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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-06 07:23:16 +00:00
Fixed bugs involving wrapping yourself in a closet. Added a new centcom uniform sprite, and added checks to keep them looking pretty. Added a cancel button to deathsquad button. Adjusted admin spawnable complete uniforms, so that centcom officials look pimp'n. Added a layer of internal armor (special invisible exosuit) that spawns on centcom officials. Centcom berets are no longer space helmets. Added missing reactive teleport armor sprite and fixed it's functionality.
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@@ -674,11 +674,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("centcom official")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store)
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var/obj/item/clothing/suit/storage/armoredundersuit/K = new(M)
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var/obj/item/clothing/glasses/sunglasses/V = new(M)
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V.loc = K
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M.equip_if_possible(K, M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_s_store)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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@@ -687,27 +689,33 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(pda, M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand)
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var/obj/item/weapon/clipboard/G = new(M)
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G.pen = new /obj/item/weapon/pen(G)
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M.equip_if_possible(G, M.slot_l_store)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.item_state = "id_inv"
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W.access = get_all_accesses()
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W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
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W.assignment = "CentCom Review Official"
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W.registered = M.real_name
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W.over = 0
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M.equip_if_possible(W, M.slot_wear_id)
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if("centcom commander")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/bulletproof(M), M.slot_wear_suit)
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var/obj/item/clothing/suit/storage/armoredundersuit/K = new(M)
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var/obj/item/clothing/glasses/eyepatch/G = new(M)
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G.loc = K
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M.equip_if_possible(K, M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_s_store)
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M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
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@@ -718,17 +726,18 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.access += get_all_centcom_access()
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W.assignment = "CentCom Commanding Officer"
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W.registered = M.real_name
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W.over = 0
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M.equip_if_possible(W, M.slot_wear_id)
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if("special ops officer")
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M.equip_if_possible(new /obj/item/clothing/under/syndicate/combat(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/swat/officer(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/suit/storage/officer(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/havanian(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/head/deathsquad/beret(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(M), M.slot_back)
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