Merge pull request #5206 from Kyep/equip_vox

Select Equipment: Vox / Greytide / Soviet Edition
This commit is contained in:
TheDZD
2016-07-28 15:10:37 -04:00
committed by GitHub
+193 -24
View File
@@ -593,17 +593,25 @@ 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",
"mime assassin",
"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",
@@ -746,30 +754,29 @@ 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,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")
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)
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)
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)
@@ -780,25 +787,106 @@ 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_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)
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,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)
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")
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)
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")
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/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)
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)
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")
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)
@@ -809,7 +897,7 @@ 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/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")
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 +909,7 @@ 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 +930,7 @@ 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 +970,39 @@ 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()
@@ -909,15 +1024,31 @@ 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)
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)
@@ -948,8 +1079,8 @@ 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)
@@ -974,6 +1105,7 @@ 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)
@@ -989,6 +1121,7 @@ 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)
@@ -1007,6 +1140,7 @@ 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)
@@ -1051,6 +1185,7 @@ 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)
@@ -1078,6 +1213,7 @@ 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)
@@ -1117,7 +1253,7 @@ 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")
@@ -1130,7 +1266,7 @@ 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")
@@ -1143,20 +1279,53 @@ 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")
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")
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/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/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/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)
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)
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/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/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/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")