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277 lines
8.5 KiB
Plaintext
277 lines
8.5 KiB
Plaintext
/obj/item/clothing/accessory
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name = "tie"
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desc = "A neosilk clip-on tie."
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icon = 'icons/obj/clothing/ties.dmi'
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icon_state = "bluetie"
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item_state = "" //no inhands
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slot_flags = SLOT_TIE
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w_class = 2.0
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var/slot = "decor"
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var/obj/item/clothing/has_suit = null //the suit the tie may be attached to
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var/image/inv_overlay = null //overlay used when attached to clothing.
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var/image/mob_overlay = null
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var/overlay_state = null
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/obj/item/clothing/accessory/Destroy()
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on_removed()
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return ..()
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/obj/item/clothing/accessory/proc/get_inv_overlay()
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if(!inv_overlay)
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if(!mob_overlay)
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get_mob_overlay()
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var/tmp_icon_state = "[overlay_state? "[overlay_state]" : "[icon_state]"]"
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if(icon_override)
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if("[tmp_icon_state]_tie" in icon_states(icon_override))
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tmp_icon_state = "[tmp_icon_state]_tie"
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inv_overlay = image(icon = mob_overlay.icon, icon_state = tmp_icon_state, dir = SOUTH)
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return inv_overlay
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/obj/item/clothing/accessory/proc/get_mob_overlay()
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if(!mob_overlay)
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var/tmp_icon_state = "[overlay_state? "[overlay_state]" : "[icon_state]"]"
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if(icon_override)
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if("[tmp_icon_state]_mob" in icon_states(icon_override))
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tmp_icon_state = "[tmp_icon_state]_mob"
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mob_overlay = image("icon" = icon_override, "icon_state" = "[tmp_icon_state]")
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else
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mob_overlay = image("icon" = INV_ACCESSORIES_DEF_ICON, "icon_state" = "[tmp_icon_state]")
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return mob_overlay
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//when user attached an accessory to S
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/obj/item/clothing/accessory/proc/on_attached(var/obj/item/clothing/S, var/mob/user)
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if(!istype(S))
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return
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has_suit = S
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loc = has_suit
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has_suit.overlays += get_inv_overlay()
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if(user)
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user << "<span class='notice'>You attach \the [src] to \the [has_suit].</span>"
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src.add_fingerprint(user)
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/obj/item/clothing/accessory/proc/on_removed(var/mob/user)
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if(!has_suit)
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return
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has_suit.overlays -= get_inv_overlay()
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has_suit = null
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if(user)
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usr.put_in_hands(src)
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src.add_fingerprint(user)
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else
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src.forceMove(get_turf(src))
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//default attackby behaviour
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/obj/item/clothing/accessory/attackby(obj/item/I, mob/user)
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..()
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//default attack_hand behaviour
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/obj/item/clothing/accessory/attack_hand(mob/user as mob)
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if(has_suit)
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return //we aren't an object on the ground so don't call parent
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..()
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/obj/item/clothing/accessory/blue
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name = "blue tie"
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icon_state = "bluetie"
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/obj/item/clothing/accessory/red
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name = "red tie"
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icon_state = "redtie"
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/obj/item/clothing/accessory/blue_clip
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name = "blue tie with a clip"
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icon_state = "bluecliptie"
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/obj/item/clothing/accessory/blue_long
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name = "blue long tie"
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icon_state = "bluelongtie"
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/obj/item/clothing/accessory/red_clip
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name = "red tie with a clip"
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icon_state = "redcliptie"
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/obj/item/clothing/accessory/red_long
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name = "red long tie"
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icon_state = "redlongtie"
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/obj/item/clothing/accessory/black
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name = "black tie"
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icon_state = "blacktie"
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/obj/item/clothing/accessory/yellow
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name = "yellow tie"
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icon_state = "yellowtie"
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/obj/item/clothing/accessory/navy
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name = "navy tie"
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icon_state = "navytie"
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/obj/item/clothing/accessory/horrible
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name = "horrible tie"
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desc = "A neosilk clip-on tie. This one is disgusting."
