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294 lines
10 KiB
Plaintext
294 lines
10 KiB
Plaintext
//Meant for simple animals to drop lootable human bodies.
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//If someone can do this in a neater way, be my guest-Kor
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//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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/obj/effect/landmark/mobcorpse
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name = "Unknown"
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var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
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var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
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var/corpsesuit = null
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var/corpseshoes = null
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var/corpsegloves = null
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var/corpseradio = null
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var/corpseglasses = null
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var/corpsemask = null
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var/corpsehelmet = null
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var/corpsebelt = null
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var/corpsepocket1 = null
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var/corpsepocket2 = null
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var/corpseback = null
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var/corpseid = 0 //Just set to 1 if you want them to have an ID
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var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
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var/corpseidicon = null //For setting it to be a gold, silver, CentCom etc ID
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/obj/effect/landmark/mobcorpse/Initialize()
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..()
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createCorpse()
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/mobcorpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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M.real_name = src.name
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M.set_stat(DEAD) //Kills the new mob
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if(src.corpseuniform)
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M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
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if(src.corpsesuit)
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M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
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if(src.corpseshoes)
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M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
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if(src.corpsegloves)
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M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
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if(src.corpseradio)
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M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
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if(src.corpseglasses)
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M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
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if(src.corpsemask)
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M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
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if(src.corpsehelmet)
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M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
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if(src.corpsebelt)
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M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
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if(src.corpsepocket1)
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M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
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if(src.corpsepocket2)
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M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
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if(src.corpseback)
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M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
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if(src.corpseid == 1)
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var/obj/item/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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var/datum/job/jobdatum
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == corpseidaccess)
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jobdatum = J
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break
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if(src.corpseidicon)
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W.icon_state = corpseidicon
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if(src.corpseidaccess)
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if(jobdatum)
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W.access = jobdatum.get_access()
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else
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W.access = list()
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if(corpseidjob)
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W.assignment = corpseidjob
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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delete_me = 1
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//List of different corpse types
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/obj/effect/landmark/mobcorpse/syndicatesoldier
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name = "Mercenary"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/armor/vest
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corpseshoes = /obj/item/clothing/shoes/boots/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas
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corpsehelmet = /obj/item/clothing/head/helmet/swat
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corpseback = /obj/item/storage/backpack
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = "Syndicate"
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/obj/effect/landmark/mobcorpse/solarpeacekeeper
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name = "Mercenary"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/armor/pcarrier/blue/sol
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corpseshoes = /obj/item/clothing/shoes/boots/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas
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corpsehelmet = /obj/item/clothing/head/helmet/swat
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corpseback = /obj/item/storage/backpack
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corpseid = 1
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corpseidjob = "Peacekeeper"
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corpseidaccess = "Syndicate"
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/obj/effect/landmark/mobcorpse/syndicatecommando
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name = "Mercenary Commando"
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corpseuniform = /obj/item/clothing/under/syndicate
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corpsesuit = /obj/item/clothing/suit/space/void/merc
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corpseshoes = /obj/item/clothing/shoes/boots/swat
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corpsegloves = /obj/item/clothing/gloves/swat
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/syndicate
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corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
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corpseback = /obj/item/tank/jetpack/oxygen
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corpsepocket1 = /obj/item/tank/emergency/oxygen
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corpseid = 1
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corpseidjob = "Operative"
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corpseidaccess = "Syndicate"
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/obj/effect/landmark/mobcorpse/android
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name = "Android Drone"
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var/list/brandList = list(
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BP_L_HAND = "Unbranded",
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BP_R_HAND = "Unbranded",
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BP_L_FOOT = "Unbranded",
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BP_R_FOOT = "Unbranded",
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BP_L_ARM = "Unbranded",
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BP_R_ARM = "Unbranded",
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BP_L_LEG = "Unbranded",
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BP_R_LEG = "Unbranded",
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BP_HEAD = "Unbranded",
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BP_TORSO = "Unbranded",
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BP_GROIN = "Unbranded"
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)
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corpseid = 0
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/obj/effect/landmark/mobcorpse/android/createCorpse()
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var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
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M.real_name = src.name
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for(var/injuries in 1 to rand(3,5))
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var/deal_brute = rand(round(M.species.total_health * 0.10), round(M.species.total_health * 0.30))
