I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645

Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-08-15 23:15:55 +00:00
parent ae6e120533
commit 5a199fc564
43 changed files with 1326 additions and 1733 deletions

View File

@@ -589,11 +589,11 @@ datum/mind
var/obj/item/weapon/tome/T = new(H) var/obj/item/weapon/tome/T = new(H)
var/list/slots = list ( var/list/slots = list (
"backpack" = H.slot_in_backpack, "backpack" = slot_in_backpack,
"left pocket" = H.slot_l_store, "left pocket" = slot_l_store,
"right pocket" = H.slot_r_store, "right pocket" = slot_r_store,
"left hand" = H.slot_l_hand, "left hand" = slot_l_hand,
"right hand" = H.slot_r_hand, "right hand" = slot_r_hand,
) )
var/where = H.equip_in_one_of_slots(T, slots) var/where = H.equip_in_one_of_slots(T, slots)
if (!where) if (!where)
@@ -1050,11 +1050,11 @@ datum/mind
var/obj/item/weapon/tome/T = new(H) var/obj/item/weapon/tome/T = new(H)
var/list/slots = list ( var/list/slots = list (
"backpack" = H.slot_in_backpack, "backpack" = slot_in_backpack,
"left pocket" = H.slot_l_store, "left pocket" = slot_l_store,
"right pocket" = H.slot_r_store, "right pocket" = slot_r_store,
"left hand" = H.slot_l_hand, "left hand" = slot_l_hand,
"right hand" = H.slot_r_hand, "right hand" = slot_r_hand,
) )
var/where = H.equip_in_one_of_slots(T, slots) var/where = H.equip_in_one_of_slots(T, slots)
if (!where) if (!where)

View File

@@ -90,22 +90,6 @@
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character(). //This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/locked[] = list() var/locked[] = list()
/obj/effect/equip_e
name = "equip e"
var/mob/source = null
var/s_loc = null
var/t_loc = null
var/obj/item/item = null
var/place = null
/obj/effect/equip_e/human
name = "human"
var/mob/living/carbon/human/target = null
/obj/effect/equip_e/monkey
name = "monkey"
var/mob/living/carbon/monkey/target = null
/obj/effect/sign/securearea /obj/effect/sign/securearea
desc = "A warning sign which reads 'SECURE AREA'. This obviously applies to a nun-Clown." desc = "A warning sign which reads 'SECURE AREA'. This obviously applies to a nun-Clown."
name = "SECURE AREA" name = "SECURE AREA"
@@ -345,6 +329,181 @@
var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/allowed = null //suit storage stuff. var/list/allowed = null //suit storage stuff.
//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to 1 if you wish it to not give you outputs.
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(ishuman(M))
//START HUMAN
var/mob/living/carbon/human/H = M
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
switch(slot)
if(slot_l_hand)
if(H.l_hand)
return 0
return 1
if(slot_r_hand)
if(H.r_hand)
return 0
return 1
if(slot_wear_mask)
if(H.wear_mask)
return 0
if( !(slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_back)
if(H.back)
return 0
if( !(slot_flags & SLOT_BACK) )
return 0
return 1
if(slot_wear_suit)
if(H.wear_suit)
return 0
if( !(slot_flags & SLOT_OCLOTHING) )
return 0
return 1
if(slot_gloves)
if(H.gloves)
return 0
if( !(slot_flags & SLOT_GLOVES) )
return 0
return 1
if(slot_shoes)
if(H.shoes)
return 0
if( !(slot_flags & SLOT_FEET) )
return 0
return 1
if(slot_belt)
if(H.belt)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if( !(slot_flags & SLOT_BELT) )
return
return 1
if(slot_glasses)
if(H.glasses)
return 0
if( !(slot_flags & SLOT_EYES) )
return 0
return 1
if(slot_head)
if(H.head)
return 0
if( !(slot_flags & SLOT_HEAD) )
return 0
return 1
if(slot_ears)
if(H.ears)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
return 1
if(slot_w_uniform)
if(H.w_uniform)
return 0
if( !(slot_flags & SLOT_ICLOTHING) )
return 0
return 1
if(slot_wear_id)
if(H.wear_id)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if( !(slot_flags & SLOT_ID) )
return 0
return 1
if(slot_l_store)
if(H.l_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
if(slot_r_store)
if(H.r_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return 0
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
return 0
if(slot_s_store)
if(H.s_store)
return 0
if(!H.wear_suit)
if(!disable_warning)
H << "\red You need a suit before you can attach this [name]."
return 0
if(!H.wear_suit.allowed)
if(!disable_warning)
usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
return 0
if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
return 1
return 0
if(slot_in_backpack)
if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = H.back
if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
return 1
return 0
return 0 //Unsupported slot
//END HUMAN
else if(ismonkey(M))
//START MONKEY
var/mob/living/carbon/monkey/MO = M
switch(slot)
if(slot_l_hand)
if(MO.l_hand)
return 0
return 1
if(slot_r_hand)
if(MO.r_hand)
return 0
return 1
if(slot_wear_mask)
if(MO.wear_mask)
return 0
if( !(slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_back)
if(MO.back)
return 0
if( !(slot_flags & SLOT_BACK) )
return 0
return 1
return 0 //Unsupported slot
//END MONKEY
/obj/item/verb/verb_pickup() /obj/item/verb/verb_pickup()
set src in oview(1) set src in oview(1)
set category = "Object" set category = "Object"

View File

@@ -135,11 +135,11 @@
var/obj/item/weapon/paper/talisman/supply/T = new(mob) var/obj/item/weapon/paper/talisman/supply/T = new(mob)
var/list/slots = list ( var/list/slots = list (
"backpack" = mob.slot_in_backpack, "backpack" = slot_in_backpack,
"left pocket" = mob.slot_l_store, "left pocket" = slot_l_store,
"right pocket" = mob.slot_r_store, "right pocket" = slot_r_store,
"left hand" = mob.slot_l_hand, "left hand" = slot_l_hand,
"right hand" = mob.slot_r_hand, "right hand" = slot_r_hand,
) )
var/where = mob.equip_in_one_of_slots(T, slots) var/where = mob.equip_in_one_of_slots(T, slots)
if (!where) if (!where)

View File

@@ -485,20 +485,20 @@ As such, it's hard-coded for now. No reason for it not to be, really.
del(gloves) del(gloves)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src) var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
equip_if_possible(R, slot_ears) equip_to_slot_or_del(R, slot_ears)
if(gender==FEMALE) if(gender==FEMALE)
equip_if_possible(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
else else
equip_if_possible(new /obj/item/clothing/under/color/black(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes) equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
equip_if_possible(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit) equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit)
equip_if_possible(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves) equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head) equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
equip_if_possible(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask) equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
equip_if_possible(new /obj/item/device/flashlight(src), slot_belt) equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_r_store) equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_l_store) equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store) equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
resistances += "alien_embryo" resistances += "alien_embryo"
return 1 return 1

View File

@@ -185,7 +185,7 @@
else else
var/mob/living/carbon/human/H = synd_mind.current var/mob/living/carbon/human/H = synd_mind.current
P.loc = H.loc P.loc = H.loc
H.equip_if_possible(P, H.slot_r_store, 0) H.equip_to_slot_or_del(P, slot_r_store, 0)
H.update_icons() H.update_icons()
else else
@@ -219,21 +219,21 @@
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(synd_mob) var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(synd_mob)
R.set_frequency(radio_freq) R.set_frequency(radio_freq)
synd_mob.equip_if_possible(R, synd_mob.slot_ears) synd_mob.equip_to_slot_or_del(R, slot_ears)
synd_mob.equip_if_possible(new /obj/item/clothing/under/syndicate(synd_mob), synd_mob.slot_w_uniform) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(synd_mob), slot_w_uniform)
synd_mob.equip_if_possible(new /obj/item/clothing/shoes/black(synd_mob), synd_mob.slot_shoes) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(synd_mob), slot_shoes)
synd_mob.equip_if_possible(new /obj/item/clothing/suit/armor/vest(synd_mob), synd_mob.slot_wear_suit) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(synd_mob), slot_wear_suit)
synd_mob.equip_if_possible(new /obj/item/clothing/gloves/swat(synd_mob), synd_mob.slot_gloves) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(synd_mob), slot_gloves)
synd_mob.equip_if_possible(new /obj/item/clothing/head/helmet/swat(synd_mob), synd_mob.slot_head) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(synd_mob), slot_head)
synd_mob.equip_if_possible(new /obj/item/weapon/card/id/syndicate(synd_mob), synd_mob.slot_wear_id) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate(synd_mob), slot_wear_id)
if(synd_mob.backbag == 2) synd_mob.equip_if_possible(new /obj/item/weapon/storage/backpack(synd_mob), synd_mob.slot_back) if(synd_mob.backbag == 2) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(synd_mob), slot_back)
if(synd_mob.backbag == 3) synd_mob.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(synd_mob), synd_mob.slot_back) if(synd_mob.backbag == 3) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(synd_mob), slot_back)
synd_mob.equip_if_possible(new /obj/item/ammo_magazine/a50(synd_mob), synd_mob.slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/ammo_magazine/a50(synd_mob), slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/ammo_magazine/a50(synd_mob), synd_mob.slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/ammo_magazine/a50(synd_mob), slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), synd_mob.slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/weapon/gun/projectile/deagle(synd_mob), synd_mob.slot_belt) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/deagle(synd_mob), slot_belt)
synd_mob.equip_if_possible(new /obj/item/weapon/storage/box/engineer(synd_mob.back), synd_mob.slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(synd_mob.back), slot_in_backpack)
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob) var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
E.imp_in = synd_mob E.imp_in = synd_mob
E.implanted = 1 E.implanted = 1

