Files
Polaris/code/datums/outfits/jobs/security.dm
e11404d103 Bugfixes (#8967)
* bugfix 1: autolathes can actually be deconstructed and don't cause runtimes (and also don't eat your crowbars)

* bugfix 2 (forensic techs actually get detective ids/pdas)

* bugfix 3 (accessories no longer do a weird double period)

* bugfix 4 (right foot)

* bugfix 5 (singular/plural stacks)

* bugfix 6 (ghosts can hang up on communicators -- still causes runtimes but it did this before and the runtimes are from the observer bug and not the communicator bug so it's fine)

* i lost count but this one gives the hos an egun because the cynosure hos locker doesn't have a gun at all and i'm not fucking around with balancing the fancy custom guns

* fixes infinite cell duplication exploit with autolathes (flashlights/coolers come empty from lathe now)

* changelog

* Update code/game/machinery/autolathe.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* Update code/game/machinery/autolathe.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* commits changes + fixes retro carpet (red) inventory sprites

* return..()'d

---------

Co-authored-by: Atermonera <atermonera@gmail.com>
2023-03-08 18:18:18 -08:00

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/decl/hierarchy/outfit/job/security
hierarchy_type = /decl/hierarchy/outfit/job/security
glasses = /obj/item/clothing/glasses/sunglasses/sechud
l_ear = /obj/item/radio/headset/headset_sec
gloves = /obj/item/clothing/gloves/black
shoes = /obj/item/clothing/shoes/boots/jackboots
backpack = /obj/item/storage/backpack/security
satchel_one = /obj/item/storage/backpack/satchel/sec
backpack_contents = list(/obj/item/handcuffs = 1)
messenger_bag = /obj/item/storage/backpack/messenger/sec
sports_bag = /obj/item/storage/backpack/sport/sec
/decl/hierarchy/outfit/job/security/hos
name = OUTFIT_JOB_NAME("Head of security")
l_ear = /obj/item/radio/headset/heads/hos
uniform = /obj/item/clothing/under/rank/head_of_security
id_type = /obj/item/card/id/security/head
pda_type = /obj/item/pda/heads/hos
/decl/hierarchy/outfit/job/security/warden
name = OUTFIT_JOB_NAME("Warden")
uniform = /obj/item/clothing/under/rank/warden
l_pocket = /obj/item/flash
id_type = /obj/item/card/id/security/warden
pda_type = /obj/item/pda/warden
/decl/hierarchy/outfit/job/security/detective
name = OUTFIT_JOB_NAME("Detective")
uniform = /obj/item/clothing/under/det
suit = /obj/item/clothing/suit/storage/det_trench
shoes = /obj/item/clothing/shoes/laceup
r_hand = /obj/item/storage/briefcase/crimekit
id_type = /obj/item/card/id/security/detective
pda_type = /obj/item/pda/detective
backpack = /obj/item/storage/backpack
satchel_one = /obj/item/storage/backpack/satchel/norm
backpack_contents = list(/obj/item/storage/box/evidence = 1)
/decl/hierarchy/outfit/job/security/forensic
name = OUTFIT_JOB_NAME("Forensic technician")
uniform = /obj/item/clothing/under/rank/security/forensics
suit = /obj/item/clothing/suit/storage/forensics/blue
shoes = /obj/item/clothing/shoes/laceup
r_hand = /obj/item/storage/briefcase/crimekit
id_type = /obj/item/card/id/security/detective
pda_type = /obj/item/pda/detective
backpack = /obj/item/storage/backpack
satchel_one = /obj/item/storage/backpack/satchel/norm
backpack_contents = list(/obj/item/storage/box/evidence = 1)
/decl/hierarchy/outfit/job/security/officer
name = OUTFIT_JOB_NAME("Security Officer")
uniform = /obj/item/clothing/under/rank/security
l_pocket = /obj/item/flash
id_type = /obj/item/card/id/security
pda_type = /obj/item/pda/security