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M.take_overall_damage(deal_brute, "Death Trauma")
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M.set_stat(DEAD) //Kills the new mob
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var/obj/item/organ/internal/brain = M.internal_organs_by_name[O_BRAIN] //specific special cases
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brain.digitize()
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var/obj/item/organ/internal/eyes = M.internal_organs_by_name[O_EYES]
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eyes.robotize()
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for (var/limb in brandList)
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var/obj/item/organ/external/E = M.get_organ(limb)
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if(E)
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E.robotize(brandList[limb])
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if(src.corpseuniform)
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M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
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if(src.corpsesuit)
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M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
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if(src.corpseshoes)
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M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
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if(src.corpsegloves)
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M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
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if(src.corpseradio)
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M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
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if(src.corpseglasses)
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M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
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if(src.corpsemask)
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M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
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if(src.corpsehelmet)
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M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
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if(src.corpsebelt)
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M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
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if(src.corpsepocket1)
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M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
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if(src.corpsepocket2)
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M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
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if(src.corpseback)
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M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
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if(src.corpseid == 1)
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var/obj/item/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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var/datum/job/jobdatum
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == corpseidaccess)
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jobdatum = J
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break
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if(src.corpseidicon)
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W.icon_state = corpseidicon
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if(src.corpseidaccess)
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if(jobdatum)
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W.access = jobdatum.get_access()
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else
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W.access = list()
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if(corpseidjob)
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W.assignment = corpseidjob
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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delete_me = 1
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/obj/effect/landmark/mobcorpse/android/scientist
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name = "Scientific Drone"
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corpseuniform = /obj/item/clothing/under/lawyer/bluesuit
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corpsesuit = /obj/item/clothing/suit/storage/toggle/labcoat
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corpseshoes = /obj/item/clothing/shoes/boots/duty
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brandList = list(
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BP_L_HAND = "Cyber Solutions - Wight",
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BP_R_HAND = "Cyber Solutions - Wight",
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BP_L_FOOT = "Cyber Solutions - Wight",
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BP_R_FOOT = "Cyber Solutions - Wight",
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BP_L_ARM = "Cyber Solutions - Wight",
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BP_R_ARM = "Cyber Solutions - Wight",
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BP_L_LEG = "Cyber Solutions - Wight",
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BP_R_LEG = "Cyber Solutions - Wight",
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BP_HEAD = "Grayson",
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BP_TORSO = "Cyber Solutions - Wight",
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BP_GROIN = "Cyber Solutions - Wight"
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)
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/obj/effect/landmark/mobcorpse/android/combat
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name = "Combat Drone"
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corpseuniform = /obj/item/clothing/under/color/white
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corpsesuit = /obj/item/clothing/suit/armor/vest/alt
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corpseshoes = /obj/item/clothing/shoes/boots/duty
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corpsegloves = /obj/item/clothing/gloves/swat
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brandList = list(
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BP_L_HAND = "Unbranded - Mantis Prosis",
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BP_R_HAND = "Unbranded - Mantis Prosis",
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BP_L_FOOT = "Unbranded - Mantis Prosis",
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BP_R_FOOT = "Unbranded - Mantis Prosis",
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BP_L_ARM = "Unbranded - Mantis Prosis",
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BP_R_ARM = "Unbranded - Mantis Prosis",
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BP_L_LEG = "Unbranded - Mantis Prosis",
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BP_R_LEG = "Unbranded - Mantis Prosis",
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BP_HEAD = "Hephaestus - Athena",
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BP_TORSO = "Hephaestus - Athena",
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BP_GROIN = "Hephaestus - Athena"
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)
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/obj/effect/landmark/mobcorpse/clown
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name = "Clown"
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corpseuniform = /obj/item/clothing/under/rank/clown
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corpseshoes = /obj/item/clothing/shoes/clown_shoes
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corpseradio = /obj/item/radio/headset
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corpsemask = /obj/item/clothing/mask/gas/costume
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corpsepocket1 = /obj/item/bikehorn
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corpseback = /obj/item/storage/backpack/clown
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corpseid = 1
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corpseidjob = "Clown"
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corpseidaccess = "Clown"
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/obj/effect/landmark/mobcorpse/pirate
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name = "Pirate"
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corpseuniform = /obj/item/clothing/under/costume/pirate
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corpseshoes = /obj/item/clothing/shoes/boots/jackboots
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corpseglasses = /obj/item/clothing/glasses/eyepatch
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corpsehelmet = /obj/item/clothing/head/bandana
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/obj/effect/landmark/mobcorpse/pirate/ranged
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name = "Pirate Gunner"
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corpsesuit = /obj/item/clothing/suit/costume
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corpsehelmet = /obj/item/clothing/head/collectable/pirate
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/obj/effect/landmark/mobcorpse/russian
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name = "Russian"
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corpseuniform = /obj/item/clothing/under/costume/soviet
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corpseshoes = /obj/item/clothing/shoes/boots/jackboots
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corpsehelmet = /obj/item/clothing/head/collectable/bearpelt
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/obj/effect/landmark/mobcorpse/russian/ranged
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corpsehelmet = /obj/item/clothing/head/ushanka
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