View File

@@ -137,11 +137,11 @@
var/obj/item/device/flash/T = new(mob) var/obj/item/device/flash/T = new(mob)
var/list/slots = list ( var/list/slots = list (
"backpack" = mob.slot_in_backpack, "backpack" = slot_in_backpack,
"left pocket" = mob.slot_l_store, "left pocket" = slot_l_store,
"right pocket" = mob.slot_r_store, "right pocket" = slot_r_store,
"left hand" = mob.slot_l_hand, "left hand" = slot_l_hand,
"right hand" = mob.slot_r_hand, "right hand" = slot_r_hand,
) )
var/where = mob.equip_in_one_of_slots(T, slots) var/where = mob.equip_in_one_of_slots(T, slots)
if (!where) if (!where)

View File

@@ -95,88 +95,88 @@
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse" M.real_name = "Corpse"
M.death() M.death()
M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_if_possible(new /obj/item/device/pda/engineering(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/rank/engineer(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand) // M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
//M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) //M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else else
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
del(A) del(A)
continue continue
if (A.name == "Corpse-Engineer-Space") if (A.name == "Corpse-Engineer-Space")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse" M.real_name = "Corpse"
M.death() M.death()
M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/rank/engineer(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand) // M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else else
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
else else
M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
del(A) del(A)
continue continue
if (A.name == "Corpse-Engineer-Chief") if (A.name == "Corpse-Engineer-Chief")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse" M.real_name = "Corpse"
M.death() M.death()
M.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_if_possible(new /obj/item/weapon/storage/utilitybelt(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/rank/chief_engineer(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/orange(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(M), M.slot_l_hand) // M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_if_possible(new /obj/item/clothing/gloves/yellow(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/t_scanner(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else else
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
del(A) del(A)
continue continue
if (A.name == "Corpse-Syndicate") if (A.name == "Corpse-Syndicate")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse" M.real_name = "Corpse"
M.death() M.death()
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
//M.equip_if_possible(new /obj/item/weapon/gun/revolver(M), M.slot_belt) //M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/syndicate(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_if_possible(new /obj/item/weapon/tank/jetpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack(M), slot_back)
M.equip_if_possible(new /obj/item/clothing/mask/gas(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/suit/space/syndicate(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate(M), slot_wear_suit)
if (prob(50)) if (prob(50))
M.equip_if_possible(new /obj/item/clothing/head/helmet/swat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
else else
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate(M), slot_head)
else else
M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/swat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
del(A) del(A)
continue continue
*/ */

View File

@@ -162,17 +162,17 @@
del(wizard_mob.r_store) del(wizard_mob.r_store)
del(wizard_mob.l_store) del(wizard_mob.l_store)
wizard_mob.equip_if_possible(new /obj/item/device/radio/headset(wizard_mob), wizard_mob.slot_ears) wizard_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(wizard_mob), slot_ears)
wizard_mob.equip_if_possible(new /obj/item/clothing/under/lightpurple(wizard_mob), wizard_mob.slot_w_uniform) wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(wizard_mob), slot_w_uniform)
wizard_mob.equip_if_possible(new /obj/item/clothing/shoes/sandal(wizard_mob), wizard_mob.slot_shoes) wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(wizard_mob), slot_shoes)
wizard_mob.equip_if_possible(new /obj/item/clothing/suit/wizrobe(wizard_mob), wizard_mob.slot_wear_suit) wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(wizard_mob), slot_wear_suit)
wizard_mob.equip_if_possible(new /obj/item/clothing/head/wizard(wizard_mob), wizard_mob.slot_head) wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(wizard_mob), slot_head)
if(wizard_mob.backbag == 2) wizard_mob.equip_if_possible(new /obj/item/weapon/storage/backpack(wizard_mob), wizard_mob.slot_back) if(wizard_mob.backbag == 2) wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(wizard_mob), slot_back)
if(wizard_mob.backbag == 3) wizard_mob.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(wizard_mob), wizard_mob.slot_back) if(wizard_mob.backbag == 3) wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(wizard_mob), slot_back)
wizard_mob.equip_if_possible(new /obj/item/weapon/storage/box(wizard_mob), wizard_mob.slot_in_backpack) wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box(wizard_mob), slot_in_backpack)
// wizard_mob.equip_if_possible(new /obj/item/weapon/scrying_gem(wizard_mob), wizard_mob.slot_l_store) For scrying gem. // wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/scrying_gem(wizard_mob), slot_l_store) For scrying gem.
wizard_mob.equip_if_possible(new /obj/item/weapon/teleportation_scroll(wizard_mob), wizard_mob.slot_r_store) wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(wizard_mob), slot_r_store)
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook(wizard_mob), wizard_mob.slot_r_hand) wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/spellbook(wizard_mob), slot_r_hand)
wizard_mob << "You will find a list of available spells in your spell book. Choose your magic arsenal carefully." wizard_mob << "You will find a list of available spells in your spell book. Choose your magic arsenal carefully."
wizard_mob << "In your pockets you will find a teleport scroll. Use it as needed." wizard_mob << "In your pockets you will find a teleport scroll. Use it as needed."

View File

@@ -10,6 +10,6 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/clothing/under/color/grey(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
return 1 return 1

