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@@ -33,7 +33,7 @@
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var/check_records = TRUE //Does it check security records?
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var/arrest_type = FALSE //If true, don't handcuff
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var/obj/item/clothing/head/bot_hat
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var/obj/item/clothing/head/bot_accessory
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var/datum/beepsky_fashion/stored_fashion
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//emotes (BOT is replaced with bot name, CRIMINAL with criminal name, THREAT_LEVEL with threat level)
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@@ -226,9 +226,9 @@ Auto Patrol: []"},
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retaliate(H)
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if(special_retaliate_after_attack(H))
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return
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if(H.a_intent == INTENT_HELP && bot_hat)
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to_chat(H, "<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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if(H.a_intent == INTENT_HELP && bot_accessory)
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to_chat(H, "<span class='warning'>You knock [bot_accessory] off of [src]'s head!</span>")
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bot_accessory.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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@@ -240,7 +240,7 @@ Auto Patrol: []"},
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arrest_texts = initial(arrest_texts)
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arrest_emote = initial(arrest_emote)
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patrol_emote = initial(patrol_emote)
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bot_hat = null
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bot_accessory = null
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qdel(stored_fashion)
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return
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@@ -250,7 +250,7 @@ Auto Patrol: []"},
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..()
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if(istype(W, /obj/item/weldingtool) && user.a_intent != INTENT_HARM) // Any intent but harm will heal, so we shouldn't get angry.
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return
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if(istype(W, /obj/item/clothing/head))
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if(istype(W, /obj/item/clothing/head) || istype(W, /obj/item/clothing/mask))
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attempt_place_on_head(user, W)
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return
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if(!istype(W, /obj/item/screwdriver) && (W.force) && (!target) && (W.damtype != STAMINA) ) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
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@@ -258,39 +258,43 @@ Auto Patrol: []"},
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if(special_retaliate_after_attack(user))
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return
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/mob/living/simple_animal/bot/secbot/proc/attempt_place_on_head(mob/user, obj/item/clothing/head/H)
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/mob/living/simple_animal/bot/secbot/proc/attempt_place_on_head(mob/user, obj/item/I)
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if(user && !user.temporarilyRemoveItemFromInventory(H))
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to_chat(user, "<span class='warning'>\The [H] is stuck to your hand, you cannot put it on [src]'s head!</span>")
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return
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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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if(bot_accessory)
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to_chat("<span class='warning'>\[src] already has an accessory, and the laws of physics disallow him from wearing a second!</span>")
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return
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if(istype(I, /obj/item/clothing/head)
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var/obj/item/clothing/head/H = I
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if(H.beepsky_fashion)
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stored_fashion = new H.beepsky_fashion
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else
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//it must be a mask
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var/obj/item/clothing/mask/M = I
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if(M.beepsky_fashion)
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stored_fashion = new M.beepsky_fashion
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if(stored_fashion)
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to_chat(user, "<span class='warning'>You set [I] on [src].</span>")
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bot_accessory = H
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H.forceMove(src)
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update_beepsky_fluff()
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stored_fashion.apply(src)
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regenerate_icons()
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else
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to_chat(user, "<span class='warning'>You set [H] on [src]'s head, but it falls off!</span>")
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H.forceMove(drop_location())
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/mob/living/simple_animal/bot/secbot/proc/update_beepsky_fluff()
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var/datum/beepsky_fashion/BF = new bot_hat.beepsky_fashion
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stored_fashion = BF
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if(BF)
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BF.apply(src)
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/mob/living/simple_animal/bot/secbot/regenerate_icons()
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..()
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if(bot_hat)
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if(bot_accessory)
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if(!stored_fashion)
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stored_fashion = new bot_hat.beepsky_fashion
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stored_fashion = new bot_accessory.beepsky_fashion
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if(!stored_fashion.obj_icon_state)
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stored_fashion.obj_icon_state = bot_hat.icon_state
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stored_fashion.obj_icon_state = bot_accessory.icon_state
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if(!stored_fashion.obj_alpha)
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stored_fashion.obj_alpha = bot_hat.alpha
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stored_fashion.obj_alpha = bot_accessory.alpha
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if(!stored_fashion.obj_color)
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stored_fashion.obj_color = bot_hat.color
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stored_fashion.obj_color = bot_accessory.color
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add_overlay(stored_fashion.get_overlay())
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/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
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