engineer(src)
new /obj/item/clothing/under/rank/engineering/engineer/skirt(src)
new /obj/item/clothing/suit/storage/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/cartridge/engineering(src)
new /obj/item/clothing/head/beret/eng(src)
/obj/structure/closet/secure_closet/atmos_personal
name = "technician's locker"
req_access = list(ACCESS_ATMOSPHERICS)
icon_state = "atmos"
open_door_sprite = "eng_secure_door"
/obj/structure/closet/secure_closet/atmos_personal/populate_contents()
new /obj/item/radio/headset/headset_eng(src)
new /obj/item/cartridge/atmos(src)
new /obj/item/storage/toolbox/mechanical(src)
if(prob(50))
new /obj/item/storage/backpack/industrial/atmos(src)
else
new /obj/item/storage/backpack/satchel_atmos(src)
new /obj/item/storage/backpack/duffel/atmos(src)
new /obj/item/extinguisher(src)
new /obj/item/grenade/gas/oxygen(src)
new /obj/item/grenade/gas/oxygen(src)
new /obj/item/clothing/suit/storage/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/tank/internals/emergency_oxygen/engi(src)
new /obj/item/holosign_creator/atmos(src)
new /obj/item/watertank/atmos(src)
new /obj/item/clothing/suit/fire/atmos(src)
new /obj/item/clothing/head/hardhat/atmos(src)
new /obj/item/clothing/glasses/meson/engine/tray(src)
new /obj/item/rpd(src)
new /obj/item/destTagger(src)