View File

@@ -12,21 +12,21 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/captain(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/captain(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_cap(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_cap(H), slot_back)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/clothing/under/rank/captain(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/captain(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/pda/captain(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/captain(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/armor/captain(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/captain(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/head/caphat(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/caphat(H), slot_head)
H.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar(H), H.slot_wear_mask) H.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar(H), slot_wear_mask)
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(H), H.slot_glasses) H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/id_kit(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/id_kit(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/id_kit(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/id_kit(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H L.imp_in = H
L.implanted = 1 L.implanted = 1
@@ -49,17 +49,17 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/clothing/under/rank/head_of_personnel(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/head_of_personnel(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/heads/hop(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/heads/hop(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/armor/vest(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/head/helmet(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/id_kit(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/id_kit(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/id_kit(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/id_kit(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -12,26 +12,26 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/suit/armor/vest(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/under/rank/bartender(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/pda/bar(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/bar(H), slot_belt)
if(H.backbag == 1) if(H.backbag == 1)
var/obj/item/weapon/storage/box/survival/Barpack = new /obj/item/weapon/storage/box/survival(H) var/obj/item/weapon/storage/box/survival/Barpack = new /obj/item/weapon/storage/box/survival(H)
H.equip_if_possible(Barpack, H.slot_r_hand) H.equip_to_slot_or_del(Barpack, slot_r_hand)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack) new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack) new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack) new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack) new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/ammo_casing/shotgun/beanbag(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/ammo_casing/shotgun/beanbag(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/ammo_casing/shotgun/beanbag(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/ammo_casing/shotgun/beanbag(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
return 1 return 1
@@ -50,11 +50,11 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/clothing/under/rank/chef(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/suit/chef(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/head/chefhat(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(H), slot_head)
H.equip_if_possible(new /obj/item/device/pda/chef(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/chef(H), slot_belt)
return 1 return 1
@@ -72,12 +72,12 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/clothing/under/rank/hydroponics(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/hydroponics(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/gloves/botanic_leather(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/botanic_leather(H), slot_gloves)
H.equip_if_possible(new /obj/item/clothing/suit/apron(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/device/analyzer/plant_analyzer(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/analyzer/plant_analyzer(H), slot_s_store)
H.equip_if_possible(new /obj/item/device/pda/botanist(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/botanist(H), slot_belt)
return 1 return 1
@@ -96,13 +96,13 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/heads/qm(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/qm(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/cargo(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/cargo(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/quartermaster(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/quartermaster(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(H), H.slot_glasses) H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
H.equip_if_possible(new /obj/item/weapon/clipboard(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand)
return 1 return 1
@@ -120,11 +120,11 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_cargo(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cargo(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/cargotech(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/cargotech(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/cargo(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/cargo(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
return 1 return 1
@@ -142,21 +142,21 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_mine (H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_mine (H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/industrial (H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial (H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_eng(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_eng(H), slot_back)
H.equip_if_possible(new /obj/item/device/pda/shaftminer(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/shaftminer(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/under/rank/miner(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/miner(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H), slot_r_hand)
H.equip_if_possible(new /obj/item/weapon/crowbar(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/crowbar(H), slot_l_hand)
H.equip_if_possible(new /obj/item/weapon/satchel(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/weapon/satchel(H), slot_l_store)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/crowbar(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/crowbar(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/satchel(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/satchel(H), slot_in_backpack)
return 1 return 1
@@ -175,17 +175,17 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/weapon/storage/backpack/clown(H), H.slot_back) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/clown(H), slot_back)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/clothing/under/rank/clown(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/clown(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/clown(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(H), H.slot_wear_mask) H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), slot_wear_mask)
H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/bikehorn(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/stamp/clown(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/stamp/clown(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/toy/crayon/rainbow(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/storage/crayonbox(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/crayonbox(H), slot_in_backpack)
H.mutations.Add(CLUMSY) H.mutations.Add(CLUMSY)
return 1 return 1
@@ -204,23 +204,23 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/mime(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/mime(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/mime(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/mime(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/gloves/white(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(H), slot_gloves)
H.equip_if_possible(new /obj/item/clothing/mask/gas/mime(H), H.slot_wear_mask) H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/mime(H), slot_wear_mask)
H.equip_if_possible(new /obj/item/clothing/head/beret(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_if_possible(new /obj/item/clothing/suit/suspenders(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/suspenders(H), slot_wear_suit)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_if_possible(new /obj/item/toy/crayon/mime(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/toy/crayon/mime(H), slot_l_store)
H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), slot_l_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/toy/crayon/mime(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/toy/crayon/mime(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), slot_in_backpack)
H.verbs += /client/proc/mimespeak H.verbs += /client/proc/mimespeak
H.verbs += /client/proc/mimewall H.verbs += /client/proc/mimewall
H.mind.special_verbs += /client/proc/mimespeak H.mind.special_verbs += /client/proc/mimespeak
@@ -243,9 +243,9 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/clothing/under/rank/janitor(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/janitor(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/janitor(H), slot_belt)
return 1 return 1
@@ -264,10 +264,10 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/clothing/under/suit_jacket/red(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/red(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/pda/librarian(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/librarian(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/weapon/barcodescanner(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/barcodescanner(H), slot_l_hand)
return 1 return 1
@@ -286,22 +286,22 @@ var/global/lawyer = 0//Checks for another lawyer
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
if(!lawyer) if(!lawyer)
lawyer = 1 lawyer = 1
H.equip_if_possible(new /obj/item/clothing/under/lawyer/bluesuit(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/bluesuit(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/suit/lawyer/bluejacket(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/lawyer/bluejacket(H), slot_wear_suit)
else else
H.equip_if_possible(new /obj/item/clothing/under/lawyer/purpsuit(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/purpsuit(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/suit/lawyer/purpjacket(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/lawyer/purpjacket(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/lawyer(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/lawyer(H), slot_belt)
H.equip_if_possible(new /obj/item/weapon/storage/briefcase(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase(H), slot_l_hand)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -14,10 +14,10 @@
if(!H) return 0 if(!H) return 0
var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(H) var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(H)
H.equip_if_possible(B, H.slot_l_hand) H.equip_to_slot_or_del(B, slot_l_hand)
H.equip_if_possible(new /obj/item/device/pda/chaplain(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/chaplain(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/under/rank/chaplain(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chaplain(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
spawn(0) spawn(0)
var/religion_name = "Christianity" var/religion_name = "Christianity"
var/new_religion = copytext(sanitize(input(H, "You are the Chaplain. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)),1,MAX_NAME_LEN) var/new_religion = copytext(sanitize(input(H, "You are the Chaplain. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)),1,MAX_NAME_LEN)

View File

@@ -12,22 +12,22 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/heads/ce(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/ce(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/industrial (H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial (H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_eng(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_eng(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/chief_engineer(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/pda/heads/ce(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/device/pda/heads/ce(H), slot_l_store)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/head/hardhat/white(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/hardhat/white(H), slot_head)
var/obj/item/clothing/mask/cigarette/CIG = new /obj/item/clothing/mask/cigarette(H) var/obj/item/clothing/mask/cigarette/CIG = new /obj/item/clothing/mask/cigarette(H)
CIG.light("") CIG.light("")
H.equip_if_possible(CIG, H.slot_wear_mask) H.equip_to_slot_or_del(CIG, slot_wear_mask)
H.equip_if_possible(new /obj/item/weapon/storage/belt/utility/full(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H.back), slot_in_backpack)
return 1 return 1
@@ -45,19 +45,19 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/industrial(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_eng(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_eng(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/engineer(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/orange(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(H), slot_shoes)
H.equip_if_possible(new /obj/item/weapon/storage/belt/utility/full(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/head/hardhat(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/hardhat(H), slot_head)
H.equip_if_possible(new /obj/item/device/t_scanner(H), H.slot_r_store) H.equip_to_slot_or_del(new /obj/item/device/t_scanner(H), slot_r_store)
H.equip_if_possible(new /obj/item/device/pda/engineering(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/device/pda/engineering(H), slot_l_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H.back), slot_in_backpack)
return 1 return 1
@@ -75,17 +75,17 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_eng(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/atmospheric_technician(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/atmospheric_technician(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/atmos(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/device/pda/atmos(H), slot_l_store)
H.equip_if_possible(new /obj/item/weapon/storage/belt/utility/atmostech/(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/atmostech/(H), slot_belt)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/engineer(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(H.back), slot_in_backpack)
return 1 return 1
@@ -102,17 +102,17 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_rob(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_rob(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/roboticist(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/roboticist(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/roboticist(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/roboticist(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(H), slot_l_hand)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -12,19 +12,19 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/heads/cmo(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/cmo(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/medic (H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic (H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_med(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/chief_medical_officer(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_medical_officer(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/heads/cmo(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/heads/cmo(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat/cmo(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/cmo(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(H), slot_l_hand)
H.equip_if_possible(new /obj/item/device/flashlight/pen(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -42,19 +42,19 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_med(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/medic (H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic (H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_med(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/medical(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/white(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/medical(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/medical(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(H), slot_l_hand)
H.equip_if_possible(new /obj/item/device/flashlight/pen(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -73,11 +73,11 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_med(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/chemist(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chemist(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/white(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/chemist(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/chemist(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat/chemist(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/chemist(H), slot_wear_suit)
return 1 return 1
@@ -95,12 +95,12 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_medsci(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_medsci(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/geneticist(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/geneticist(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/white(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/geneticist(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/geneticist(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat/genetics(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/genetics(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/device/flashlight/pen(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
return 1 return 1
@@ -118,19 +118,19 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_med(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/medic (H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic (H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_med(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/virologist(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/virologist(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/pda/medical(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/medical(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/mask/surgical(H), H.slot_wear_mask) H.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(H), slot_wear_mask)
H.equip_if_possible(new /obj/item/clothing/shoes/white(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat/virologist(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/virologist(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/device/flashlight/pen(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -12,12 +12,12 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/heads/rd(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/rd(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/clothing/under/rank/research_director(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/research_director(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/pda/heads/rd(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/heads/rd(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/weapon/clipboard(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand)
return 1 return 1
@@ -35,11 +35,11 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_sci(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/scientist(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/white(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/toxins(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat/science(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/science(H), slot_wear_suit)
// H.equip_if_possible(new /obj/item/clothing/mask/gas(H), H.slot_wear_mask) // H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(H), slot_wear_mask)
// H.equip_if_possible(new /obj/item/weapon/tank/oxygen(H), H.slot_l_hand) // H.equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(H), slot_l_hand)
return 1 return 1

