/datum/outfit/echolocator name = "Bitrunning Echolocator" glasses = /obj/item/clothing/glasses/blindfold ears = /obj/item/radio/headset/psyker //Navigating without these is horrible. uniform = /obj/item/clothing/under/abductor gloves = /obj/item/clothing/gloves/fingerless shoes = /obj/item/clothing/shoes/jackboots suit = /obj/item/clothing/suit/jacket/trenchcoat id = /obj/item/card/id/advanced /datum/outfit/echolocator/post_equip(mob/living/carbon/human/user, visualsOnly) . = ..() user.psykerize() /datum/outfit/bitductor name = "Bitrunning Abductor" uniform = /obj/item/clothing/under/abductor gloves = /obj/item/clothing/gloves/fingerless shoes = /obj/item/clothing/shoes/jackboots /datum/outfit/beachbum_combat name = "Beachbum: Island Combat" id = /obj/item/card/id/advanced l_pocket = null r_pocket = null shoes = /obj/item/clothing/shoes/sandal uniform = /obj/item/clothing/under/pants/jeans /// Available ranged weapons var/list/ranged_weaps = list( /obj/item/gun/ballistic/automatic/pistol, /obj/item/gun/ballistic/rifle/boltaction, /obj/item/gun/ballistic/automatic/mini_uzi, /obj/item/gun/ballistic/automatic/pistol/deagle, /obj/item/gun/ballistic/rocketlauncher/unrestricted, /obj/item/gun/ballistic/automatic/ar, ) /// Corresponding ammo var/list/corresponding_ammo = list( /obj/item/ammo_box/magazine/m9mm, /obj/item/ammo_box/strilka310, /obj/item/ammo_box/magazine/uzim9mm, /obj/item/ammo_box/magazine/m50, /obj/item/food/pizzaslice/dank, // more silly, less destructive /obj/item/ammo_box/magazine/m223, ) /datum/outfit/beachbum_combat/post_equip(mob/living/carbon/human/bum, visualsOnly) . = ..() var/choice = rand(1, length(ranged_weaps)) var/weapon = ranged_weaps[choice] bum.put_in_active_hand(new weapon) var/ammo = corresponding_ammo[choice] var/obj/item/ammo1 = new ammo var/obj/item/ammo2 = new ammo if(!bum.equip_to_slot_if_possible(new ammo, ITEM_SLOT_LPOCKET)) ammo1.forceMove(get_turf(bum)) if(!bum.equip_to_slot_if_possible(new ammo, ITEM_SLOT_RPOCKET)) ammo2.forceMove(get_turf(bum)) if(prob(50)) bum.equip_to_slot_if_possible(new /obj/item/clothing/glasses/sunglasses, ITEM_SLOT_EYES)