mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 03:21:30 +00:00
Converts jobs and admin equipment to use outfits (#5827)
Converts the jobs and admin equipment to use outfit datums.
This commit is contained in:
@@ -378,489 +378,67 @@
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set category = "Fun"
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set name = "Select equipment"
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if(!check_rights(R_FUN))
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return
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var/mob/living/carbon/human/M = input("Select mob.", "Select equipment.") as null|anything in human_mob_list
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if(!M) return
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//log_admin("[key_name(src)] has alienized [M.key].")
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var/list/dresspacks = list(
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var/list/choices = list(
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"strip",
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"job",
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"standard space gear",
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"tournament standard red",
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"tournament standard green",
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"tournament gangster",
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"tournament chef",
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"tournament janitor",
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"pirate",
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"space pirate",
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"soviet admiral",
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"tunnel clown",
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"masked killer",
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"assassin",
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"death commando",
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"syndicate commando",
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"special ops officer",
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"blue wizard",
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"red wizard",
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"marisa wizard",
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"emergency response team",
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"nanotrasen representative",
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"nanotrasen officer",
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"nanotrasen captain",
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"protection detail",
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"leading trooper",
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"ert commander",
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"odin security"
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)
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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"as job...",
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"emergency response team"
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)
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var/admin_outfits = subtypesof(/datum/outfit/admin)
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for(var/type in admin_outfits)
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var/datum/outfit/O = type
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var/name = initial(O.name)
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if(name != "Naked")
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choices[initial(O.name)] = type
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var/dostrip = 0
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switch(alert("Strip [M] before dressing?", "Strip?", "Yes", "No", "Cancel"))
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if("Yes")
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dostrip = 1
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if("Cancel")
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return
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in choices
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if (isnull(dresscode))
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return
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feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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for (var/obj/item/I in M)
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if (istype(I, /obj/item/weapon/implant))
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continue
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M.drop_from_inventory(I)
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if(I.loc != M)
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qdel(I)
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switch(dresscode)
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if ("strip")
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//do nothing
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if ("job")
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var/selected_job = input("Select job", "Robust quick dress shop") as null|anything in joblist
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if (isnull(selected_job))
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return
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var/datum/job/job = SSjobs.GetJob(selected_job)
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if(!job)
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return
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job.equip(M)
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job.apply_fingerprints(M)
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SSjobs.spawnId(M, selected_job)
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if ("standard space gear")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
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var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
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M.equip_to_slot_or_del(J, slot_back)
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J.toggle()
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
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J.Topic(null, list("stat" = 1))
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if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
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if (dresscode=="tournament standard red")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/rifle/pulse/destroyer(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store)
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if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0
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M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/det_trench(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/det(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
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if ("tournament chef") //Steven Seagal FTW
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/material/kitchen/rollingpin(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_s_store)
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if ("tournament janitor")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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var/obj/item/weapon/storage/backpack/backpack = new(M)
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for(var/obj/item/I in backpack)
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if(dostrip)
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for (var/obj/item/I in M)
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if (istype(I, /obj/item/weapon/implant))
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continue
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M.drop_from_inventory(I)
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if(I.loc != M)
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qdel(I)
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M.equip_to_slot_or_del(backpack, slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
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var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
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bucket.reagents.add_reagent("water", 70)
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M.equip_to_slot_or_del(bucket, slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
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if ("pirate")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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if ("space pirate")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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if ("soviet soldier")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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if("tunnel clown")//Tunnel clowns rule!
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.access = get_all_station_access()
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W.assignment = "Tunnel Clown!"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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var/obj/item/weapon/material/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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if("masked killer")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
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var/obj/item/weapon/material/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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for(var/obj/item/carried_item in M.contents)
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if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
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carried_item.add_blood(M)//Oh yes, there will be blood...
