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Repaths permits as accessories
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@@ -27,7 +27,7 @@
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/pda/bar(H), slot_belt)
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if(has_alt_title(H, alt_title,"Bartender"))
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var/obj/item/weapon/permit/gun/bar/permit = new(H)
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var/obj/item/clothing/accessory/permit/gun/bar/permit = new(H)
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if(H.backbag == 1)
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H.equip_to_slot_or_del(permit, slot_l_hand)
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else
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@@ -24,7 +24,7 @@
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/obj/item/weapon/reagent_containers/dropper,
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/obj/item/weapon/screwdriver,
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/obj/item/weapon/stamp,
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/obj/item/weapon/permit
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/obj/item/clothing/accessory/permit
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)
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slot_flags = SLOT_ID
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+7
-8
@@ -1,15 +1,14 @@
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//This'll be used for gun permits, such as for heads of staff, antags, and bartenders
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/obj/item/weapon/permit
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/obj/item/clothing/accessory/permit
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name = "permit"
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desc = "A permit for something."
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icon = 'icons/obj/card.dmi'
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icon_state = "permit"
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w_class = ITEMSIZE_TINY
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slot_flags = SLOT_BELT | SLOT_EARS //SLOT_EARS because they're not accessories, and SLOT_EARS is rarely used
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var/owner = 0 //To prevent people from just renaming the thing if they steal it
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/obj/item/weapon/permit/attack_self(mob/user as mob)
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/obj/item/clothing/accessory/permit/attack_self(mob/user as mob)
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if(isliving(user))
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if(!owner)
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set_name(user.name)
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@@ -17,25 +16,25 @@
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else
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to_chat(user, "[src] already has an owner!")
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/obj/item/weapon/permit/proc/set_name(var/new_name)
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/obj/item/clothing/accessory/permit/proc/set_name(var/new_name)
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owner = 1
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if(new_name)
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src.name += " ([new_name])"
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desc += " It belongs to [new_name]."
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/obj/item/weapon/permit/emag_act(var/remaining_charges, var/mob/user)
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/obj/item/clothing/accessory/permit/emag_act(var/remaining_charges, var/mob/user)
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to_chat(user, "You reset the naming locks on [src]!")
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owner = 0
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/obj/item/weapon/permit/gun
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/obj/item/clothing/accessory/permit/gun
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name = "weapon permit"
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desc = "A card indicating that the owner is allowed to carry a firearm."
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/obj/item/weapon/permit/gun/bar
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/obj/item/clothing/accessory/permit/gun/bar
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name = "bar shotgun permit"
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desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
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/obj/item/weapon/permit/drone
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/obj/item/clothing/accessory/permit/drone
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name = "drone identification card"
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desc = "A card issued by the EIO, indicating that the owner is a Drone Intelligence. Drones are mandated to carry this card within SolGov space, by law."
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icon_state = "permit_drone"
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@@ -1521,6 +1521,6 @@
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var/braintype = get_FBP_type()
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if(braintype == FBP_DRONE)
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var/turf/T = get_turf(src)
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var/obj/item/weapon/permit/drone/permit = new(T)
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var/obj/item/clothing/accessory/permit/drone/permit = new(T)
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permit.set_name(real_name)
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equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
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+1
-1
@@ -858,7 +858,6 @@
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#include "code\game\objects\items\weapons\mop_deploy.dm"
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#include "code\game\objects\items\weapons\paint.dm"
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#include "code\game\objects\items\weapons\paiwire.dm"
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#include "code\game\objects\items\weapons\permits.dm"
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#include "code\game\objects\items\weapons\policetape.dm"
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#include "code\game\objects\items\weapons\power_cells.dm"
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#include "code\game\objects\items\weapons\RCD.dm"
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@@ -1319,6 +1318,7 @@
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#include "code\modules\clothing\under\accessories\clothing.dm"
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#include "code\modules\clothing\under\accessories\holster.dm"
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#include "code\modules\clothing\under\accessories\lockets.dm"
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#include "code\modules\clothing\under\accessories\permits.dm"
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#include "code\modules\clothing\under\accessories\storage.dm"
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#include "code\modules\clothing\under\jobs\civilian.dm"
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#include "code\modules\clothing\under\jobs\engineering.dm"
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