mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
@@ -21,6 +21,7 @@ RCD
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m_amt = 100000
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origin_tech = "engineering=4;materials=2"
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var/datum/effect/effect/system/spark_spread/spark_system
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var/max_matter = 100
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var/matter = 0
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var/working = 0
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var/mode = 1
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@@ -39,15 +40,16 @@ RCD
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attackby(obj/item/weapon/W, mob/user, params)
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..()
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if(istype(W, /obj/item/weapon/rcd_ammo))
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if((matter + 20) > 100)
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var/obj/item/weapon/rcd_ammo/R = W
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if((matter + R.ammoamt) > max_matter)
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user << "<span class='notice'>The RCD cant hold any more matter-units.</span>"
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return
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user.drop_item()
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del(W)
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matter += 20
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matter += R.ammoamt
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user << "<span class='notice'>The RCD now holds [matter]/100 matter-units.</span>"
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desc = "A RCD. It currently holds [matter]/100 matter-units."
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user << "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>"
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desc = "A RCD. It currently holds [matter]/[max_matter] matter-units."
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return
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@@ -186,6 +188,12 @@ RCD
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desc = "A device used to rapidly build and deconstruct walls and floors."
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canRwall = 1
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/obj/item/weapon/rcd/combat
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name = "combat RCD"
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max_matter = 500
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matter = 500
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canRwall = 1
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/obj/item/weapon/rcd_ammo
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name = "compressed matter cartridge"
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desc = "Highly compressed matter for the RCD."
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@@ -197,4 +205,8 @@ RCD
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anchored = 0.0
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origin_tech = "materials=2"
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m_amt = 16000
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g_amt = 8000
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g_amt = 8000
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var/ammoamt = 20
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/obj/item/weapon/rcd_ammo/large
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ammoamt = 100
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@@ -120,6 +120,14 @@
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m_amt = 0
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g_amt = 0
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/obj/item/weapon/stock_parts/cell/pulse/carbine
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name = "pulse carbine power cell"
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maxcharge = 4000
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/obj/item/weapon/stock_parts/cell/pulse/pistol
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name = "pulse pistol power cell"
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maxcharge = 1600
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/obj/item/weapon/stock_parts/cell/emproof
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name = "\improper EMP-proof cell"
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desc = "An EMP-proof cell."
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@@ -134,4 +142,4 @@
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return
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/obj/item/weapon/stock_parts/cell/emproof/corrupt()
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return
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return
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@@ -59,6 +59,9 @@
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new /obj/item/weapon/wirecutters(src)
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new /obj/item/stack/cable_coil(src,30,pick("red","yellow","orange"))
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/obj/item/weapon/storage/belt/utility/full/response_team/New()
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..()
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new /obj/item/device/multitool(src)
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/obj/item/weapon/storage/belt/utility/atmostech/New()
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..()
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@@ -128,6 +131,13 @@
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..()
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new /obj/item/device/flashlight/seclite(src)
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/obj/item/weapon/storage/belt/security/response_team/New()
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..()
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new /obj/item/weapon/grenade/flashbang(src)
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new /obj/item/weapon/grenade/flashbang(src)
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new /obj/item/weapon/melee/telebaton(src)
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new /obj/item/weapon/restraints/handcuffs(src)
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/obj/item/weapon/storage/belt/soulstone
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name = "soul stone belt"
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desc = "Designed for ease of access to the shards during a fight, as to not let a single enemy spirit slip away"
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@@ -77,6 +77,17 @@
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new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
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return
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/obj/item/weapon/storage/box/response_team
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New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/mask/breath( src )
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new /obj/item/weapon/tank/emergency_oxygen/double/full( src )
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new /obj/item/clothing/glasses/night( src )
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new /obj/item/weapon/kitchenknife/combat( src ) // SURVIVAL KNIFE, FOR CARVING A BOW OUT OF THE BONES OF ASSISTANTS AFTER YOU CRASH-LAND ON THE STATION.
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new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
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return
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/obj/item/weapon/storage/box/gloves
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name = "box of latex gloves"
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@@ -480,7 +491,7 @@
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new /obj/item/weapon/restraints/handcuffs(src)
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new /obj/item/weapon/restraints/handcuffs(src)
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new /obj/item/weapon/restraints/handcuffs(src)
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/obj/item/weapon/storage/box/zipties
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name = "box of spare zipties"
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desc = "A box full of zipties."
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+173
-12
@@ -55,23 +55,28 @@ var/can_call_ert
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usr << "<font color=red><b>You are jobbanned from the emergency reponse team!"
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return
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if(response_team_members.len > 5) usr << "The emergency response team is already full!"
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if(response_team_members.len > 6) usr << "The emergency response team is already full!"
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for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Commando")
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for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Response Team")
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L.name = null//Reserving the place.
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var/new_name = input(usr, "Pick a name","Name") as null|text
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/*var/new_name = alert(usr, "Pick a name","Name") as null|text
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if(!new_name)//Somebody changed his mind, place is available again.