View File

@@ -12,24 +12,24 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/security (H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security (H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_sec(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
H.equip_if_possible(new /obj/item/device/radio/headset/heads/hos(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hos(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/head_of_security(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/head_of_security(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/jackboots(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/heads/hos(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/heads/hos(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/armor/hos(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/hos(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_if_possible(new /obj/item/clothing/head/helmet/HoS(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/HoS(H), slot_head)
// H.equip_if_possible(new /obj/item/clothing/mask/gas(H), H.slot_wear_mask) //Grab one from the armory you donk // H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(H), H.slot_glasses) H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
H.equip_if_possible(new /obj/item/weapon/gun/energy/gun(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(H), slot_s_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_l_store)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H L.imp_in = H
L.implanted = 1 L.implanted = 1
@@ -50,24 +50,24 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_sec(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/security(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_sec(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/warden(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/warden(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/jackboots(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/warden(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/warden(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/armor/vest/warden(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/warden(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/head/helmet/warden(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/warden(H), slot_head)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(H), H.slot_glasses) H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
// H.equip_if_possible(new /obj/item/clothing/mask/gas(H), H.slot_wear_mask) //Grab one from the armory you donk // H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_if_possible(new /obj/item/device/flash(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_l_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H L.imp_in = H
L.implanted = 1 L.implanted = 1
@@ -88,31 +88,31 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_sec(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/det(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/det(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/brown(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/detective(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/detective(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/head/det_hat(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(H), slot_head)
var/obj/item/clothing/mask/cigarette/CIG = new /obj/item/clothing/mask/cigarette(H) var/obj/item/clothing/mask/cigarette/CIG = new /obj/item/clothing/mask/cigarette(H)
CIG.light("") CIG.light("")
H.equip_if_possible(CIG, H.slot_wear_mask) H.equip_to_slot_or_del(CIG, slot_wear_mask)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_if_possible(new /obj/item/clothing/suit/det_suit(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/det_suit(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/weapon/lighter/zippo(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(H), slot_l_store)
if(H.backbag == 1)//Why cant some of these things spawn in his office? if(H.backbag == 1)//Why cant some of these things spawn in his office?
var/obj/item/weapon/storage/box/survival/Evipack = new /obj/item/weapon/storage/box/survival(H) var/obj/item/weapon/storage/box/survival/Evipack = new /obj/item/weapon/storage/box/survival(H)
H.equip_if_possible(Evipack, H.slot_r_hand) H.equip_to_slot_or_del(Evipack, slot_r_hand)
new /obj/item/weapon/fcardholder(Evipack) new /obj/item/weapon/fcardholder(Evipack)
H.equip_if_possible(new /obj/item/weapon/storage/box/evidence(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/evidence(H), slot_l_hand)
H.equip_if_possible(new /obj/item/device/detective_scanner(H), H.slot_r_store) H.equip_to_slot_or_del(new /obj/item/device/detective_scanner(H), slot_r_store)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/fcardholder(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/fcardholder(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/storage/box/evidence(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/evidence(H), slot_in_backpack)
H.equip_if_possible(new /obj/item/device/detective_scanner(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/device/detective_scanner(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H L.imp_in = H
@@ -134,22 +134,22 @@
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_sec(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_ears)
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/security(H), H.slot_back) if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_sec(H), H.slot_back) if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/security(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/jackboots(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/security(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/security(H), slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/armor/vest(H), H.slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/head/helmet(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_s_store) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_s_store)
H.equip_if_possible(new /obj/item/device/flash(H), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1) if(H.backbag == 1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_l_hand)
else else
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H.back), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/handcuffs(H), H.slot_in_backpack) H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H L.imp_in = H
L.implanted = 1 L.implanted = 1

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@@ -322,21 +322,21 @@ var/global/datum/controller/occupations/job_master
else else
switch(H.backbag) switch(H.backbag)
if(1) if(1)
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
if(2) if(2)
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(H) var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(H)
new /obj/item/weapon/storage/box/survival(BPK) new /obj/item/weapon/storage/box/survival(BPK)
H.equip_if_possible(BPK, H.slot_back,1) H.equip_to_slot_or_del(BPK, slot_back,1)
if(3) if(3)
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack/satchel_norm(H) var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack/satchel_norm(H)
new /obj/item/weapon/storage/box/survival(BPK) new /obj/item/weapon/storage/box/survival(BPK)
H.equip_if_possible(BPK, H.slot_back,1) H.equip_to_slot_or_del(BPK, slot_back,1)
H << "<B>You are the [rank].</B>" H << "<B>You are the [rank].</B>"
H << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>" H << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
spawnId(H,rank) spawnId(H,rank)
H.equip_if_possible(new /obj/item/device/radio/headset(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_ears)
// H.update_icons() // H.update_icons()
return 1 return 1
@@ -363,12 +363,12 @@ var/global/datum/controller/occupations/job_master
C.assignment = rank C.assignment = rank
C.name = "[C.registered_name]'s ID Card ([C.assignment])" C.name = "[C.registered_name]'s ID Card ([C.assignment])"
C.access = get_access(C.assignment) C.access = get_access(C.assignment)
H.equip_if_possible(C, H.slot_wear_id) H.equip_to_slot_or_del(C, slot_wear_id)
if(prob(50)) if(prob(50))
H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_r_store) H.equip_to_slot_or_del(new /obj/item/weapon/pen(H), slot_r_store)
else else
H.equip_if_possible(new /obj/item/weapon/pen/blue(H), H.slot_r_store) H.equip_to_slot_or_del(new /obj/item/weapon/pen/blue(H), slot_r_store)
H.equip_if_possible(new /obj/item/device/pda(H), H.slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda(H), slot_belt)
if(locate(/obj/item/device/pda,H))//I bet this could just use locate. It can --SkyMarshal if(locate(/obj/item/device/pda,H))//I bet this could just use locate. It can --SkyMarshal
var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H) var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
pda.owner = H.real_name pda.owner = H.real_name

View File

@@ -1023,10 +1023,10 @@ var/list/sacrificed = list()
usr.visible_message("\red The rune disappears with a flash of red light, and a set of armor appears on [usr]...", \ usr.visible_message("\red The rune disappears with a flash of red light, and a set of armor appears on [usr]...", \
"\red You are blinded by the flash of red light! After you're able to see again, you see that you are now wearing a set of armor.") "\red You are blinded by the flash of red light! After you're able to see again, you see that you are now wearing a set of armor.")
user.equip_if_possible(new /obj/item/clothing/head/culthood/alt(user), user.slot_head) user.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(user), slot_head)
user.equip_if_possible(new /obj/item/clothing/suit/cultrobes/alt(user), user.slot_wear_suit) user.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(user), slot_wear_suit)
user.equip_if_possible(new /obj/item/clothing/shoes/cult(user), user.slot_shoes) user.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult(user), slot_shoes)
user.equip_if_possible(new /obj/item/weapon/storage/backpack/cultpack(user), user.slot_back) user.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/cultpack(user), slot_back)
//the above update their overlay icons cache but do not call update_icons() //the above update their overlay icons cache but do not call update_icons()
//the below calls update_icons() at the end, which will update overlay icons by using the (now updated) cache //the below calls update_icons() at the end, which will update overlay icons by using the (now updated) cache
user.put_in_hands(new /obj/item/weapon/melee/cultblade(user)) //put in hands or on floor user.put_in_hands(new /obj/item/weapon/melee/cultblade(user)) //put in hands or on floor

View File

@@ -17,14 +17,11 @@
// called after an item is placed in an equipment slot // called after an item is placed in an equipment slot
// user is mob that equipped it // user is mob that equipped it
// slot is text of slot type e.g. "head" // slot uses the slot_X defines found in setup.dm
// for items that can be placed in multiple slots // for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player // note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(var/mob/user, var/slot) /obj/item/proc/equipped(var/mob/user, var/slot)
return return
//
// ***TODO: implement unget_active_hand()
//
/obj/item/proc/afterattack() /obj/item/proc/afterattack()

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@@ -22,7 +22,7 @@
//stops TK grabs being equipped anywhere but into hands //stops TK grabs being equipped anywhere but into hands
equipped(var/mob/user, var/slot) equipped(var/mob/user, var/slot)
if( (slot=="l_hand") || (slot=="r_hand") ) return if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
del(src) del(src)
return return
@@ -115,7 +115,7 @@
return 1 return 1
*/ */
//equip_if_possible(obj/item/W, slot, del_on_fail = 1) //equip_to_slot_or_del(obj/item/W, slot, del_on_fail = 1)
/* /*
if(istype(user, /mob/living/carbon)) if(istype(user, /mob/living/carbon))
if(user:mutations & TK && get_dist(source, user) <= 7) if(user:mutations & TK && get_dist(source, user) <= 7)

View File

@@ -23,6 +23,14 @@
name = "[initial(name)] (Wielded)" name = "[initial(name)] (Wielded)"
update_icon() update_icon()
/obj/item/weapon/twohanded/mob_can_equip(M as mob, slot)
//Cannot equip wielded items.
if(wielded)
M << "<span class='warning'>Unwield the [initial(name)] first!</span>"
return 0
return ..()
/obj/item/weapon/twohanded/dropped(mob/user as mob) /obj/item/weapon/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand //handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user) if(user)

