From fbfc840cd12c20737a2a2ac901d009315f635cd2 Mon Sep 17 00:00:00 2001 From: Kyep Date: Tue, 26 Jul 2016 04:17:02 -0700 Subject: [PATCH 1/4] Select Equipment: Vox / Greytide / Soviet Edition 1) Adds loadouts: - Vox (also handles Armalis) - Greytide - Greytide Leader - Greytide Fake Xeno - Syndicate Bomber - Soviet Tourist - Soviet Soldier 2) Fixes issues: - Fixes issue with storage implant in spy loadout - Dramatically reduces access on most loadouts, making them more usable without creating OP antags. --- code/modules/admin/verbs/debug.dm | 146 +++++++++++++++++++++++++++--- 1 file changed, 131 insertions(+), 15 deletions(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 1cc723ab903..fc2a1cb0a53 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -593,17 +593,24 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that "tournament janitor", "pirate", "space pirate", + "soviet tourist", + "soviet soldier", "soviet admiral", "tunnel clown", "survivor", + "greytide", + "greytide leader", + "greytide xeno", "masked killer", "singuloth knight", "dark lord", "assassin", "spy", + "vox", "death commando", "syndicate agent", "syndicate operative", + "syndicate bomber", "syndicate strike team", "syndicate officer", "chrono legionnaire", @@ -750,7 +757,7 @@ 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/head/bandana(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) - equip_special_id(M,get_all_accesses(), "Pirate", /obj/item/weapon/card/id) + equip_special_id(M,list(access_maint_tunnels), "Pirate", /obj/item/weapon/card/id) if("space pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) @@ -759,13 +766,7 @@ 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/head/helmet/space/pirate(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) - equip_special_id(M,get_all_accesses(), "Space Pirate", /obj/item/weapon/card/id) - - if("soviet soldier") - M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) - M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) - M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) - equip_special_id(M,get_all_accesses(), "Soviet Soldier", /obj/item/weapon/card/id) + equip_special_id(M,list(access_maint_tunnels), "Space Pirate", /obj/item/weapon/card/id) if("tunnel clown") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform) @@ -780,7 +781,7 @@ 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/suit/chaplain_hoodie(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store) - equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id) + equip_special_id(M,list(access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) @@ -791,11 +792,52 @@ 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/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) - equip_special_id(M,get_all_accesses(), "Survivor", /obj/item/weapon/card/id) + equip_special_id(M,list(access_maint_tunnels), "Survivor", /obj/item/weapon/card/id) for(var/obj/item/carried_item in M.contents) if(!istype(carried_item, /obj/item/weapon/implant)) carried_item.add_blood(M) + if("greytide") + M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) + M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + equip_special_id(M,list(access_maint_tunnels), "Greytide", /obj/item/weapon/card/id) + + if("greytide leader") + M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) + M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Greytide Leader", /obj/item/weapon/card/id) + + if("greytide xeno") + M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform) + 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/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/xenos(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/head/xenos(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_l_store) + M.equip_to_slot_or_del(new /obj/item/toy/toy_xeno(M), slot_r_store) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Legit Xenomorph", /obj/item/weapon/card/id) + if("masked killer") M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) @@ -809,7 +851,8 @@ 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/weapon/kitchen/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) - equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie") + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie") var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) for(var/obj/item/carried_item in M.contents) @@ -821,6 +864,7 @@ 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/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand) @@ -841,6 +885,7 @@ 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/suit/wcoat(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M) for(var/obj/item/briefcase_item in sec_briefcase) @@ -880,14 +925,39 @@ 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/weapon/pen/sleepy(M), slot_r_store) var/obj/item/weapon/implant/dust/DUST = new /obj/item/weapon/implant/dust(M) DUST.implant(M) - var/obj/item/weapon/implant/dust/STOR = new /obj/item/weapon/implant/storage(M) - STOR.implant(M) + M.equip_to_slot_or_del(new /obj/item/weapon/implanter/storage(M), slot_in_backpack) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "Spy" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_belt) - equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate, "syndie") + equip_special_id(M,list(access_maint_tunnels), "Spy", /obj/item/weapon/card/id/syndicate, "syndie") + + + if("vox") + if(istype(M, /mob/living/carbon/human/voxarmalis)) // have to do this, they cannot wear normal vox gear! + M.equip_to_slot_or_del(new /obj/item/clothing/under/vox_grey(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes (M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate/vox(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate, slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow/vox, slot_gloves) + M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic, slot_l_store) + M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/vox, slot_r_store) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle, slot_glasses) + M.