[MIRROR] Organize the order of items under outfits (#4130)

* Organize the order of items under outfits (#57385)

Outfits are a mess, each one has their items in different orders and the only thing that is consistent is that the first item in the list is the outfit name.
Some have ID first, others the ID is in the middle, things that should stay together like ID and ID_trim have random things like gloves between them...
Simply put, it's hard to find mistakes because it's hard to read.

So I went around and organized it in an order that I think works well based on "priority"
ID > Uniform > Suit > Backpack > Other clothing in alphabetical order > Pockets > Hands > Others

If this gets merged, I will go around organizing all other outfits in game.

Also... since I was touching the ERT files, I did something small that I wanted to do for a while, just make them spawn with their hardsuit helmets down so you can look at the face of your squad mates before you all go die horribly.

* Organize the order of items under outfits

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
This commit is contained in:
SkyratBot
2021-03-13 17:34:54 +00:00
committed by GitHub
co-authored by GuillaumePrata
parent fa2416ff1f
commit 84004f66c3
2 changed files with 226 additions and 186 deletions
+56 -56
View File
@@ -17,24 +17,47 @@
///Name of the outfit (shows up in the equip admin verb)
var/name = "Naked"
/// Type path of item to go in the idcard slot
var/id = null
/// Type path of ID card trim associated with this outfit.
var/id_trim = null
/// Type path of item to go in uniform slot
var/uniform = null
/// Type path of item to go in suit slot
var/suit = null
/**
* Type path of item to go in suit storage slot
*
* (make sure it's valid for that suit)
*/
var/suit_store = null
/// Type path of item to go in back slot
var/back = null
/**
* list of items that should go in the backpack of the user
*
* Format of this list should be: list(path=count,otherpath=count)
*/
var/list/backpack_contents = null
/// Type path of item to go in belt slot
var/belt = null
/// Type path of item to go in ears slot
var/ears = null
/// Type path of item to go in the glasses slot
var/glasses = null
/// Type path of item to go in gloves slot
var/gloves = null
/// Type path of item to go in shoes slot
var/shoes = null
/// Type path of item to go in head slot
var/head = null
@@ -44,17 +67,8 @@
/// Type path of item to go in neck slot
var/neck = null
/// Type path of item to go in ears slot
var/ears = null
/// Type path of item to go in the glasses slot
var/glasses = null
/// Type path of item to go in the idcard slot
var/id = null
/// Type path of ID card trim associated with this outfit.
var/id_trim = null
/// Type path of item to go in shoes slot
var/shoes = null
/// Type path of item for left pocket slot
var/l_pocket = null
@@ -62,55 +76,18 @@
/// Type path of item for right pocket slot
var/r_pocket = null
/**
* Type path of item to go in suit storage slot
*
* (make sure it's valid for that suit)
*/
var/suit_store = null
///Type path of item to go in the right hand
var/r_hand = null
//Type path of item to go in left hand
var/l_hand = null
/// Should the toggle helmet proc be called on the helmet during equip
var/toggle_helmet = TRUE
///ID of the slot containing a gas tank
var/internals_slot = null
/**
* list of items that should go in the backpack of the user
*
* Format of this list should be: list(path=count,otherpath=count)
*/
var/list/backpack_contents = null
/// Internals box. Will be inserted at the start of backpack_contents
var/box
/**
* Any implants the mob should start implanted with
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/implants = null
/**
* Any skillchips the mob should have in their brain.
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/skillchips = null
/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
var/datum/sprite_accessory/undershirt = null
//Type path of item to go in left hand
var/r_hand = null
/// Any clothing accessory item
var/accessory = null
/// Internals box. Will be inserted at the start of backpack_contents
var/box
/**
* extra types for chameleon outfit changes, mostly guns
*
@@ -120,6 +97,29 @@
*/
var/list/chameleon_extras
/**
* Any implants the mob should start implanted with
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/implants = null
///ID of the slot containing a gas tank
var/internals_slot = null
/**
* Any skillchips the mob should have in their brain.