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if("assassin")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
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for(var/obj/item/briefcase_item in sec_briefcase)
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qdel(briefcase_item)
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for(var/i=3, i>0, i--)
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sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000
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sec_briefcase.contents += new /obj/item/weapon/gun/energy/crossbow
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sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba
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sec_briefcase.contents += new /obj/item/ammo_magazine/a357
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sec_briefcase.contents += new /obj/item/weapon/plastique
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M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Reaper"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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var/obj/item/weapon/card/id/syndicate/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.access = get_all_station_access()
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W.assignment = "Reaper"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("death commando")//Was looking to add this for a while.
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deathsquad.equip(M)
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if("syndicate commando")
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commandos.equip(M)
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if("nanotrasen representative")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "NanoTrasen Navy Representative"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_belt)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.item_state = "id_inv"
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W.access = get_all_station_access()
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W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
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W.assignment = "NanoTrasen Navy Representative"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("nanotrasen officer")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "NanoTrasen Navy Officer"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pistol(M), slot_belt)
|
||||
|
||||
var/obj/item/weapon/card/id/centcom/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.access = get_all_accesses()
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "NanoTrasen Navy Officer"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
|
||||
if("nanotrasen captain")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
|
||||
|
||||
var/obj/item/device/pda/heads/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "NanoTrasen Navy Captain"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
|
||||
M.equip_to_slot_or_del(pda, slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pistol(M), slot_belt)
|
||||
|
||||
var/obj/item/weapon/card/id/centcom/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.access = get_all_accesses()
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "NanoTrasen Navy Captain"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
switch(dresscode)
|
||||
if("strip")
|
||||
//do nothing
|
||||
|
||||
if("as job...")
|
||||
var/datum/job/jobdatum
|
||||
var/jobname = input("Select job", "Robust quick dress shop") as null|anything in get_all_jobs()
|
||||
jobdatum = SSjobs.GetJob(jobname)
|
||||
if(jobdatum)
|
||||
dresscode = "[jobdatum.title]"
|
||||
M.job = jobdatum.title
|
||||
jobdatum.equip(M)
|
||||
|
||||
if("emergency response team")
|
||||
ert.equip(M)
|
||||
|
||||
if("protection detail")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/ccpolice(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/peacekeeper(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/clothing/glasses/sunglasses/sechud(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat/peacekeeper(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/accessory/holster/hip(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pistol(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
|
||||
|
||||
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_all_centcom_access()
|
||||
W.assignment = "ERT Protection Detail"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("leading trooper")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/ert(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/lead(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/clothing/glasses/sunglasses/sechud(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/accessory/holster/hip(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
|
||||
|
||||
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_all_centcom_access()
|
||||
W.assignment = "Leading Trooper"
|
||||
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/centcom_commander(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/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/clothing/glasses/sunglasses/sechud(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/fancy/cigar(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/flame/lighter/zippo(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/accessory/medal/gold/heroism(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/commander(M), slot_head)
|
||||
|
||||
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_all_centcom_access()
|
||||
W.assignment = "ERT Commander"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("odin security")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/ccpolice(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/vest/heavy/ert/peacekeeper(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/clothing/glasses/sunglasses/sechud/tactical(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/tactical(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat/peacekeeper(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/x9(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/c45x(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/c45x(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/accessory/holster/hip(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M.back), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/handcuffs/ziptie(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/gas(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/shield/riot/tact(M), slot_l_hand)
|
||||
|
||||
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_all_centcom_access()
|
||||
W.assignment = "[current_map.dock_name] Security Specialist"
|
||||
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)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch/hud/thermal(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/smokable/cigarette/cigar/havana(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/flame/lighter/zippo(M), slot_r_store)
|
||||
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_all_centcom_access()
|
||||
W.assignment = "Special Operations Officer"
|
||||
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)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
|
||||
|
||||
if("red 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/red(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
|
||||
|
||||
if("marisa 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/marisa(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
|
||||
|
||||
if("soviet admiral")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch/hud/thermal(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
|
||||
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_station_access()
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "Admiral"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
else
|
||||
var/datum/outfit/O = choices[dresscode]
|
||||
if(O)
|
||||
M.preEquipOutfit(O,FALSE)
|
||||
M.equipOutfit(O,FALSE)
|
||||
|
||||
M.regenerate_icons()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user