Select Equipment Update

Changes a few, adds a few. ERT oriented.
This commit is contained in:
skull132
2014-05-04 01:26:27 +03:00
parent 191fd4881b
commit 9642c878b4
+104 -2
View File
@@ -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)