mirror of
https://github.com/PolarisSS13/Polaris.git
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* 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>
57 lines
2.3 KiB
Plaintext
57 lines
2.3 KiB
Plaintext
/decl/hierarchy/outfit/job/security
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hierarchy_type = /decl/hierarchy/outfit/job/security
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glasses = /obj/item/clothing/glasses/sunglasses/sechud
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l_ear = /obj/item/radio/headset/headset_sec
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gloves = /obj/item/clothing/gloves/black
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shoes = /obj/item/clothing/shoes/boots/jackboots
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backpack = /obj/item/storage/backpack/security
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satchel_one = /obj/item/storage/backpack/satchel/sec
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backpack_contents = list(/obj/item/handcuffs = 1)
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messenger_bag = /obj/item/storage/backpack/messenger/sec
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sports_bag = /obj/item/storage/backpack/sport/sec
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/decl/hierarchy/outfit/job/security/hos
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name = OUTFIT_JOB_NAME("Head of security")
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l_ear = /obj/item/radio/headset/heads/hos
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uniform = /obj/item/clothing/under/rank/head_of_security
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id_type = /obj/item/card/id/security/head
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pda_type = /obj/item/pda/heads/hos
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/decl/hierarchy/outfit/job/security/warden
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name = OUTFIT_JOB_NAME("Warden")
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uniform = /obj/item/clothing/under/rank/warden
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l_pocket = /obj/item/flash
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id_type = /obj/item/card/id/security/warden
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pda_type = /obj/item/pda/warden
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/decl/hierarchy/outfit/job/security/detective
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name = OUTFIT_JOB_NAME("Detective")
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uniform = /obj/item/clothing/under/det
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suit = /obj/item/clothing/suit/storage/det_trench
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shoes = /obj/item/clothing/shoes/laceup
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r_hand = /obj/item/storage/briefcase/crimekit
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id_type = /obj/item/card/id/security/detective
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pda_type = /obj/item/pda/detective
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backpack = /obj/item/storage/backpack
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satchel_one = /obj/item/storage/backpack/satchel/norm
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backpack_contents = list(/obj/item/storage/box/evidence = 1)
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/decl/hierarchy/outfit/job/security/forensic
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name = OUTFIT_JOB_NAME("Forensic technician")
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uniform = /obj/item/clothing/under/rank/security/forensics
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suit = /obj/item/clothing/suit/storage/forensics/blue
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shoes = /obj/item/clothing/shoes/laceup
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r_hand = /obj/item/storage/briefcase/crimekit
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id_type = /obj/item/card/id/security/detective
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pda_type = /obj/item/pda/detective
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backpack = /obj/item/storage/backpack
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satchel_one = /obj/item/storage/backpack/satchel/norm
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backpack_contents = list(/obj/item/storage/box/evidence = 1)
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/decl/hierarchy/outfit/job/security/officer
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name = OUTFIT_JOB_NAME("Security Officer")
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uniform = /obj/item/clothing/under/rank/security
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l_pocket = /obj/item/flash
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id_type = /obj/item/card/id/security
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pda_type = /obj/item/pda/security
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