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/skillchips = null
/// Should the toggle helmet proc be called on the helmet during equip
var/toggle_helmet = TRUE
/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
var/datum/sprite_accessory/undershirt = null
/**
* Called at the start of the equip proc
*
+170 -130
View File
@@ -1,11 +1,12 @@
/datum/outfit/centcom/ert
name = "ERT Common"
mask = /obj/item/clothing/mask/gas/sechailer
uniform = /obj/item/clothing/under/rank/centcom/officer
shoes = /obj/item/clothing/shoes/combat/swat
gloves = /obj/item/clothing/gloves/combat
ears = /obj/item/radio/headset/headset_cent/alt
gloves = /obj/item/clothing/gloves/combat
mask = /obj/item/clothing/mask/gas/sechailer
shoes = /obj/item/clothing/shoes/combat/swat
toggle_helmet = FALSE
/datum/outfit/centcom/ert/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
@@ -28,11 +29,13 @@
id = /obj/item/card/id/advanced/centcom/ert
suit = /obj/item/clothing/suit/space/hardsuit/ert
suit_store = /obj/item/gun/energy/e_gun
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
back = /obj/item/storage/backpack/ert
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
)
belt = /obj/item/storage/belt/security/full
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1)
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
l_pocket = /obj/item/switchblade
/datum/outfit/centcom/ert/commander/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
@@ -47,11 +50,12 @@
/datum/outfit/centcom/ert/commander/alert
name = "ERT Commander - High Alert"
mask = /obj/item/clothing/mask/gas/sechailer/swat
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/gun/energy/pulse/pistol/loyalpin=1,
)
glasses = /obj/item/clothing/glasses/thermal/eyepatch
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1)
l_pocket = /obj/item/melee/transforming/energy/sword/saber
/datum/outfit/centcom/ert/security
@@ -60,13 +64,15 @@
id = /obj/item/card/id/advanced/centcom/ert/security
suit = /obj/item/clothing/suit/space/hardsuit/ert/sec
suit_store = /obj/item/gun/energy/e_gun/stun
back = /obj/item/storage/backpack/ert/security
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/handcuffs=1,
/obj/item/melee/baton/loaded=1,
)
belt = /obj/item/storage/belt/security/full
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
back = /obj/item/storage/backpack/ert/security
belt = /obj/item/storage/belt/security/full
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/melee/baton/loaded=1)
/datum/outfit/centcom/ert/security/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
@@ -81,13 +87,13 @@
/datum/outfit/centcom/ert/security/alert
name = "ERT Security - High Alert"
mask = /obj/item/clothing/mask/gas/sechailer/swat
belt = /obj/item/gun/energy/pulse/carbine/loyalpin
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/storage/belt/security/full=1)
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/handcuffs=1,
/obj/item/melee/baton/loaded=1,
/obj/item/storage/belt/security/full=1,
)
/datum/outfit/centcom/ert/medic
name = "ERT Medic"
@@ -95,15 +101,17 @@
id = /obj/item/card/id/advanced/centcom/ert/medical
suit = /obj/item/clothing/suit/space/hardsuit/ert/med
suit_store = /obj/item/gun/energy/e_gun
glasses = /obj/item/clothing/glasses/hud/health
back = /obj/item/storage/backpack/ert/medical
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/reagent_containers/hypospray/combat=1,
/obj/item/gun/medbeam=1,
/obj/item/storage/box/hug/plushes=1,
)
belt = /obj/item/storage/belt/medical
glasses = /obj/item/clothing/glasses/hud/health
l_hand = /obj/item/storage/firstaid/regular
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/reagent_containers/hypospray/combat=1,\
/obj/item/gun/medbeam=1,\
/obj/item/storage/box/hug/plushes=1)
/datum/outfit/centcom/ert/medic/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
@@ -118,13 +126,15 @@
/datum/outfit/centcom/ert/medic/alert
name = "ERT Medic - High Alert"
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/gun/energy/pulse/pistol/loyalpin=1,
/obj/item/reagent_containers/hypospray/combat/nanites=1,
/obj/item/gun/medbeam=1,
/obj/item/storage/box/hug/plushes=1,
)
mask = /obj/item/clothing/mask/gas/sechailer/swat
