more fashions
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@@ -45,6 +45,8 @@
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var/attack_one = "BOT has stunned CRIMINAL!"
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var/attack_two = "BOT has stunned you!"
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var/stun_sound =
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/mob/living/simple_animal/bot/secbot/beepsky
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name = "Officer Beep O'sky"
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desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
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@@ -240,6 +242,7 @@ Auto Patrol: []"},
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if(bot_hat)
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to_chat("<span class='warning'>\[src] already has a hat, and the laws of physics disallow him from wearing a second!</span>")
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if(H.beepsky_fashion)
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to_chat(user, "<span class='warning'>You set [H] on [src]'s head.</span>")
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bot_hat = H
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H.forceMove(src)
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update_beepsky_fluff()
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@@ -289,6 +292,19 @@ Auto Patrol: []"},
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if(!on)
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return
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if(iscarbon(A))
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if(bot_hat)
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to_chat(A, "<span class='warning'>You knock [bot_hat] off of [src]'s head!</span>")
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bot_hat.forceMove(get_turf(src))
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//reset all emotes/sounds
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death_emote = initial(death_emote)
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capture_one = initial(capture_one)
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capture_two = initial(capture_two)
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infraction = initial(infraction)
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taunt = initial(taunt)
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attack_one = initial(attack_one)
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attack_two = initial(attack_two)
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bot_hat = null
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qdel(stored_fashion)
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var/mob/living/carbon/C = A
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if(CHECK_MOBILITY(C, MOBILITY_MOVE|MOBILITY_USE|MOBILITY_STAND) || arrest_type) // CIT CHANGE - makes sentient secbots check for canmove rather than !isstun.
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stun_attack(A)
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