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Repathed ponchos to accessory/storage.
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@@ -60,18 +60,18 @@
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..()
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/// Ponchos specifically, but other accessories may eventually need this.
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/// Consequence of snowflake-y teshari code.
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/obj/item/kit/accessory
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/// Consequence of snowflake-y teshari code.
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/obj/item/kit/accessory
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name = "accessory modification kit"
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desc = "A kit for modifying accessories."
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/obj/item/kit/accessory/can_customize(var/obj/item/I)
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return istype(I, /obj/item/clothing/accessory/poncho)
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return istype(I, /obj/item/clothing/accessory/storage/poncho)
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/obj/item/kit/accessory/customize(var/obj/item/I, var/mob/user)
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if(can_customize(I))
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if(istype(I, /obj/item/clothing/accessory/poncho))
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var/obj/item/clothing/accessory/poncho/P = I
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if(istype(I, /obj/item/clothing/accessory/storage/poncho))
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var/obj/item/clothing/accessory/storage/poncho/P = I
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P.icon_override_state = new_icon_override_file
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P.sprite_sheets[SPECIES_TESHARI] = new_icon_override_file /// Will look the same on teshari and other species.
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P.item_state = new_icon
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@@ -339,4 +339,4 @@
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name = "\"Gaoler\" Gygax customisation kit"
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new_name = "Durand \"Gaoler\""
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new_desc = "A bulky silver Gygax exosuit. The extra armour appears to be painted on, but it's very shiny."
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new_icon = "recitence"
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new_icon = "recitence"
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@@ -960,11 +960,11 @@
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icon_state = "classicponcho"
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/obj/random/thermalponcho/item_to_spawn()
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return pick(prob(5);/obj/item/clothing/accessory/poncho/thermal,
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prob(3);/obj/item/clothing/accessory/poncho/thermal/red,
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prob(3);/obj/item/clothing/accessory/poncho/thermal/green,
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prob(3);/obj/item/clothing/accessory/poncho/thermal/purple,
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prob(3);/obj/item/clothing/accessory/poncho/thermal/blue)
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return pick(prob(5);/obj/item/clothing/accessory/storage/poncho/thermal,
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prob(3);/obj/item/clothing/accessory/storage/poncho/thermal/red,
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prob(3);/obj/item/clothing/accessory/storage/poncho/thermal/green,
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prob(3);/obj/item/clothing/accessory/storage/poncho/thermal/purple,
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prob(3);/obj/item/clothing/accessory/storage/poncho/thermal/blue)
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/obj/random/mug
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name = "Random Mug"
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@@ -560,7 +560,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
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/obj/item/clothing/accessory/bracelet/material/gold,
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/obj/item/clothing/accessory/bracelet/material/silver,
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/obj/item/clothing/accessory/locket,
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/obj/item/clothing/accessory/poncho/blue,
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/obj/item/clothing/accessory/storage/poncho/blue,
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/obj/item/clothing/shoes/boots/cowboy,
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/obj/item/clothing/suit/storage/toggle/bomber,
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/obj/item/clothing/under/frontier,
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@@ -944,4 +944,4 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
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common_loot = list(
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/obj/random/unidentified_medicine/fresh_medicine
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)
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)
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