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@@ -833,8 +833,8 @@ var/global/BSACooldown = 0
M.loc = pick(prisonwarp) M.loc = pick(prisonwarp)
if(istype(M, /mob/living/carbon/human)) if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/prisoner = M var/mob/living/carbon/human/prisoner = M
prisoner.equip_if_possible(new /obj/item/clothing/under/color/orange(prisoner), prisoner.slot_w_uniform) prisoner.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(prisoner), slot_w_uniform)
prisoner.equip_if_possible(new /obj/item/clothing/shoes/orange(prisoner), prisoner.slot_shoes) prisoner.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(prisoner), slot_shoes)
spawn(50) spawn(50)
M << "\red You have been sent to the prison station!" M << "\red You have been sent to the prison station!"
log_admin("[key_name(usr)] sent [key_name(M)] to the prison station.") log_admin("[key_name(usr)] sent [key_name(M)] to the prison station.")
@@ -984,8 +984,8 @@ var/global/BSACooldown = 0
W.layer = initial(W.layer) W.layer = initial(W.layer)
if(istype(M, /mob/living/carbon/human)) if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/observer = M var/mob/living/carbon/human/observer = M
observer.equip_if_possible(new /obj/item/clothing/under/suit_jacket(observer), observer.slot_w_uniform) observer.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(observer), slot_w_uniform)
observer.equip_if_possible(new /obj/item/clothing/shoes/black(observer), observer.slot_shoes) observer.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(observer), slot_shoes)
M.Paralyse(5) M.Paralyse(5)
sleep(5) sleep(5)
M.loc = pick(tdomeobserve) M.loc = pick(tdomeobserve)
@@ -1220,9 +1220,9 @@ var/global/BSACooldown = 0
var/mob/M = locate(href_list["adminspawncookie"]) var/mob/M = locate(href_list["adminspawncookie"])
if(M && ishuman(M)) if(M && ishuman(M))
var/mob/living/carbon/human/H = M var/mob/living/carbon/human/H = M
H.equip_if_possible( new /obj/item/weapon/reagent_containers/food/snacks/cookie(H), H.slot_l_hand ) H.equip_to_slot_or_del( new /obj/item/weapon/reagent_containers/food/snacks/cookie(H), slot_l_hand )
if(!(istype(H.l_hand,/obj/item/weapon/reagent_containers/food/snacks/cookie))) if(!(istype(H.l_hand,/obj/item/weapon/reagent_containers/food/snacks/cookie)))
H.equip_if_possible( new /obj/item/weapon/reagent_containers/food/snacks/cookie(H), H.slot_r_hand ) H.equip_to_slot_or_del( new /obj/item/weapon/reagent_containers/food/snacks/cookie(H), slot_r_hand )
if(!(istype(H.r_hand,/obj/item/weapon/reagent_containers/food/snacks/cookie))) if(!(istype(H.r_hand,/obj/item/weapon/reagent_containers/food/snacks/cookie)))
log_admin("[key_name(H)] has their hands full, so they did not receive their cookie, spawned by [key_name(src.owner)].") log_admin("[key_name(H)] has their hands full, so they did not receive their cookie, spawned by [key_name(src.owner)].")
message_admins("[key_name(H)] has their hands full, so they did not receive their cookie, spawned by [key_name(src.owner)].") message_admins("[key_name(H)] has their hands full, so they did not receive their cookie, spawned by [key_name(src.owner)].")
@@ -1741,8 +1741,8 @@ var/global/BSACooldown = 0
W.layer = initial(W.layer) W.layer = initial(W.layer)
//teleport person to cell //teleport person to cell
H.loc = pick(prisonwarp) H.loc = pick(prisonwarp)
H.equip_if_possible(new /obj/item/clothing/under/color/orange(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/orange(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(H), slot_shoes)
else else
//teleport security person //teleport security person
H.loc = pick(prisonsecuritywarp) H.loc = pick(prisonsecuritywarp)

View File

@@ -379,7 +379,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
id.registered_name = H.real_name id.registered_name = H.real_name
id.assignment = "Captain" id.assignment = "Captain"
id.name = "[id.registered_name]'s ID Card ([id.assignment])" id.name = "[id.registered_name]'s ID Card ([id.assignment])"
H.equip_if_possible(id, H.slot_wear_id) H.equip_to_slot_or_del(id, slot_wear_id)
H.update_inv_wear_id() H.update_inv_wear_id()
else else
alert("Invalid mob") alert("Invalid mob")
@@ -463,151 +463,151 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if ("strip") if ("strip")
//do nothing //do nothing
if ("standard space gear") if ("standard space gear")
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/under/color/grey(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M) var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
M.equip_if_possible(J, M.slot_back) M.equip_to_slot_or_del(J, slot_back)
J.toggle() J.toggle()
M.equip_if_possible(new /obj/item/clothing/mask/breath(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
J.Topic(null, list("stat" = 1)) J.Topic(null, list("stat" = 1))
if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
if (dresscode=="tournament standard red") if (dresscode=="tournament standard red")
M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
else else
M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/thunderdome(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/grenade/smokebomb(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store)
if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0 if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0
M.equip_if_possible(new /obj/item/clothing/under/det(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/det_suit(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/det_suit(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/head/det_hat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/gun/projectile(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile(M), slot_r_hand)
M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
if ("tournament chef") //Steven Seagal FTW if ("tournament chef") //Steven Seagal FTW
M.equip_if_possible(new /obj/item/clothing/under/rank/chef(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/chef(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_s_store)
if ("tournament janitor") if ("tournament janitor")
M.equip_if_possible(new /obj/item/clothing/under/rank/janitor(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
var/obj/item/weapon/storage/backpack/backpack = new(M) var/obj/item/weapon/storage/backpack/backpack = new(M)
for(var/obj/item/I in backpack) for(var/obj/item/I in backpack)
del(I) del(I)
M.equip_if_possible(backpack, M.slot_back) M.equip_to_slot_or_del(backpack, slot_back)
M.equip_if_possible(new /obj/item/weapon/mop(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M) var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
bucket.reagents.add_reagent("water", 70) bucket.reagents.add_reagent("water", 70)
M.equip_if_possible(bucket, M.slot_l_hand) M.equip_to_slot_or_del(bucket, slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
if ("pirate") if ("pirate")
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
if ("space pirate") if ("space pirate")
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/pirate(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
/* /*
if ("soviet soldier") if ("soviet soldier")
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
*/ */
if("tunnel clown")//Tunnel clowns rule! if("tunnel clown")//Tunnel clowns rule!
M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
var/obj/item/weapon/card/id/W = new(M) var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses() W.access = get_all_accesses()
W.assignment = "Tunnel Clown!" W.assignment = "Tunnel Clown!"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_if_possible(fire_axe, M.slot_r_hand) M.equip_to_slot_or_del(fire_axe, slot_r_hand)
if("masked killer") if("masked killer")
M.equip_if_possible(new /obj/item/clothing/under/overalls(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/white(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/latex(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
M.equip_if_possible(new /obj/item/clothing/mask/surgical(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/welding(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/apron(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_if_possible(fire_axe, M.slot_r_hand) M.equip_to_slot_or_del(fire_axe, slot_r_hand)
for(var/obj/item/carried_item in M.contents) for(var/obj/item/carried_item in M.contents)
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant. if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
carried_item.add_blood(M)//Oh yes, there will be blood... carried_item.add_blood(M)//Oh yes, there will be blood...
if("assassin") if("assassin")
M.equip_if_possible(new /obj/item/clothing/under/suit_jacket(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/wcoat(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M) var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M)
for(var/obj/item/briefcase_item in sec_briefcase) for(var/obj/item/briefcase_item in sec_briefcase)
@@ -618,21 +618,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba
sec_briefcase.contents += new /obj/item/ammo_magazine/a357 sec_briefcase.contents += new /obj/item/ammo_magazine/a357
sec_briefcase.contents += new /obj/item/weapon/plastique sec_briefcase.contents += new /obj/item/weapon/plastique
M.equip_if_possible(sec_briefcase, M.slot_l_hand) M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
var/obj/item/device/pda/heads/pda = new(M) var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name pda.owner = M.real_name
pda.ownjob = "Reaper" pda.ownjob = "Reaper"
pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, M.slot_belt) M.equip_to_slot_or_del(pda, slot_belt)
var/obj/item/weapon/card/id/syndicate/W = new(M) var/obj/item/weapon/card/id/syndicate/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses() W.access = get_all_accesses()
W.assignment = "Reaper" W.assignment = "Reaper"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
if("death commando")//Was looking to add this for a while. if("death commando")//Was looking to add this for a while.
M.equip_death_commando() M.equip_death_commando()
@@ -641,22 +641,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_syndicate_commando() M.equip_syndicate_commando()
if("centcom official") if("centcom official")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
var/obj/item/device/pda/heads/pda = new(M) var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name pda.owner = M.real_name
pda.ownjob = "CentCom Review Official" pda.ownjob = "CentCom Review Official"
pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, M.slot_r_store) M.equip_to_slot_or_del(pda, slot_r_store)
M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand)
var/obj/item/weapon/card/id/W = new(M) var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
@@ -665,20 +665,20 @@ 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.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official" W.assignment = "CentCom Review Official"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
if("centcom commander") if("centcom commander")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/armor/bulletproof(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
var/obj/item/weapon/card/id/W = new(M) var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
@@ -687,20 +687,20 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access() W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer" W.assignment = "CentCom Commanding Officer"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
if("special ops officer") if("special ops officer")
M.equip_if_possible(new /obj/item/clothing/under/syndicate/combat(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/armor/swat/officer(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/havana(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/havana(M), slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(M), M.slot_back) 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) var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
@@ -709,53 +709,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access() W.access += get_all_centcom_access()
W.assignment = "Special Operations Officer" W.assignment = "Special Operations Officer"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
if("blue wizard") if("blue wizard")
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/wizard(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
if("red wizard") if("red wizard")
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/red(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/wizard/red(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
if("marisa wizard") if("marisa wizard")
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/marisa(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/marisa(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/sandal/marisa(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/wizard/marisa(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
if("soviet admiral") if("soviet admiral")
M.equip_if_possible(new /obj/item/clothing/head/hgpiratecap(M), M.slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/hgpirate(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/storage/backpack/bandolier(M), M.slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/bandolier(M), slot_back)
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform) 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) var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card" W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom" W.icon_state = "centcom"
@@ -763,7 +763,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access() W.access += get_all_centcom_access()
W.assignment = "Admiral" W.assignment = "Admiral"
W.registered_name = M.real_name W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
M.regenerate_icons() M.regenerate_icons()