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L.name = "Commando"
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return*/
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if(alert(usr, "Join the ERT?", "Emergency Response Team", "Yes", "No") == "No")
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L.name = "Response Team"
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return
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var/leader_selected = isemptylist(response_team_members)
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if(!src.client)
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return
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var/client/C = src.client
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var/mob/living/carbon/human/new_commando = C.create_response_team(L.loc, leader_selected, new_name)
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var/mob/living/carbon/human/new_commando = C.create_response_team(L.loc, leader_selected)
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del(L)
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new_commando.mind.key = usr.key
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new_commando.key = usr.key
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new_commando.update_icons()
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new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an Emergency Response Team, a type of military division, under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem."
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new_commando << "<b>You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready."
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@@ -168,7 +173,7 @@ proc/trigger_armed_response_team(var/force = 0)
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continue
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*/
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/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
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/client/proc/create_response_team(obj/spawn_location, leader_selected = 0)
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//usr << "\red ERT has been temporarily disabled. Talk to a coder."
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//return
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@@ -178,7 +183,7 @@ proc/trigger_armed_response_team(var/force = 0)
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//todo: god damn this.
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//make it a panel, like in character creation
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var/new_facial = input("Please select facial hair color.", "Character Generation") as color
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/*var/new_facial = input("Please select facial hair color.", "Character Generation") as color
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if(new_facial)
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M.r_facial = hex2num(copytext(new_facial, 2, 4))
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M.g_facial = hex2num(copytext(new_facial, 4, 6))
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@@ -262,14 +267,20 @@ proc/trigger_armed_response_team(var/force = 0)
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if(new_gender == "Male")
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M.gender = MALE
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else
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M.gender = FEMALE
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M.gender = FEMALE*/
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//M.rebuild_appearance()
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M.gender = pick(MALE, FEMALE)
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var/datum/preferences/A = new()//Randomize appearance for the commando.
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A.randomize_appearance_for(M)
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M.update_hair()
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M.update_body()
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M.check_dna(M)
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M.real_name = commando_name
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M.name = commando_name
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M.real_name = "[!leader_selected ? pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major") : pick("Lieutenant", "Captain", "Major")] [pick(last_names)]"
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M.name = M.real_name
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M.age = !leader_selected ? rand(23,35) : rand(35,45)
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M.dna.ready_dna(M)//Creates DNA.
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@@ -283,10 +294,160 @@ proc/trigger_armed_response_team(var/force = 0)
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if(!(M.mind in ticker.minds))
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ticker.minds += M.mind//Adds them to regular mind list.
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M.loc = spawn_location
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M.equip_strike_team(leader_selected)
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if(leader_selected)
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equip_emergencyresponsesquad(M, "commander")
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else
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switch(input("Which class?") in list("Security","Engineer","Medical"))
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if("Security")
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equip_emergencyresponsesquad(M, "sec")
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if("Engineer")
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equip_emergencyresponsesquad(M, "eng")
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if("Medical")
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equip_emergencyresponsesquad(M, "med")
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return M
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/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
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/proc/equip_emergencyresponsesquad(var/mob/living/carbon/human/M, var/ertrole)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
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L.imp_in = M
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L.implanted = 1
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switch(ertrole)
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if("commander")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/commander(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/captain(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
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var/obj/item/weapon/card/id/W = new(src)
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W.assignment = "Emergency Response Team Leader"
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W.registered_name = M.real_name
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W.name = "[M.real_name]'s ID Card (Emergency Response Team - Commander)"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += list(access_cent_general, access_cent_living, access_cent_medical, access_cent_storage, access_cent_thunder, access_cent_teleporter)
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M.equip_to_slot_or_del(W, slot_wear_id)
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var/obj/item/device/pda/heads/pda = new(src)
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pda.owner = M.real_name
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pda.ownjob = "Emergency Response Team Leader"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_wear_pda)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/commander(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt)