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs/cable/zipties, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flash, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/noisecannon, slot_in_backpack) + equip_special_id(M,get_all_accesses(), "Vox Armalis", /obj/item/weapon/card/id/syndicate/vox, "syndie") + else + M.equip_vox_raider() + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_l_hand) + M.regenerate_icons() if("death commando") M.equip_death_commando() @@ -909,6 +979,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that U.hidden_uplink.uses = 20 M.equip_to_slot_or_del(U, slot_r_store) + if("syndicate bomber") + M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) + M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes) + M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves) + M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/device/flashlight(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/syndicatedetonator(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) + M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) + equip_special_id(M,get_syndicate_access("Syndicate Operative"), "Syndicate Bomber", /obj/item/weapon/card/id/syndicate, "syndie") + if("syndicate operative") M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes) @@ -1146,6 +1232,35 @@ 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/weapon/storage/box(M), slot_in_backpack) equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) + if("soviet tourist") + M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + 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/weapon/storage/box/survival(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Soviet Tourist", /obj/item/weapon/card/id) + + if("soviet soldier") // broken! + M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) + 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/gloves/combat(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) + 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/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt) + equip_special_id(M,list(access_maint_tunnels), "Soviet Soldier", /obj/item/weapon/card/id) + if("soviet admiral") M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) @@ -1154,7 +1269,8 @@ 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/suit/hgpirate(M), slot_wear_suit) 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/weapon/gun/projectile/revolver/mateba(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id, "commander") //W.icon_state = "commander" From 97446e611ab9ce885d244e206f47934d526ab8d5 Mon Sep 17 00:00:00 2001 From: Kyep Date: Tue, 26 Jul 2016 04:27:30 -0700 Subject: [PATCH 2/4] Ensures all loadouts have internals boxes --- code/modules/admin/verbs/debug.dm | 25 ++++++++++++++++--------- 1 file changed, 16 insertions(+), 9 deletions(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index fc2a1cb0a53..d8a85ad5c31 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -771,6 +771,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that if("tunnel clown") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask) @@ -791,6 +792,7 @@ 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/shoes/white(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) equip_special_id(M,list(access_maint_tunnels), "Survivor", /obj/item/weapon/card/id) for(var/obj/item/carried_item in M.contents) @@ -841,6 +843,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that if("masked killer") M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask) @@ -851,7 +854,6 @@ 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/weapon/kitchen/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) - M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) equip_special_id(M,list(access_maint_tunnels), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie") var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) @@ -1000,10 +1002,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack) M.equip_or_collect(new /obj/item/ammo_box/magazine/m10mm(M), slot_in_backpack) - M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/crowbar/red(M), slot_in_backpack) M.equip_or_collect(new /obj/item/clothing/glasses/night(M), slot_glasses) M.equip_or_collect(new /obj/item/weapon/storage/belt/military(M), slot_belt) @@ -1034,8 +1036,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back) - M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack) M.equip_or_collect(new /obj/item/clothing/glasses/thermal(M), slot_glasses) M.equip_or_collect(new /obj/item/weapon/storage/belt/military(M), slot_belt) M.equip_or_collect(new /obj/item/weapon/pinpointer/advpinpointer(M), slot_l_store) @@ -1060,6 +1062,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_or_collect(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_or_collect(new /obj/item/clothing/head/that(M), slot_head) M.equip_or_collect(new /obj/item/device/radio/headset/ert(M), slot_l_ear) M.equip_or_collect(new /obj/item/device/pda/(M), slot_wear_pda) @@ -1075,6 +1078,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses) M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt) M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M) @@ -1093,6 +1097,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses) M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt) M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack) M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M) @@ -1137,6 +1142,7 @@ 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) // job has /obj/item/clothing/glasses/hud/security/sunglasses M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/implanter/dust(M), slot_in_backpack) @@ -1164,6 +1170,7 @@ 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/weapon/gun/energy/pulse/pistol/m1911(M), slot_belt) 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/weapon/storage/backpack/satchel(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store) M.equip_or_collect(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_in_backpack) @@ -1203,7 +1210,7 @@ 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/weapon/spellbook(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/staff(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) - M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) if("red wizard") @@ -1216,7 +1223,7 @@ 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/weapon/spellbook(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/staff(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) - M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) if("marisa wizard") @@ -1229,7 +1236,7 @@ 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/weapon/spellbook(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/staff(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) - M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) if("soviet tourist") @@ -1242,14 +1249,14 @@ 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/weapon/storage/box/survival(M), slot_in_backpack) equip_special_id(M,list(access_maint_tunnels), "Soviet Tourist", /obj/item/weapon/card/id) - if("soviet soldier") // broken! + if("soviet soldier") M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) 