View File

@@ -36,12 +36,12 @@
continue continue
del(I) del(I)
H.equip_if_possible(new /obj/item/clothing/under/kilt(H), H.slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(H), H.slot_ears) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_ears)
H.equip_if_possible(new /obj/item/clothing/head/beret(H), H.slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_if_possible(new /obj/item/weapon/claymore(H), H.slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_l_hand)
H.equip_if_possible(new /obj/item/clothing/shoes/combat(H), H.slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
H.equip_if_possible(new /obj/item/weapon/pinpointer(H.loc), H.slot_l_store) H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
var/obj/item/weapon/card/id/W = new(H) var/obj/item/weapon/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card" W.name = "[H.real_name]'s ID Card"
@@ -50,7 +50,7 @@
W.access += get_all_centcom_access() W.access += get_all_centcom_access()
W.assignment = "Highlander" W.assignment = "Highlander"
W.registered_name = H.real_name W.registered_name = H.real_name
H.equip_if_possible(W, H.slot_wear_id) H.equip_to_slot_or_del(W, slot_wear_id)
message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1) message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1)
log_admin("[key_name(usr)] used there can be only one.") log_admin("[key_name(usr)] used there can be only one.")

View File

@@ -35,8 +35,8 @@
M.loc = pick(prisonwarp) M.loc = pick(prisonwarp)
if(istype(M, /mob/living/carbon/human)) if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/prisoner = M var/mob/living/carbon/human/prisoner = M
prisoner.equip_if_possible(new /obj/item/clothing/under/color/orange(prisoner), prisoner.slot_w_uniform) prisoner.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(prisoner), slot_w_uniform)
prisoner.equip_if_possible(new /obj/item/clothing/shoes/orange(prisoner), prisoner.slot_shoes) prisoner.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(prisoner), slot_shoes)
spawn(50) spawn(50)
M << "\red You have been sent to the prison station!" M << "\red You have been sent to the prison station!"
log_admin("[key_name(usr)] sent [key_name(M)] to the prison station.") log_admin("[key_name(usr)] sent [key_name(M)] to the prison station.")

View File

@@ -133,37 +133,37 @@ var/global/sent_strike_team = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src) var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(1441) R.set_frequency(1441)
equip_if_possible(R, slot_ears) equip_to_slot_or_del(R, slot_ears)
if (leader_selected == 0) if (leader_selected == 0)
equip_if_possible(new /obj/item/clothing/under/color/green(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else else
equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes) equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_if_possible(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit) equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves) equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head) equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_if_possible(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask) equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses) equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_if_possible(new /obj/item/weapon/storage/backpack/security(src), slot_back) equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_if_possible(new /obj/item/weapon/storage/box(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_if_possible(new /obj/item/ammo_magazine/a357(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/flashbang_kit(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/storage/flashbang_kit(src), slot_in_backpack)
equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!leader_selected) if (!leader_selected)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
else else
equip_if_possible(new /obj/item/weapon/pinpointer(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/melee/energy/sword(src), slot_l_store) equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/grenade/flashbang(src), slot_r_store) equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store) equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt) equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)//Here you go Deuryn var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)//Here you go Deuryn
@@ -179,7 +179,7 @@ var/global/sent_strike_team = 0
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access. W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Death Commando" W.assignment = "Death Commando"
W.registered_name = real_name W.registered_name = real_name
equip_if_possible(W, slot_wear_id) equip_to_slot_or_del(W, slot_wear_id)
resistances += "alien_embryo" resistances += "alien_embryo"
return 1 return 1

View File

@@ -134,40 +134,40 @@ var/global/sent_syndicate_strike_team = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src) var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode. R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_if_possible(R, slot_ears) equip_to_slot_or_del(R, slot_ears)
equip_if_possible(new /obj/item/clothing/under/syndicate(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes) equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
if (!syndicate_leader_selected) if (!syndicate_leader_selected)
equip_if_possible(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit) equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
else else
equip_if_possible(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit) equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit)
equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves) equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
if (!syndicate_leader_selected) if (!syndicate_leader_selected)
equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head) equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head)
else else
equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head) equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head)
equip_if_possible(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask) equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses) equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_if_possible(new /obj/item/weapon/storage/backpack/security(src), slot_back) equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_if_possible(new /obj/item/weapon/storage/box(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_if_possible(new /obj/item/ammo_magazine/c45(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/ammo_magazine/c45(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!syndicate_leader_selected) if (!syndicate_leader_selected)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
else else
equip_if_possible(new /obj/item/weapon/pinpointer(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/melee/energy/sword(src), slot_l_store) equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store) equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store) equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_if_possible(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt) equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt)
equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude
var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI
W.name = "[real_name]'s ID Card" W.name = "[real_name]'s ID Card"
@@ -176,7 +176,7 @@ var/global/sent_syndicate_strike_team = 0
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access. W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
W.assignment = "Syndicate Commando" W.assignment = "Syndicate Commando"
W.registered_name = real_name W.registered_name = real_name
equip_if_possible(W, slot_wear_id) equip_to_slot_or_del(W, slot_wear_id)
resistances += "alien_embryo" resistances += "alien_embryo"
return 1 return 1

View File

@@ -90,6 +90,15 @@ BLIND // can't see anything
permeability_coefficient = 0.50 permeability_coefficient = 0.50
slowdown = SHOES_SLOWDOWN slowdown = SHOES_SLOWDOWN
//Suit
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
allowed = list(/obj/item/weapon/tank/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING
//Spacesuit //Spacesuit
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together. //Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
@@ -104,7 +113,6 @@ BLIND // can't see anything
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
/obj/item/clothing/suit/space /obj/item/clothing/suit/space
name = "Space suit" name = "Space suit"
desc = "A suit that protects against low pressure environments. Has a big 13 on the back." desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
@@ -123,17 +131,6 @@ BLIND // can't see anything
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
//Suit
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
allowed = list(/obj/item/weapon/tank/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING
//Under clothing //Under clothing
/obj/item/clothing/under /obj/item/clothing/under
icon = 'icons/obj/clothing/uniforms.dmi' icon = 'icons/obj/clothing/uniforms.dmi'

View File

@@ -21,7 +21,7 @@
l_hand = W l_hand = W
W.layer = 20 //TODO: move to equipped? W.layer = 20 //TODO: move to equipped?
// l_hand.screen_loc = ui_lhand // l_hand.screen_loc = ui_lhand
W.equipped(src,"l_hand") W.equipped(src,slot_l_hand)
if(client) client.screen |= W if(client) client.screen |= W
update_inv_l_hand() update_inv_l_hand()
return 1 return 1
@@ -36,7 +36,7 @@
r_hand = W r_hand = W
W.layer = 20 W.layer = 20
// r_hand.screen_loc = ui_rhand // r_hand.screen_loc = ui_rhand
W.equipped(src,"r_hand") W.equipped(src,slot_r_hand)
if(client) client.screen |= W if(client) client.screen |= W
update_inv_r_hand() update_inv_r_hand()
return 1 return 1

View File

@@ -116,6 +116,7 @@
using.icon = 'icons/mob/screen1_alien.dmi' using.icon = 'icons/mob/screen1_alien.dmi'
using.icon_state = "equip" using.icon_state = "equip"
using.screen_loc = ui_alien_oclothing using.screen_loc = ui_alien_oclothing
using.slot_id = slot_wear_suit
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -129,6 +130,7 @@
using.screen_loc = ui_rhand using.screen_loc = ui_rhand
using.layer = 19 using.layer = 19
src.r_hand_hud_object = using src.r_hand_hud_object = using
using.slot_id = slot_r_hand
src.adding += using src.adding += using
using = new src.h_type( src ) using = new src.h_type( src )
@@ -140,6 +142,7 @@
using.icon_state = "hand_active" using.icon_state = "hand_active"
using.screen_loc = ui_lhand using.screen_loc = ui_lhand
using.layer = 19 using.layer = 19
using.slot_id = slot_l_hand
src.l_hand_hud_object = using src.l_hand_hud_object = using
src.adding += using src.adding += using
@@ -149,6 +152,7 @@
using.icon = 'icons/mob/screen1_alien.dmi' using.icon = 'icons/mob/screen1_alien.dmi'
using.icon_state = "pocket" using.icon_state = "pocket"
using.screen_loc = ui_storage1 using.screen_loc = ui_storage1
using.slot_id = slot_l_store
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -158,6 +162,7 @@
using.icon = 'icons/mob/screen1_alien.dmi' using.icon = 'icons/mob/screen1_alien.dmi'
using.icon_state = "pocket" using.icon_state = "pocket"
using.screen_loc = ui_storage2 using.screen_loc = ui_storage2
using.slot_id = slot_r_store
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -167,6 +172,7 @@
using.icon = 'icons/mob/screen1_alien.dmi' using.icon = 'icons/mob/screen1_alien.dmi'
using.icon_state = "hair" using.icon_state = "hair"
using.screen_loc = ui_alien_head using.screen_loc = ui_alien_head
using.slot_id = slot_head
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
//end of equippable shit //end of equippable shit