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1,\
/obj/item/reagent_containers/hypospray/combat/nanites=1,\
/obj/item/gun/medbeam=1,\
/obj/item/storage/box/hug/plushes=1)
/datum/outfit/centcom/ert/engineer
name = "ERT Engineer"
@@ -132,16 +142,17 @@
id = /obj/item/card/id/advanced/centcom/ert/engineer
suit = /obj/item/clothing/suit/space/hardsuit/ert/engi
suit_store = /obj/item/gun/energy/e_gun
glasses = /obj/item/clothing/glasses/meson/engine
back = /obj/item/storage/backpack/ert/engineer
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/construction/rcd/loaded/upgraded=1,
/obj/item/pipe_dispenser=1,
)
belt = /obj/item/storage/belt/utility/full/powertools
glasses = /obj/item/clothing/glasses/meson/engine
l_pocket = /obj/item/rcd_ammo/large
l_hand = /obj/item/storage/firstaid/regular
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/construction/rcd/loaded/upgraded=1,\
/obj/item/pipe_dispenser=1)
/datum/outfit/centcom/ert/engineer/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
@@ -156,30 +167,33 @@
/datum/outfit/centcom/ert/engineer/alert
name = "ERT Engineer - High Alert"
mask = /obj/item/clothing/mask/gas/sechailer/swat
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1,\
/obj/item/construction/rcd/combat=1,\
/obj/item/pipe_dispenser=1)
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/gun/energy/pulse/pistol/loyalpin=1,
/obj/item/construction/rcd/combat=1,
/obj/item/pipe_dispenser=1,
)
/datum/outfit/centcom/centcom_official
name = "CentCom Official"
id = /obj/item/card/id/advanced/centcom
id_trim = /datum/id_trim/centcom/official
uniform = /obj/item/clothing/under/rank/centcom/officer
shoes = /obj/item/clothing/shoes/sneakers/black
gloves = /obj/item/clothing/gloves/color/black
back = /obj/item/storage/backpack/satchel
backpack_contents = list(
/obj/item/storage/box/survival=1,
/obj/item/stamp/centcom=1,
)
belt = /obj/item/gun/energy/e_gun
ears = /obj/item/radio/headset/headset_cent
glasses = /obj/item/clothing/glasses/sunglasses
belt = /obj/item/gun/energy/e_gun
gloves = /obj/item/clothing/gloves/color/black
shoes = /obj/item/clothing/shoes/sneakers/black
l_pocket = /obj/item/pen
back = /obj/item/storage/backpack/satchel
r_pocket = /obj/item/pda/heads
l_hand = /obj/item/clipboard
id = /obj/item/card/id/advanced/centcom
backpack_contents = list(/obj/item/stamp/centcom=1)
id_trim = /datum/id_trim/centcom/official
/datum/outfit/centcom/centcom_official/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
@@ -198,44 +212,50 @@
/datum/outfit/centcom/ert/commander/inquisitor
name = "Inquisition Commander"
l_hand = /obj/item/nullrod/scythe/talking/chainsword
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal
backpack_contents = list(/obj/item/storage/box/survival/engineer=1)
backpack_contents = list(
/obj/item/storage/box/survival = 1,
)
l_hand = /obj/item/nullrod/scythe/talking/chainsword
/datum/outfit/centcom/ert/security/inquisitor
name = "Inquisition Security"
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
suit_store = /obj/item/gun/energy/e_gun/stun
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/handcuffs=1,
/obj/item/melee/baton/loaded=1,
/obj/item/construction/rcd/loaded=1)
/obj/item/construction/rcd/loaded=1,
)
/datum/outfit/centcom/ert/medic/inquisitor
name = "Inquisition Medic"
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/reagent_containers/hypospray/combat=1,
/obj/item/reagent_containers/hypospray/combat/heresypurge=1,
/obj/item/gun/medbeam=1)
/obj/item/gun/medbeam=1,
)
/datum/outfit/centcom/ert/chaplain
name = "ERT Chaplain"
id = /obj/item/card/id/advanced/centcom/ert/chaplain
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor // Chap role always gets this suit
suit_store = /obj/item/gun/energy/e_gun
id = /obj/item/card/id/advanced/centcom/ert/chaplain
glasses = /obj/item/clothing/glasses/hud/health
back = /obj/item/storage/backpack/cultpack
belt = /obj/item/storage/belt/soulstone
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/nullrod=1,
)
)
belt = /obj/item/storage/belt/soulstone
glasses = /obj/item/clothing/glasses/hud/health
/datum/outfit/centcom/ert/chaplain/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
