oh boy
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@@ -66,6 +66,11 @@
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// How much threat this job is worth in dynamic. Is subtracted if the player's not an antag, added if they are.
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var/threat = 0
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/// Starting skill levels.
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var/list/starting_skills
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/// Skill affinities to set
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var/list/skill_affinities
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//Only override this proc
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//H is usually a human unless an /equip override transformed it
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/datum/job/proc/after_spawn(mob/living/H, mob/M, latejoin = FALSE)
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@@ -142,7 +147,6 @@
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return TRUE //Available in 0 days = available right now = player is old enough to play.
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return FALSE
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/datum/job/proc/available_in_days(client/C)
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if(!C)
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return 0
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@@ -166,6 +170,17 @@
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/datum/job/proc/radio_help_message(mob/M)
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to_chat(M, "<b>Prefix your message with :h to speak on your department's radio. To see other prefixes, look closely at your headset.</b>")
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/datum/job/proc/standard_assign_skills(datum/mind/M)
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if(!starting_skills)
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return
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for(var/skill in starting_skills)
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M.skill_holder.boost_skill_value_to(skill, starting_skills[skill])
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// do wipe affinities though
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M.skill_holder.skill_affinities = list()
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for(var/skill in skill_affinities)
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M.skill_holder.skill_affinities[skill] = skill_affinities[skill]
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LAZYCLEARLIST(M.skill_holder.skill_affinities) //if we didn't set any.
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/datum/outfit/job
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name = "Standard Gear"
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@@ -243,6 +258,8 @@
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if(preference_source && !PDA.equipped) //PDA's screen color, font style and look depend on client preferences.
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PDA.update_style(preference_source)
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standard_assign_skills(H.mind)
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/datum/outfit/job/get_chameleon_disguise_info()
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var/list/types = ..()
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types -= /obj/item/storage/backpack //otherwise this will override the actual backpacks
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@@ -19,6 +19,9 @@
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display_order = JOB_DISPLAY_ORDER_CHEMIST
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threat = 1.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/chemist
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name = "Chemist"
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jobtype = /datum/job/chemist
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@@ -29,6 +29,9 @@
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blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
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threat = 2
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/cmo
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name = "Chief Medical Officer"
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jobtype = /datum/job/cmo
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@@ -19,6 +19,8 @@
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display_order = JOB_DISPLAY_ORDER_GENETICIST
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threat = 1.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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/datum/outfit/job/geneticist
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name = "Geneticist"
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jobtype = /datum/job/geneticist
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@@ -17,6 +17,9 @@
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display_order = JOB_DISPLAY_ORDER_MEDICAL_DOCTOR
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threat = 0.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/doctor
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name = "Medical Doctor"
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jobtype = /datum/job/doctor
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@@ -19,6 +19,9 @@
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threat = 0.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/paramedic
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name = "Paramedic"
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jobtype = /datum/job/paramedic
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@@ -20,6 +20,9 @@
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threat = 1.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/virologist
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name = "Virologist"
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jobtype = /datum/job/virologist
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@@ -58,6 +58,9 @@
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return FALSE
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if(tool)
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speed_mod = tool.toolspeed
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var/skill_mod = 1
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if(user?.mind?.skill_holder)
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skill_mode = SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(user.mind.skill_holder.get_skill_value(/datum/skill/medical/surgery))
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if(do_after(user, time * speed_mod, target = target))
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var/prob_chance = 100
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if(implement_type) //this means it isn't a require hand or any item step.
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