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Improves the admin 'select equipment' verb
The "select equipment" verb is a button used by admins to dress up characters for events. This PR tweaks it to fix some issues and add a few new options. Major changes: - All costumes now include ID cards. Including "as job..." options. - ERT options now actually work. You can outfit a character as any kind of ert (amber/red/gamma) and any role in that ERT (sec/medical/eng/commander). - "Spy", "NT VIP Guest", and "survivor" have been added to the list of choices. Spy is a cheap traitor with a silenced gun and emag. NT VIP Guest is a centcom guest with no gear. Survivor is a civilian who survived some terrible event. Other Changes: - reaper: starts out dust implanted - nanotrasen officer: renamed to nt navy officer - nanotrasen captain: renamed to nt navy captain - special ops officer: renamed to nt special ops officer, with different (more combat-oriented) loadout than joining as this job from the job screen - all NT CC outfits: changed headset to centcom, added dust/death implanters to backpacks - Tunnel Clown: added full toolbelt
This commit is contained in:
+165
-183
@@ -595,22 +595,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"space pirate",
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"soviet admiral",
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"tunnel clown",
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"survivor",
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"masked killer",
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"singuloth knight",
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"dark lord",
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"assassin",
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"spy",
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"death commando",
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"syndicate commando",
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"chrono legionnaire",
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"special ops officer",
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"special ops formal",
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"blue wizard",
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"red wizard",
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"marisa wizard",
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"emergency response team member",
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"emergency response team leader",
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"nanotrasen officer",
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"nanotrasen captain",
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"nt vip guest",
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"nt navy officer", // now in jobs list
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"nt navy captain",
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"nt special ops officer", // now in jobs list
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"nt special ops formal",
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)
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var/dostrip = input("Do you want to strip [M] before equipping them? (0=no, 1=yes)", "STRIPTEASE") as null|anything in list(0,1)
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if(isnull(dostrip))
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@@ -640,18 +643,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(jobdatum)
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dresscode = "[jobdatum.title]"
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jobdatum.equip(M)
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equip_special_id(M,jobdatum.access,jobdatum.title, jobdatum.idtype)
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if("standard space gear")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
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M.equip_to_slot_or_del(J, slot_back)
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J.toggle()
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
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J.Topic(null, list("stat" = 1))
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equip_special_id(M,get_all_accesses(),"Space Explorer", /obj/item/weapon/card/id)
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if("Engineer RIG","CE RIG","Mining RIG","Syndi RIG","Wizard RIG","Medical RIG","Atmos RIG")
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if(dresscode=="Engineer RIG")
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig(M), slot_wear_suit)
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@@ -678,6 +684,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(J, slot_back)
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J.toggle()
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
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equip_special_id(M,get_all_accesses(),"RIG Tester", /obj/item/weapon/card/id)
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J.Topic(null, list("stat" = 1))
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if("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
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@@ -686,24 +693,18 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/destroyer(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store)
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if("tournament gangster") //gangster are supposed to fight each other. --rastaf0
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M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/proto(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_l_store)
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@@ -712,7 +713,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_r_store)
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@@ -725,12 +725,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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for(var/obj/item/I in backpack)
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del(I)
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M.equip_to_slot_or_del(backpack, slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
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var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
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bucket.reagents.add_reagent("water", 70)
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M.equip_to_slot_or_del(bucket, slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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@@ -747,6 +745,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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equip_special_id(M,get_all_accesses(),"Pirate", /obj/item/weapon/card/id)
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if("space pirate")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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@@ -754,38 +753,46 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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equip_special_id(M,get_all_accesses(),"Space Pirate", /obj/item/weapon/card/id)
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if("soviet soldier")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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equip_special_id(M,get_all_accesses(),"Soviet Soldier", /obj/item/weapon/card/id)
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if("tunnel clown")//Tunnel clowns rule!
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if("tunnel clown")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card (Tunnel Clown!)"
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W.access = get_all_accesses()
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W.assignment = "Tunnel Clown!"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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equip_special_id(M,get_all_accesses(),"Tunnel Clown", /obj/item/weapon/card/id)
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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if("survivor")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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equip_special_id(M,get_all_accesses(),"Survivor", /obj/item/weapon/card/id)
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for(var/obj/item/carried_item in M.contents)
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if(!istype(carried_item, /obj/item/weapon/implant))
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carried_item.add_blood(M)
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if("masked killer")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
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@@ -795,46 +802,37 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
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equip_special_id(M,get_all_accesses(),"Masked Killer", /obj/item/weapon/card/id/syndicate)
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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for(var/obj/item/carried_item in M.contents)
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if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
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if(!istype(carried_item, /obj/item/weapon/implant))
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carried_item.add_blood(M)//Oh yes, there will be blood...