@@ -249,28 +269,31 @@
name = "Inquisition Chaplain"
belt = /obj/item/storage/belt/soulstone/full/chappy
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/grenade/chem_grenade/holy=1,
/obj/item/nullrod=1
)
/obj/item/nullrod=1,
)
/datum/outfit/centcom/ert/janitor
name = "ERT Janitor"
id = /obj/item/card/id/advanced/centcom/ert/janitor
suit = /obj/item/clothing/suit/space/hardsuit/ert/jani
glasses = /obj/item/clothing/glasses/night
back = /obj/item/storage/backpack/ert/janitor
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/lights/mixed=1,
/obj/item/melee/baton/loaded=1,
/obj/item/mop/advanced=1,
/obj/item/reagent_containers/glass/bucket=1,
/obj/item/grenade/clusterbuster/cleaner=1,
)
belt = /obj/item/storage/belt/janitor/full
r_pocket = /obj/item/grenade/chem_grenade/cleaner
glasses = /obj/item/clothing/glasses/night
l_pocket = /obj/item/grenade/chem_grenade/cleaner
r_pocket = /obj/item/grenade/chem_grenade/cleaner
l_hand = /obj/item/storage/bag/trash/bluespace
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/lights/mixed=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/mop/advanced=1,\
/obj/item/reagent_containers/glass/bucket=1,\
/obj/item/grenade/clusterbuster/cleaner=1)
/datum/outfit/centcom/ert/janitor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
@@ -285,29 +308,32 @@
/datum/outfit/centcom/ert/janitor/heavy
name = "ERT Janitor - Heavy Duty"
mask = /obj/item/clothing/mask/gas/sechailer/swat
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/lights/mixed=1,
/obj/item/melee/baton/loaded=1,
/obj/item/grenade/clusterbuster/cleaner=3,
)
l_hand = /obj/item/reagent_containers/spray/chemsprayer/janitor
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/lights/mixed=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/grenade/clusterbuster/cleaner=3)
/datum/outfit/centcom/ert/clown
name = "ERT Clown"
suit = /obj/item/clothing/suit/space/hardsuit/ert/clown
mask = /obj/item/clothing/mask/gas/clown_hat
id = /obj/item/card/id/advanced/centcom/ert/clown
glasses = /obj/item/clothing/glasses/godeye
suit = /obj/item/clothing/suit/space/hardsuit/ert/clown
back = /obj/item/storage/backpack/ert/clown
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/transforming/energy/sword/bananium=1,
/obj/item/shield/energy/bananium=1,
/obj/item/gun/ballistic/revolver/reverse=1,
)
belt = /obj/item/storage/belt/champion
glasses = /obj/item/clothing/glasses/godeye
mask = /obj/item/clothing/mask/gas/clown_hat
shoes = /obj/item/clothing/shoes/clown_shoes/combat
r_pocket = /obj/item/bikehorn/golden
l_pocket = /obj/item/food/grown/banana
backpack_contents = list(/obj/item/storage/box/hug/survival=1,\
/obj/item/melee/transforming/energy/sword/bananium=1,\
/obj/item/shield/energy/bananium=1,\
/obj/item/gun/ballistic/revolver/reverse=1)
r_pocket = /obj/item/bikehorn/golden
/datum/outfit/centcom/ert/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
@@ -324,19 +350,21 @@
/datum/outfit/centcom/centcom_intern
name = "CentCom Intern"
id = /obj/item/card/id/advanced/centcom
id_trim = /datum/id_trim/centcom/intern
uniform = /obj/item/clothing/under/rank/centcom/intern
shoes = /obj/item/clothing/shoes/sneakers/black
gloves = /obj/item/clothing/gloves/color/black
back = /obj/item/storage/backpack/satchel
backpack_contents = list(
/obj/item/storage/box/survival = 1,
)
belt = /obj/item/melee/classic_baton
ears = /obj/item/radio/headset/headset_cent
glasses = /obj/item/clothing/glasses/sunglasses
belt = /obj/item/melee/classic_baton
l_hand = /obj/item/gun/ballistic/rifle/boltaction/brand_new
back = /obj/item/storage/backpack/satchel
gloves = /obj/item/clothing/gloves/color/black
shoes = /obj/item/clothing/shoes/sneakers/black
l_pocket = /obj/item/ammo_box/a762
r_pocket = /obj/item/ammo_box/a762
id = /obj/item/card/id/advanced/centcom
backpack_contents = list(/obj/item/storage/box/survival = 1)
id_trim = /datum/id_trim/centcom/intern
l_hand = /obj/item/gun/ballistic/rifle/boltaction/brand_new
/datum/outfit/centcom/centcom_intern/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
@@ -350,21 +378,24 @@
/datum/outfit/centcom/centcom_intern/unarmed