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icon_state = "horribletie"
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/obj/item/clothing/accessory/stethoscope
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name = "stethoscope"
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desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
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icon_state = "stethoscope"
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/obj/item/clothing/accessory/stethoscope/attack(mob/living/carbon/human/M, mob/living/user)
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if(ishuman(M) && isliving(user))
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if(user.a_intent == I_HELP)
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var/body_part = parse_zone(user.zone_sel.selecting)
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if(body_part)
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var/their = "their"
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switch(M.gender)
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if(MALE) their = "his"
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if(FEMALE) their = "her"
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var/sound = "heartbeat"
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var/sound_strength = "cannot hear"
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var/heartbeat = 0
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var/obj/item/organ/internal/heart/heart = M.internal_organs_by_name[O_HEART]
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if(heart && !(heart.robotic >= ORGAN_ROBOT))
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heartbeat = 1
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if(M.stat == DEAD || (M.status_flags&FAKEDEATH))
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sound_strength = "cannot hear"
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sound = "anything"
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else
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switch(body_part)
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if(BP_TORSO)
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sound_strength = "hear"
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sound = "no heartbeat"
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if(heartbeat)
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if(heart.is_bruised() || M.getOxyLoss() > 50)
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sound = "[pick("odd noises in","weak")] heartbeat"
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else
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sound = "healthy heartbeat"
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var/obj/item/organ/internal/heart/L = M.internal_organs_by_name[O_LUNGS]
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if(!L || M.losebreath)
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sound += " and no respiration"
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else if(M.is_lung_ruptured() || M.getOxyLoss() > 50)
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sound += " and [pick("wheezing","gurgling")] sounds"
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else
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sound += " and healthy respiration"
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if(O_EYES,O_MOUTH)
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sound_strength = "cannot hear"
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sound = "anything"
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else
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if(heartbeat)
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sound_strength = "hear a weak"
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sound = "pulse"
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user.visible_message("[user] places [src] against [M]'s [body_part] and listens attentively.", "You place [src] against [their] [body_part]. You [sound_strength] [sound].")
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return
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return ..(M,user)
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//Medals
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/obj/item/clothing/accessory/medal
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name = "bronze medal"
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desc = "A bronze medal."
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icon_state = "bronze"
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/obj/item/clothing/accessory/medal/conduct
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name = "distinguished conduct medal"
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desc = "A bronze medal awarded for distinguished conduct. Whilst a great honor, this is most basic award on offer. It is often awarded by a captain to a member of their crew."
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/obj/item/clothing/accessory/medal/bronze_heart
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name = "bronze heart medal"
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desc = "A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty."
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icon_state = "bronze_heart"
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/obj/item/clothing/accessory/medal/nobel_science
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name = "nobel sciences award"
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desc = "A bronze medal which represents significant contributions to the field of science or engineering."
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/obj/item/clothing/accessory/medal/silver
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name = "silver medal"
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desc = "A silver medal."
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icon_state = "silver"
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/obj/item/clothing/accessory/medal/silver/valor
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name = "medal of valor"
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desc = "A silver medal awarded for acts of exceptional valor."
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/obj/item/clothing/accessory/medal/silver/security
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name = "robust security award"
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desc = "An award for distinguished combat and sacrifice in defence of corporate commercial interests. Often awarded to security staff."
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/obj/item/clothing/accessory/medal/gold
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name = "gold medal"
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desc = "A prestigious golden medal."
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icon_state = "gold"
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/obj/item/clothing/accessory/medal/gold/captain
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name = "medal of captaincy"
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desc = "A golden medal awarded exclusively to those promoted to the rank of captain. It signifies the codified responsibilities of a captain, and their undisputable authority over their crew."
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/obj/item/clothing/accessory/medal/gold/heroism
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name = "medal of exceptional heroism"
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desc = "An extremely rare golden medal awarded only by high ranking officials. To recieve such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but distinguished veteran staff."
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//Scarves
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/obj/item/clothing/accessory/scarf
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name = "scarf"
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desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
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/obj/item/clothing/accessory/scarf/red
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name = "red scarf"
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icon_state = "redscarf"
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/obj/item/clothing/accessory/scarf/green
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name = "green scarf"
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icon_state = "greenscarf"
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/obj/item/clothing/accessory/scarf/darkblue
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name = "dark blue scarf"
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icon_state = "darkbluescarf"
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/obj/item/clothing/accessory/scarf/purple
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name = "purple scarf"
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icon_state = "purplescarf"
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/obj/item/clothing/accessory/scarf/yellow
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name = "yellow scarf"
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icon_state = "yellowscarf"
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/obj/item/clothing/accessory/scarf/orange
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name = "orange scarf"
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icon_state = "orangescarf"
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/obj/item/clothing/accessory/scarf/lightblue
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name = "light blue scarf"
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icon_state = "lightbluescarf"
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/obj/item/clothing/accessory/scarf/white
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name = "white scarf"
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icon_state = "whitescarf"
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/obj/item/clothing/accessory/scarf/black
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name = "black scarf"
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icon_state = "blackscarf"
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/obj/item/clothing/accessory/scarf/zebra
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name = "zebra scarf"
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icon_state = "zebrascarf"
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/obj/item/clothing/accessory/scarf/christmas
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name = "christmas scarf"
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icon_state = "christmasscarf"
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/obj/item/clothing/accessory/stripedredscarf
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name = "striped red scarf"
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icon_state = "stripedredscarf"
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/obj/item/clothing/accessory/stripedgreenscarf
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name = "striped green scarf"
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icon_state = "stripedgreenscarf"
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/obj/item/clothing/accessory/stripedbluescarf
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name = "striped blue scarf"
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icon_state = "stripedbluescarf"
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