View File

@@ -19,7 +19,7 @@
l_hand = null l_hand = null
update_inv_l_hand(0) update_inv_l_hand(0)
/mob/living/carbon/alien/humanoid/db_click(text, t1) /mob/living/carbon/alien/humanoid/attack_ui(slot_id)
var/obj/item/W = get_active_hand() var/obj/item/W = get_active_hand()
if(W) if(W)
if(!istype(W)) return if(!istype(W)) return

View File

@@ -130,7 +130,7 @@
//can't equip anything //can't equip anything
/mob/living/carbon/alien/larva/db_click(text, t1) /mob/living/carbon/alien/larva/attack_ui(slot_id)
return return
/mob/living/carbon/alien/larva/meteorhit(O as obj) /mob/living/carbon/alien/larva/meteorhit(O as obj)

View File

@@ -113,6 +113,7 @@
using.name = "i_clothing" using.name = "i_clothing"
using.dir = SOUTH using.dir = SOUTH
using.icon = ui_style using.icon = ui_style
using.slot_id = slot_w_uniform
using.icon_state = "center" using.icon_state = "center"
using.screen_loc = ui_iclothing using.screen_loc = ui_iclothing
using.layer = 19 using.layer = 19
@@ -122,6 +123,7 @@
using.name = "o_clothing" using.name = "o_clothing"
using.dir = SOUTH using.dir = SOUTH
using.icon = ui_style using.icon = ui_style
using.slot_id = slot_wear_suit
using.icon_state = "equip" using.icon_state = "equip"
using.screen_loc = ui_oclothing using.screen_loc = ui_oclothing
using.layer = 19 using.layer = 19
@@ -144,6 +146,7 @@
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
using.icon_state = "hand_active" using.icon_state = "hand_active"
using.screen_loc = ui_rhand using.screen_loc = ui_rhand
using.slot_id = slot_r_hand
using.layer = 19 using.layer = 19
src.r_hand_hud_object = using src.r_hand_hud_object = using
src.adding += using src.adding += using
@@ -156,6 +159,7 @@
if(mymob && mymob.hand) //This being 1 means the left hand is in use if(mymob && mymob.hand) //This being 1 means the left hand is in use
using.icon_state = "hand_active" using.icon_state = "hand_active"
using.screen_loc = ui_lhand using.screen_loc = ui_lhand
using.slot_id = slot_l_hand
using.layer = 19 using.layer = 19
src.l_hand_hud_object = using src.l_hand_hud_object = using
src.adding += using src.adding += using
@@ -184,6 +188,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "id" using.icon_state = "id"
using.screen_loc = ui_id using.screen_loc = ui_id
using.slot_id = slot_wear_id
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -193,6 +198,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "equip" using.icon_state = "equip"
using.screen_loc = ui_mask using.screen_loc = ui_mask
using.slot_id = slot_wear_mask
using.layer = 19 using.layer = 19
src.other += using src.other += using
@@ -202,6 +208,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "back" using.icon_state = "back"
using.screen_loc = ui_back using.screen_loc = ui_back
using.slot_id = slot_back
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -210,6 +217,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "pocket" using.icon_state = "pocket"
using.screen_loc = ui_storage1 using.screen_loc = ui_storage1
using.slot_id = slot_l_store
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -218,6 +226,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "pocket" using.icon_state = "pocket"
using.screen_loc = ui_storage2 using.screen_loc = ui_storage2
using.slot_id = slot_r_store
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -227,6 +236,7 @@
using.dir = 8 //The sprite at dir=8 has the background whereas the others don't. using.dir = 8 //The sprite at dir=8 has the background whereas the others don't.
using.icon_state = "belt" using.icon_state = "belt"
using.screen_loc = ui_sstore1 using.screen_loc = ui_sstore1
using.slot_id = slot_s_store
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -275,6 +285,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "gloves" using.icon_state = "gloves"
using.screen_loc = ui_gloves using.screen_loc = ui_gloves
using.slot_id = slot_gloves
using.layer = 19 using.layer = 19
src.other += using src.other += using
@@ -283,6 +294,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "glasses" using.icon_state = "glasses"
using.screen_loc = ui_glasses using.screen_loc = ui_glasses
using.slot_id = slot_glasses
using.layer = 19 using.layer = 19
src.other += using src.other += using
@@ -291,6 +303,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "ears" using.icon_state = "ears"
using.screen_loc = ui_ears using.screen_loc = ui_ears
using.slot_id = slot_ears
using.layer = 19 using.layer = 19
src.other += using src.other += using
@@ -299,6 +312,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "hair" using.icon_state = "hair"
using.screen_loc = ui_head using.screen_loc = ui_head
using.slot_id = slot_head
using.layer = 19 using.layer = 19
src.other += using src.other += using
@@ -307,6 +321,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "shoes" using.icon_state = "shoes"
using.screen_loc = ui_shoes using.screen_loc = ui_shoes
using.slot_id = slot_shoes
using.layer = 19 using.layer = 19
src.other += using src.other += using
@@ -315,6 +330,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "belt" using.icon_state = "belt"
using.screen_loc = ui_belt using.screen_loc = ui_belt
using.slot_id = slot_belt
using.layer = 19 using.layer = 19
src.adding += using src.adding += using

File diff suppressed because it is too large Load Diff

View File

@@ -202,7 +202,7 @@
return return
/mob/living/carbon/metroid/db_click(text, t1) /mob/living/carbon/metroid/attack_ui(slot)
return return
/mob/living/carbon/metroid/meteorhit(O as obj) /mob/living/carbon/metroid/meteorhit(O as obj)

View File

@@ -171,6 +171,7 @@
using.icon_state = "hand1" using.icon_state = "hand1"
using.screen_loc = ui_swaphand1 using.screen_loc = ui_swaphand1
using.layer = 19 using.layer = 19
using.slot_id = slot_l_hand
src.adding += using src.adding += using
using = new src.h_type( src ) using = new src.h_type( src )
@@ -179,6 +180,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "hand2" using.icon_state = "hand2"
using.screen_loc = ui_swaphand2 using.screen_loc = ui_swaphand2
using.slot_id = slot_r_hand
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
/* /*
@@ -199,6 +201,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "equip" using.icon_state = "equip"
using.screen_loc = ui_monkey_mask using.screen_loc = ui_monkey_mask
using.slot_id = slot_wear_mask
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
@@ -208,6 +211,7 @@
using.icon = ui_style using.icon = ui_style
using.icon_state = "equip" using.icon_state = "equip"
using.screen_loc = ui_back using.screen_loc = ui_back
using.slot_id = slot_back
using.layer = 19 using.layer = 19
src.adding += using src.adding += using
/* /*

View File

@@ -184,4 +184,49 @@
source.regenerate_icons() source.regenerate_icons()
target.regenerate_icons() target.regenerate_icons()
del(src) del(src)
return
//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
//set redraw_mob to 0 if you don't wish the hud to be updated - if you're doing it manually in your own proc.
/mob/living/carbon/monkey/equip_to_slot(obj/item/W as obj, slot, redraw_mob = 1)
if(!slot) return
if(!istype(W)) return
if(W == get_active_hand())
u_equip(W)
switch(slot)
if(slot_back)
src.back = W
W.equipped(src, slot)
update_inv_back(redraw_mob)
if(slot_wear_mask)
src.wear_mask = W
W.equipped(src, slot)
update_inv_wear_mask(redraw_mob)
if(slot_handcuffed)
src.handcuffed = W
update_inv_handcuffed(redraw_mob)
if(slot_legcuffed)
src.legcuffed = W
W.equipped(src, slot)
update_inv_legcuffed(redraw_mob)
if(slot_l_hand)
src.l_hand = W
W.equipped(src, slot)
update_inv_l_hand(redraw_mob)
if(slot_r_hand)
src.r_hand = W
W.equipped(src, slot)
update_inv_r_hand(redraw_mob)
if(slot_in_backpack)
W.loc = src.back
else
usr << "\red You are trying to eqip this item to an unsupported inventory slot. How the heck did you manage that? Stop it..."
return
W.layer = 20
return return

