Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-33829
This commit is contained in:
@@ -206,6 +206,7 @@
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sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
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random_sensor = FALSE
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resistance_flags = NONE
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can_adjust = FALSE
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armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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var/datum/action/item_action/chameleon/change/chameleon_action
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@@ -11,7 +11,7 @@
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materials = list(MAT_GLASS = 250)
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var/vision_flags = 0
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var/darkness_view = 2//Base human is 2
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var/invis_view = SEE_INVISIBLE_LIVING
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var/invis_view = SEE_INVISIBLE_LIVING //admin only for now
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var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
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var/lighting_alpha
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var/list/icon/current = list() //the current hud icons
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@@ -261,7 +261,7 @@
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icon_state = "thermal"
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item_state = "glasses"
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vision_flags = SEE_MOBS
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invis_view = 2
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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flash_protect = 0
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glass_colour_type = /datum/client_colour/glass_colour/red
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@@ -174,7 +174,7 @@
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icon_state = "thermal"
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hud_type = DATA_HUD_SECURITY_ADVANCED
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vision_flags = SEE_MOBS
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invis_view = 2
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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glass_colour_type = /datum/client_colour/glass_colour/red
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/obj/item/clothing/glasses/hud/toggle/thermal/attack_self(mob/user)
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@@ -11,13 +11,21 @@
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strip_delay = 20
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equip_delay_other = 40
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/obj/item/clothing/gloves/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
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/obj/item/clothing/gloves/proc/clean_blood(strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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transfer_blood = 0
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/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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@@ -192,7 +192,7 @@
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item_state = "wgloves"
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item_color = "mime"
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/obj/item/clothing/gloves/color/random/New()
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/obj/item/clothing/gloves/color/random/Initialize()
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..()
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var/list/gloves = list(
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/obj/item/clothing/gloves/color/orange = 1,
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@@ -202,12 +202,14 @@
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/obj/item/clothing/gloves/color/green = 1,
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/obj/item/clothing/gloves/color/grey = 1,
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/obj/item/clothing/gloves/color/light_brown = 1,
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/obj/item/clothing/gloves/color/brown = 1)
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/obj/item/clothing/gloves/color/brown = 1,
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/obj/item/clothing/gloves/color/white = 1,
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/obj/item/clothing/gloves/color/rainbow = 1)
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var/obj/item/clothing/gloves/color/selected = pick(gloves)
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name = initial(selected.name)
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desc = initial(selected.desc)
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icon_state = initial(selected.icon_state)
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item_state = initial(selected.item_state)
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item_color = initial(selected.item_color)
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.equip_to_slot_or_del(new selected(H), slot_gloves)
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else
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new selected(loc)
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return INITIALIZE_HINT_QDEL
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@@ -20,7 +20,7 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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@@ -15,7 +15,7 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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@@ -12,7 +12,7 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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/obj/item/clothing/neck/tie
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@@ -15,12 +15,16 @@
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var/offset = 0
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var/equipped_before_drop = FALSE
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/obj/item/clothing/shoes/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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var/bloody = 0
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if(blood_DNA)
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bloody = 1
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var/bloody = FALSE
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IF_HAS_BLOOD_DNA(src)
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bloody = TRUE
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else
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bloody = bloody_shoes[BLOOD_STATE_HUMAN]
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@@ -53,8 +57,9 @@
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/clothing/shoes/clean_blood()
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..()
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/obj/item/clothing/shoes/proc/clean_blood(strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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if(ismob(loc))
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@@ -62,4 +67,4 @@
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M.update_inv_shoes()
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/obj/item/proc/negates_gravity()
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return 0
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return FALSE
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@@ -14,7 +14,7 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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@@ -19,10 +19,9 @@
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/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
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if(accessory_overlay)
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. += accessory_overlay
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@@ -4,13 +4,15 @@
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/obj/item/clothing/under/color/random
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icon_state = "random_jumpsuit"
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/obj/item/clothing/under/color/random/New()
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/obj/item/clothing/under/color/random/Initialize()
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..()
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var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - /obj/item/clothing/under/color/random)
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name = initial(C.name)
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icon_state = initial(C.icon_state)
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item_state = initial(C.item_state)
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item_color = initial(C.item_color)
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var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - /obj/item/clothing/under/color/random - /obj/item/clothing/under/color/grey/glorf - /obj/item/clothing/under/color/black/ghost)
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.equip_to_slot_or_del(new C(H), slot_w_uniform) //or else you end up with naked assistants running around everywhere...
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else
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new C(loc)
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return INITIALIZE_HINT_QDEL
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/obj/item/clothing/under/color/black
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name = "black jumpsuit"
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@@ -274,6 +274,7 @@
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icon_state = "burial"
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item_state = "burial"
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item_color = "burial"
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has_sensor = NO_SENSORS
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/obj/item/clothing/under/skirt/black
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name = "black skirt"
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