/* * BUBBER MODULAR OUTFITS FILE * PUT ANY NEW ERT OUTFITS HERE * OR CHANGES TO ERT HERE */ /datum/ert code = "Green" /datum/ert/marine code = "Military Green" /datum/ert/centcom_official code = "Gold" /datum/ert/inquisition code = "Unexpected" /datum/ert/janitor code = "Purple" /datum/ert/intern code = "Unpaid" /datum/ert/bounty_hunters code = "Bounty Orange" /datum/ert/militia code = "Brown" //For cargo. Idk /datum/ert/asset_protection code = "Goldstar" /datum/outfit/centcom/asset_protection name = "Asset Protection" uniform = /obj/item/clothing/under/syndicate/sniper back = /obj/item/mod/control/pre_equipped/asset_protection shoes = /obj/item/clothing/shoes/combat/swat gloves = /obj/item/clothing/gloves/tackler/combat/insulated mask = /obj/item/clothing/mask/gas/sechailer/swat glasses = /obj/item/clothing/glasses/hud/toggle/thermal l_pocket = /obj/item/flashlight/seclite r_pocket = /obj/item/tank/internals/emergency_oxygen/double belt = /obj/item/storage/belt/security/full l_hand = /obj/item/gun/energy/pulse/pistol/m1911/loyalpin // if this is still bulky make it not bulky and storable on belt/back/bag/exosuit id = /obj/item/card/id/advanced/centcom/ert ears = /obj/item/radio/headset/headset_cent/alt skillchips = list(/obj/item/skillchip/disk_verifier) backpack_contents = list(/obj/item/storage/box/survival/engineer = 1,\ /obj/item/storage/medkit/regular = 1,\ /obj/item/storage/box/handcuffs = 1,\ /obj/item/crowbar/power = 1, // this is their "all access" pass lmao ) /datum/outfit/centcom/asset_protection/post_equip(mob/living/carbon/human/person, visualsOnly = FALSE) if(visualsOnly) return var/obj/item/radio/Radio = person.ears Radio.set_frequency(FREQ_CENTCOM) Radio.freqlock = TRUE var/obj/item/card/id/ID = person.wear_id ID.assignment = "Asset Protection" ID.registered_name = person.real_name ID.update_label() ..() /datum/outfit/centcom/asset_protection/leader name = "Asset Protection Officer" head = /obj/item/clothing/head/helmet/space/beret