View File

@@ -29,22 +29,6 @@
/atom/proc/relaymove() /atom/proc/relaymove()
return return
/obj/effect/equip_e/process()
return
/obj/effect/equip_e/proc/done()
return
/obj/effect/equip_e/New()
if (!ticker)
del(src)
return
spawn(100)
del(src)
return
..()
return
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) /mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return if(!client) return
if (type) if (type)
@@ -111,35 +95,69 @@
return 1 return 1
return return
//Used by monkeys, *chimpers* //TODO: eliminate this convoluted proc it's incredibly shitty. ~Carn //This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/db_click(text, t1) /mob/proc/attack_ui(slot)
var/obj/item/W = get_active_hand() var/obj/item/W = get_active_hand()
if(W)
if(!istype(W)) return if(istype(W))
switch(text) equip_to_slot_if_possible(W, slot)
if("mask")
if(wear_mask) //This is a SAFE proc. Use this instead of equip_to_splot()!
return //set del_on_fail to have it delete W if it fails to equip
if( !(W.slot_flags & SLOT_MASK) ) //set disable_warning to disable the 'you are unable to equip that' warning.
return //unset redraw_mob to prevent the mob from being redrawn at the end.
u_equip(W) /mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
wear_mask = W if(!istype(W)) return 0
W.equipped(src, text)
update_inv_wear_mask() if(!W.mob_can_equip(src, slot, disable_warning))
if("back") if(del_on_fail)
if(back) del(W)
return else
if( !(W.slot_flags & SLOT_BACK) ) if(!disable_warning)
return src << "\red You are unable to equip that." //Only print if del_on_fail is false
if( istype(W,/obj/item/weapon/twohanded) && W:wielded ) //TODO: Carn return 0
usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
return equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
u_equip(W) return 1
back = W
W.equipped(src, text) //This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
update_inv_back() //In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W as obj, slot)
return return
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
equip_to_slot_if_possible(W, slot, 1, 1, 0)
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = list( \
slot_back,\
slot_wear_id,\
slot_w_uniform,\
slot_wear_suit,\
slot_wear_mask,\
slot_head,\
slot_shoes,\
slot_gloves,\
slot_ears,\
slot_glasses,\
slot_belt,\
slot_s_store,\
slot_l_store,\
slot_r_store\
)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W)) return 0
for(var/slot in slot_equipment_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
return 1
return 0
/mob/proc/reset_view(atom/A) /mob/proc/reset_view(atom/A)
if (client) if (client)
if (istype(A, /atom/movable)) if (istype(A, /atom/movable))

View File

@@ -108,8 +108,8 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
Cl = H.wear_suit Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod) passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]" // world << "Suit pass [passed]"
if(passed && isobj(H.slot_w_uniform)) if(passed && isobj(slot_w_uniform))
Cl = H.slot_w_uniform Cl = slot_w_uniform
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod) passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Uniform pass [passed]" // world << "Uniform pass [passed]"
if(3) if(3)

View File

@@ -5,6 +5,7 @@
unacidable = 1 unacidable = 1
var/id = 0.0 var/id = 0.0
var/obj/master var/obj/master
var/slot_id
/obj/screen/close /obj/screen/close
name = "close" name = "close"
@@ -537,12 +538,12 @@
DblClick() DblClick()
return return
/obj/screen/attack_hand(mob/user as mob, using) /obj/screen/attack_hand(mob/user as mob)
user.db_click(name, using) user.attack_ui(slot_id)
return return
/obj/screen/attack_paw(mob/user as mob, using) /obj/screen/attack_paw(mob/user as mob)
user.db_click(name, using) user.attack_ui(slot_id)
return return

View File

@@ -97,6 +97,7 @@
var/MAX_EXPLOSION_RANGE = 14 var/MAX_EXPLOSION_RANGE = 14
//#define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE //#define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE
#define HUMAN_STRIP_DELAY 40 //takes 40ds = 4s to strip someone.
#define NORMPIPERATE 30 //pipe-insulation rate divisor #define NORMPIPERATE 30 //pipe-insulation rate divisor
#define HEATPIPERATE 8 //heat-exch pipe insulation #define HEATPIPERATE 8 //heat-exch pipe insulation
@@ -172,10 +173,31 @@ var/MAX_EXPLOSION_RANGE = 14
#define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!! #define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!! #define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEMASK 1 //APPLIES ONLY TO HELMETS/MASKS!! #define HIDEMASK 1 //APPLIES ONLY TO HELMETS/MASKS!!
#define HIDEEARS 2 //APPLIES ONLY TO HELMETS/MASKS!! #define HIDEEARS 2 //APPLIES ONLY TO HELMETS/MASKS!! (ears means headsets and such)
#define HIDEEYES 4 //APPLIES ONLY TO HELMETS/MASKS!! #define HIDEEYES 4 //APPLIES ONLY TO HELMETS/MASKS!! (eyes means glasses)
#define HIDEFACE 8 //APPLIES ONLY TO HELMETS/MASKS!! Dictates whether we appear as unknown. #define HIDEFACE 8 //APPLIES ONLY TO HELMETS/MASKS!! Dictates whether we appear as unknown.
//slots
#define slot_back 1
#define slot_wear_mask 2
#define slot_handcuffed 3
#define slot_l_hand 4
#define slot_r_hand 5
#define slot_belt 6
#define slot_wear_id 7
#define slot_ears 8
#define slot_glasses 9
#define slot_gloves 10
#define slot_head 11
#define slot_shoes 12
#define slot_wear_suit 13
#define slot_w_uniform 14
#define slot_l_store 15
#define slot_r_store 16
#define slot_s_store 17
#define slot_in_backpack 18
#define slot_legcuffed 19
//Cant seem to find a mob bitflags area other than the powers one //Cant seem to find a mob bitflags area other than the powers one
// bitflags for clothing parts // bitflags for clothing parts

View File

@@ -40,18 +40,18 @@
M.real_name = newname M.real_name = newname
M.name = newname // there are WAY more things than this to change, I'm almost certain M.name = newname // there are WAY more things than this to change, I'm almost certain
M.equip_if_possible(new /obj/item/clothing/under/color/black(M), M.slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/swat_suit/death_commando(M), M.slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/suit/swat_suit/death_commando(M), slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/mask/gas/death_commando(M), M.slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/death_commando(M), slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal(M), M.slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(M), M.slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(M), slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/m_pill/cyanide(M), M.slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/m_pill/cyanide(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/flashbang(M), M.slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/flashbang(M), slot_r_store)
var/obj/item/weapon/tank/air/O = new(M) var/obj/item/weapon/tank/air/O = new(M)
M.equip_if_possible(O, M.slot_back) M.equip_to_slot_or_del(O, slot_back)
M.internal = O M.internal = O
var/obj/item/weapon/card/id/W = new(M) var/obj/item/weapon/card/id/W = new(M)
@@ -59,7 +59,7 @@
W.name = "[newname]'s ID card (Death Commando)" W.name = "[newname]'s ID card (Death Commando)"
W.assignment = "Death Commando" W.assignment = "Death Commando"
W.registered_name = newname W.registered_name = newname
M.equip_if_possible(W, M.slot_wear_id) M.equip_to_slot_or_del(W, slot_wear_id)
..() ..()
check_win() check_win()

View File

@@ -193,22 +193,22 @@ proc/dress_for_job_default(var/mob/living/carbon/human/employee as mob, var/job_
var/datum/job/JOB = jobs.get_job(job_alias) var/datum/job/JOB = jobs.get_job(job_alias)
if(JOB) if(JOB)
var/item = JOB.equipment_ears[1] var/item = JOB.equipment_ears[1]
employee.equip_if_possible(new item(employee), employee.slot_ears) employee.equip_to_slot_or_del(new item(employee), employee.slot_ears)
item = JOB.equipment_under[1] item = JOB.equipment_under[1]
employee.equip_if_possible(new item(employee), employee.slot_w_uniform) employee.equip_to_slot_or_del(new item(employee), employee.slot_w_uniform)
/* /*
src.equip_if_possible(new /obj/item/weapon/storage/backpack/industrial (src), slot_back) src.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial (src), slot_back)
src.equip_if_possible(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack) src.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/device/radio/headset/headset_eng (src), slot_ears) // -- TLE src.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng (src), slot_ears) // -- TLE
src.equip_if_possible(new /obj/item/device/pda/engineering(src), slot_belt) src.equip_to_slot_or_del(new /obj/item/device/pda/engineering(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/under/rank/engineer(src), slot_w_uniform) src.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/orange(src), slot_shoes) src.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(src), slot_shoes)
src.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(src), slot_head) src.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(src), slot_head)
src.equip_if_possible(new /obj/item/weapon/storage/utilitybelt/full(src), slot_l_hand) //currently spawns in hand due to traitor assignment requiring a PDA to be on the belt. --Errorage src.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt/full(src), slot_l_hand) //currently spawns in hand due to traitor assignment requiring a PDA to be on the belt. --Errorage
//src.equip_if_possible(new /obj/item/clothing/gloves/yellow(src), slot_gloves) removed as part of Dangercon 2011, approved by Urist_McDorf --Errorage //src.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(src), slot_gloves) removed as part of Dangercon 2011, approved by Urist_McDorf --Errorage
src.equip_if_possible(new /obj/item/device/t_scanner(src), slot_r_store) src.equip_to_slot_or_del(new /obj/item/device/t_scanner(src), slot_r_store)
*/ */