Removes unnecessary and cruft procs from mob/inventory.dm

This commit is contained in:
mwerezak
2015-03-30 05:25:43 -04:00
parent e6d19faeba
commit 1b4e13aabc
24 changed files with 70 additions and 235 deletions

View File

@@ -736,19 +736,19 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_syndicate_commando()
if("nanotrasen representative")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom(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/hop(M), slot_l_ear)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Representative"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
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/clipboard(M), slot_belt)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -758,23 +758,23 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "NanoTrasen Navy Representative"
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
if("nanotrasen officer")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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/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/officer(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Officer"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
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(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -782,24 +782,24 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Officer"
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
if("nanotrasen captain")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
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_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
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(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -807,7 +807,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Captain"
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
M.equip_to_slot_or_del(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)