diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 757d468d..87721d7a 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -552,9 +552,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that "red wizard", "marisa wizard", "emergency response team", + "ert trooper", + "ert leading trooper", + "ert sub officer", + "ert commander", "nanotrasen representative", "nanotrasen officer", - "nanotrasen captain" + "nanotrasen captain", + "shadowling" ) var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if (isnull(dresscode)) @@ -818,7 +823,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_if_possible(W, slot_wear_id) if("emergency response team") - M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/ert(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/ert(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear) @@ -835,6 +841,82 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) + if("ert trooper") + M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/ert/soldier(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert_soldier(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses() + W.access += get_ert_access() + W.assignment = "ERT Trooper" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) + + if("ert leading trooper") + M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/ert/nco(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert_nco(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses() + W.access += get_ert_access() + W.assignment = "ERT Leading Trooper" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) + + if("ert sub officer") + M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/ert/officer(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert_officer(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses() + W.access += get_ert_access() + W.assignment = "ERT Sub-Officer" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) + + if("ert commander") + M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/ert/commander(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert_commander(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + + var/obj/item/weapon/card/id/W = new(M) + W.name = "[M.real_name]'s ID Card" + W.icon_state = "centcom" + W.access = get_all_accesses() + W.access += get_ert_access() + W.assignment = "ERT Commander" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) + if("special ops officer") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit) @@ -857,6 +939,26 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) + if("shadowling") + M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/xray(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(M), slot_r_store) + M.equip_to_slot_or_del(new /obj/item/weapon/shield/energy(M), slot_l_store) + M.equip_to_slot_or_del(new /obj/item/toy/katana(M), slot_back) + + var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI + W.name = "[M.real_name]'s ID Card" + W.icon_state = "id" + W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members. + W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access. + W.assignment = "Shadowling" + W.registered_name = M.real_name + M.equip_to_slot_or_del(W, slot_wear_id) + if("blue wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)