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if("sec")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/security(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
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var/obj/item/weapon/card/id/W = new(src)
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W.assignment = "Emergency Response Team"
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W.registered_name = M.real_name
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W.name = "[M.real_name]'s ID Card (Emergency Response Team - Officer)"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += list(access_cent_general, access_cent_living, access_cent_thunder)
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M.equip_to_slot_or_del(W, slot_wear_id)
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var/obj/item/device/pda/heads/pda = new(src)
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pda.owner = M.real_name
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pda.ownjob = "Emergency Response Team"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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pda.icon_state = "pda-security"
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M.equip_to_slot_or_del(pda, slot_wear_pda)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/handcuffs(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt)
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if("med")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/medical(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health_advanced(M), slot_glasses)
|
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|
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var/obj/item/weapon/card/id/W = new(src)
|
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W.assignment = "Emergency Response Team"
|
||||
W.registered_name = M.real_name
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W.name = "[M.real_name]'s ID Card (Emergency Response Team - Medic)"
|
||||
W.icon_state = "centcom"
|
||||
W.access = get_all_accesses()
|
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W.access += list(access_cent_general, access_cent_living, access_cent_medical)
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M.equip_to_slot_or_del(W, slot_wear_id)
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||||
|
||||
var/obj/item/device/pda/heads/pda = new(src)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Emergency Response Team"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
pda.icon_state = "pda-medical"
|
||||
M.equip_to_slot_or_del(pda, slot_wear_pda)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/medical(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/o2(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/toxin(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/CMO(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/defibrillator/compact/combat/loaded(M), slot_belt)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(M), slot_r_hand)
|
||||
|
||||
if("eng")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/engineer(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(M), slot_glasses)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(src)
|
||||
W.assignment = "Emergency Response Team"
|
||||
W.registered_name = M.real_name
|
||||
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Engineer)"
|
||||
W.icon_state = "centcom"
|
||||
W.access = get_all_accesses()
|
||||
W.access += list(access_cent_general, access_cent_living, access_cent_storage)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
var/obj/item/device/pda/heads/pda = new(src)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Emergency Response Team"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
pda.icon_state = "pda-engineer"
|
||||
M.equip_to_slot_or_del(pda, slot_wear_pda)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/engineer(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/rcd/combat(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/response_team(M), slot_belt)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase/inflatable(M), slot_l_hand)
|
||||
|
||||
/*/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0) Old ERT equip verb.
|
||||
|
||||
//Special radio setup
|
||||
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
|
||||
@@ -321,7 +482,7 @@ proc/trigger_armed_response_team(var/force = 0)
|
||||
L.imp_in = src
|
||||
L.implanted = 1
|
||||
|
||||
return 1
|
||||
return 1*/
|
||||
|
||||
//debug verb (That is horribly coded, LEAVE THIS OFF UNLESS PRIVATELY TESTING. Seriously.
|
||||
/*client/verb/ResponseTeam()
|
||||
|
||||
@@ -899,7 +899,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
|
||||
M.equip_if_possible(pda, slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
|
||||
|
||||
var/obj/item/weapon/card/id/centcom/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Captain)"
|
||||
@@ -964,7 +964,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
|
||||
@@ -992,7 +992,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
|
||||
var/obj/item/device/pda/centcom/pda = new(M)
|
||||
@@ -1104,7 +1104,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
|
||||
@@ -1130,7 +1130,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_in_backpack)
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
item_state = "helm-command"
|
||||
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.6
|
||||
rig_restrict_helmet = 0 // ERT helmets can be taken on and off at will.
|
||||
var/obj/machinery/camera/camera
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/attack_self(mob/user)
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
charge_cost = 50
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red [src.name] is now set to stun."
|
||||
projectile_type = "/obj/item/projectile/energy/electrode"
|
||||
@@ -57,14 +57,31 @@
|
||||
attack_self(mob/living/user as mob)
|
||||
user << "\red [src.name] has three settings, and they are all DESTROY."
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/M1911
|
||||
name = "m1911-P"
|
||||
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
icon_state = "m1911-p"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
|
||||
w_class = 3.0
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/carbine
|
||||
name = "pulse carbine"
|
||||
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
|
||||
w_class = 3
|
||||
slot_flags = SLOT_BELT
|
||||
icon_state = "pulse_carbine"
|
||||
item_state = "pulse"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/carbine"
|
||||
can_flashlight = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/pistol
|
||||
name = "pulse pistol"
|
||||
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
|
||||
w_class = 2
|
||||
slot_flags = SLOT_BELT
|
||||
icon_state = "pulse_pistol"
|
||||
item_state = "gun"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/pistol"
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911
|
||||
name = "\improper M1911-P"
|
||||
desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
icon_state = "m1911-p"
|
||||
item_state = "gun"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
|
||||
isHandgun()
|
||||
return 1
|
||||
@@ -1711,6 +1711,12 @@ datum
|
||||
..()
|
||||
return
|
||||
|
||||
nanites
|
||||
name = "Nanites"
|
||||
id = "nanities"
|
||||
description = "Nanomachines that aid in rapid cellular regeneration."
|
||||
|
||||
|
||||
synaptizine
|
||||
name = "Synaptizine"
|
||||
id = "synaptizine"
|
||||
|
||||
@@ -68,6 +68,14 @@
|
||||
..()
|
||||
reagents.add_reagent("synaptizine", 30)
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/combat/nanites
|
||||
name = "combat stimulant injector"
|
||||
desc = "A modified air-needle autoinjector filled with expensive regeneration nanites."
|
||||
volume = 100
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/combat/New()
|
||||
..()
|
||||
reagents.add_reagent("nanites", 70)
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/autoinjector
|
||||
name = "emergency autoinjector"
|
||||
|
||||
Reference in New Issue
Block a user