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/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) 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/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) @@ -1269,7 +1276,7 @@ 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/suit/hgpirate(M), slot_wear_suit) 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/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id, "commander") From 8a5743591c6309706502410a05b9566a1a8111e1 Mon Sep 17 00:00:00 2001 From: Kyep Date: Tue, 26 Jul 2016 22:10:18 -0700 Subject: [PATCH 3/4] Adds Mime Assassin, Tweaks 1) Adds Mime Assassin, counterpart to Tunnel Clown 2) Fixes backpack/internalsbox for some outfits 3) Fixes survivor/greytide lack of flashlight 4) Fixes xeno lack of gas mask 5) Fixes soviet soldier double-mateba, excessive c4, but insufficient ammo 5) Fixes soviet admiral lack of ammo --- code/modules/admin/verbs/debug.dm | 58 +++++++++++++++++++++++++++---- 1 file changed, 52 insertions(+), 6 deletions(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index d8a85ad5c31..eddd69d3588 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -597,6 +597,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that "soviet soldier", "soviet admiral", "tunnel clown", + "mime assassin", "survivor", "greytide", "greytide leader", @@ -753,14 +754,18 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that if("pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) + 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/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) equip_special_id(M,list(access_maint_tunnels), "Pirate", /obj/item/weapon/card/id) - if("space pirate") + if("space pirate") // not spaceworthy, just has fancier coat. M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) + 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/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head) @@ -782,11 +787,45 @@ 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/suit/chaplain_hoodie(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store) - equip_special_id(M,list(access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id) + equip_special_id(M,list(access_clown, access_theatre, access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) + + if("mime assassin") + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/mime(M), slot_back) + if(M.gender == FEMALE) + M.equip_or_collect(new /obj/item/clothing/under/sexymime(M), slot_w_uniform) + M.equip_or_collect(new /obj/item/clothing/mask/gas/sexymime(M), slot_wear_mask) + else + M.equip_or_collect(new /obj/item/clothing/under/mime(M), slot_w_uniform) + M.equip_or_collect(new /obj/item/clothing/mask/gas/mime(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/white(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/clothing/head/beret(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/suspenders(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/syndie_kit/caneshotgun, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/toy/crayon/mime, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/suppressor(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/pen/sleepy(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack) + var/obj/item/device/pda/mime/pda = new(M) + pda.owner = M.real_name + pda.ownjob = "Mime" + pda.name = "PDA-[M.real_name] ([pda.ownjob])" + M.equip_to_slot_or_del(pda, slot_wear_pda) + equip_special_id(M,list(access_mime, access_theatre, access_maint_tunnels), "Mime", /obj/item/weapon/card/id/syndicate) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) + if("survivor") M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes) @@ -808,6 +847,7 @@ 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/weapon/storage/toolbox/mechanical(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) equip_special_id(M,list(access_maint_tunnels), "Greytide", /obj/item/weapon/card/id) if("greytide leader") @@ -822,6 +862,7 @@ 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/gloves/color/yellow(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) equip_special_id(M,list(access_maint_tunnels), "Greytide Leader", /obj/item/weapon/card/id) if("greytide xeno") @@ -829,6 +870,7 @@ 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/weapon/storage/backpack/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/suit/xenos(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/xenos(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses) @@ -838,6 +880,7 @@ 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/gloves/color/yellow(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) equip_special_id(M,list(access_maint_tunnels), "Legit Xenomorph", /obj/item/weapon/card/id) if("masked killer") @@ -1255,20 +1298,21 @@ 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/shoes/combat(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/device/radio/headset/syndicate(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) 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/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) - M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) - M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) equip_special_id(M,list(access_maint_tunnels), "Soviet Soldier", /obj/item/weapon/card/id) if("soviet admiral") + M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) 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/gloves/combat(M), slot_gloves) @@ -1278,8 +1322,10 @@ 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/weapon/storage/backpack/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) - M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) - equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id, "commander") + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Soviet Admiral", /obj/item/weapon/card/id, "commander") //W.icon_state = "commander" if("chrono legionnaire") From 9d9d16a0a02bf09e9c5d4dd04d1ae97f396b73c6 Mon Sep 17 00:00:00 2001 From: Kyep Date: Wed, 27 Jul 2016 00:09:12 -0700 Subject: [PATCH 4/4] Admiral Headset --- code/modules/admin/verbs/debug.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index eddd69d3588..01f6736e5ca 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -1316,7 +1316,7 @@ 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/head/hgpiratecap(M), slot_head) 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/gloves/combat(M), slot_gloves) - M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) 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/suit/hgpirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)