name = "CentCom Intern (Unarmed)"
belt = null
l_hand = null
l_pocket = null
r_pocket = null
l_hand = null
/datum/outfit/centcom/centcom_intern/leader
name = "CentCom Head Intern"
belt = /obj/item/melee/baton/loaded
suit = /obj/item/clothing/suit/armor/vest
suit_store = /obj/item/gun/ballistic/rifle/boltaction/brand_new
l_hand = /obj/item/megaphone
belt = /obj/item/melee/baton/loaded
head = /obj/item/clothing/head/intern
l_hand = /obj/item/megaphone
/datum/outfit/centcom/centcom_intern/leader/unarmed // i'll be nice and let the leader keep their baton and vest
name = "CentCom Head Intern (Unarmed)"
suit_store = null
l_pocket = null
r_pocket = null
@@ -373,18 +404,20 @@
name = "ERP Cleaning Service"
uniform = /obj/item/clothing/under/misc/overalls
mask = /obj/item/clothing/mask/bandana/blue
suit = /obj/item/clothing/suit/apron
suit_store = null
glasses = /obj/item/clothing/glasses/meson
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/lights/mixed=1,
/obj/item/mop/advanced=1,
/obj/item/reagent_containers/glass/bucket=1,
)
belt = /obj/item/storage/belt/janitor/full
r_pocket = /obj/item/grenade/chem_grenade/cleaner
glasses = /obj/item/clothing/glasses/meson
mask = /obj/item/clothing/mask/bandana/blue
l_pocket = /obj/item/grenade/chem_grenade/cleaner
r_pocket = /obj/item/grenade/chem_grenade/cleaner
l_hand = /obj/item/storage/bag/trash
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/lights/mixed=1,\
/obj/item/mop/advanced=1,\
/obj/item/reagent_containers/glass/bucket=1)
/datum/outfit/centcom/ert/security/party
name = "ERP Bouncer"
@@ -392,53 +425,60 @@
uniform = /obj/item/clothing/under/misc/bouncer
suit = /obj/item/clothing/suit/armor/vest
suit_store = null
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/clothing/head/helmet/police=1,
/obj/item/storage/box/handcuffs=1,
)
belt = /obj/item/melee/classic_baton/telescopic
l_pocket = /obj/item/assembly/flash
r_pocket = /obj/item/storage/wallet
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/clothing/head/helmet/police=1,\
/obj/item/storage/box/handcuffs=1)
/datum/outfit/centcom/ert/engineer/party
name = "ERP Constructor"
uniform = /obj/item/clothing/under/rank/engineering/engineer/hazard
mask = /obj/item/clothing/mask/gas/atmos
head = /obj/item/clothing/head/hardhat/weldhat
suit = /obj/item/clothing/suit/hazardvest
suit_store = null
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/stack/sheet/iron/fifty=1,
/obj/item/stack/sheet/glass/fifty=1,
/obj/item/stack/sheet/plasteel/twenty=1,
/obj/item/etherealballdeployer=1,
/obj/item/stack/light_w=30,
/obj/item/construction/rcd/loaded=1,
)
head = /obj/item/clothing/head/hardhat/weldhat
mask = /obj/item/clothing/mask/gas/atmos
l_hand = /obj/item/areaeditor/blueprints
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/stack/sheet/iron/fifty=1,\
/obj/item/stack/sheet/glass/fifty=1,\
/obj/item/stack/sheet/plasteel/twenty=1,\
/obj/item/etherealballdeployer=1,\
/obj/item/stack/light_w=30,\
/obj/item/construction/rcd/loaded=1)
/datum/outfit/centcom/ert/clown/party
name = "ERP Comedian"
uniform = /obj/item/clothing/under/rank/civilian/clown
head = /obj/item/clothing/head/chameleon
suit = /obj/item/clothing/suit/chameleon
suit_store = null
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/shield/energy/bananium=1,
/obj/item/instrument/piano_synth=1,
)
glasses = /obj/item/clothing/glasses/chameleon
backpack_contents = list(/obj/item/storage/box/hug/survival=1,\
/obj/item/shield/energy/bananium=1,\
/obj/item/instrument/piano_synth=1)
head = /obj/item/clothing/head/chameleon
/datum/outfit/centcom/ert/commander/party
name = "ERP Coordinator"
uniform = /obj/item/clothing/under/misc/coordinator
head = /obj/item/clothing/head/coordinator
suit = /obj/item/clothing/suit/coordinator
suit_store = null
backpack_contents = list(
/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/fireworks=3,
/obj/item/food/cake/birthday=1,
)
belt = /obj/item/storage/belt/sabre
l_hand = /obj/item/toy/balloon
head = /obj/item/clothing/head/coordinator
l_pocket = /obj/item/kitchen/knife
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/fireworks=3,\
/obj/item/food/cake/birthday=1)
l_hand = /obj/item/toy/balloon