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if("dark lord")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand)
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var/obj/item/clothing/head/chaplain_hood/hood = new(M)
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hood.name = "dark lord hood"
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M.equip_to_slot_or_del(hood, slot_head)
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var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M)
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robe.name = "dark lord robes"
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M.equip_to_slot_or_del(robe, slot_wear_suit)
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var/obj/item/weapon/card/id/syndicate/W = new(M)
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W.name = "[M.real_name]'s ID Card (Dark Lord)"
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W.icon_state = "syndie"
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W.access = get_all_accesses()
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W.assignment = "Dark Lord"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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equip_special_id(M,get_all_accesses(),"Dark Lord", /obj/item/weapon/card/id/syndicate)
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if("assassin")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
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for(var/obj/item/briefcase_item in sec_briefcase)
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qdel(briefcase_item)
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@@ -844,22 +842,42 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba
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sec_briefcase.contents += new /obj/item/ammo_box/a357
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sec_briefcase.contents += new /obj/item/weapon/c4
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// briefcase must be unlocked by setting the code.
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M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
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var/obj/item/weapon/implant/dust/DUST = new /obj/item/weapon/implant/dust(M)
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DUST.implant(M)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Reaper"
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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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equip_special_id(M,get_all_accesses(),"Reaper", /obj/item/weapon/card/id/syndicate)
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if("spy")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/suppressor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/chameleon(M), slot_glasses)
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var/obj/item/clothing/gloves/combat/G = new /obj/item/clothing/gloves/combat(src)
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G.name = "black gloves"
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M.equip_to_slot_or_del(G, slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
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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)
|
||||
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)
|
||||
|
||||
var/obj/item/weapon/card/id/syndicate/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Reaper)"
|
||||
W.icon_state = "syndie"
|
||||
W.access = get_all_accesses()
|
||||
W.assignment = "Reaper"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
equip_special_id(M,get_all_accesses(),"Spy", /obj/item/weapon/card/id/syndicate)
|
||||
|
||||
if("death commando")//Was looking to add this for a while.
|
||||
M.equip_death_commando()
|
||||
@@ -867,159 +885,127 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("syndicate commando")
|
||||
M.equip_syndicate_commando()
|
||||
|
||||
if("nanotrasen officer")
|
||||
if("nt vip guest")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform)
|
||||
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/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)
|
||||
equip_special_id(M,get_centcom_access("VIP Guest"),"VIP Guest", /obj/item/weapon/card/id/centcom)
|
||||
|
||||
if("nt navy officer")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
|
||||
M.equip_or_collect(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/centcom(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
|
||||
M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_wear_pda)
|
||||
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/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)
|
||||
L.imp_in = M
|
||||
L.implanted = 1
|
||||
M.sec_hud_set_implants()
|
||||
equip_special_id(M,get_centcom_access("Nanotrasen Navy Officer"),"Nanotrasen Navy Officer", /obj/item/weapon/card/id/centcom)
|
||||
|
||||
var/obj/item/weapon/card/id/centcom/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Officer)"
|
||||
W.assignment = "Nanotrasen Navy Officer"
|
||||
W.access = get_centcom_access(W.assignment)
|
||||
W.registered_name = M.real_name
|
||||
M.equip_or_collect(W, slot_wear_id)
|
||||
|
||||
if("nanotrasen captain")
|
||||
if("nt navy captain")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
|
||||
M.equip_or_collect(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/centcom(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
|
||||
M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_wear_pda)
|
||||
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/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)
|
||||
L.imp_in = M
|
||||
L.implanted = 1
|
||||
M.sec_hud_set_implants()
|
||||
equip_special_id(M,get_centcom_access("Nanotrasen Navy Captain"),"Nanotrasen Navy Captain", /obj/item/weapon/card/id/centcom)
|
||||
|
||||
var/obj/item/weapon/card/id/centcom/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Captain)"
|
||||
W.access = get_all_accesses()
|
||||
W.assignment = "Nanotrasen Navy Captain"
|
||||
W.access = get_centcom_access(W.assignment)
|
||||
W.registered_name = M.real_name
|
||||
M.equip_or_collect(W, slot_wear_id)
|
||||
if("emergency response team member","emergency response team leader")
|
||||
var/datum/response_team/equip_team = null
|
||||
switch(alert("Level", "Emergency Response Team", "Amber", "Red", "Gamma"))
|
||||
if("Amber")
|
||||
equip_team = new /datum/response_team/amber
|
||||
if("Red")
|
||||
equip_team = new /datum/response_team/red
|
||||
if("Gamma")
|
||||
equip_team = new /datum/response_team/gamma
|
||||
if (!equip_team)
|
||||
return
|
||||
if(dresscode == "emergency response team leader")
|
||||
equip_team.equip_officer("Commander", M)
|
||||
else
|
||||
switch(alert("Loadout Type", "Emergency Response Team", "Security", "Engineer", "Medic"))
|
||||
if ("Commander")
|
||||
equip_team.equip_officer("Commander", M)
|
||||
if ("Security")
|
||||
equip_team.equip_officer("Security", M)
|
||||
if ("Engineer")
|
||||
equip_team.equip_officer("Engineer", M)
|
||||
if ("Medic")
|
||||
equip_team.equip_officer("Medic", M)
|
||||
else
|
||||
to_chat(src,"Invalid ERT Loadout selected")
|
||||
|
||||
if("emergency response team member")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
|
||||
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/ert/alt(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
|
||||
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/ert(M), slot_back)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Member)"
|
||||
W.icon_state = "ERT_empty"
|
||||
W.assignment = "Emergency Response Team Member"
|
||||
W.access = get_centcom_access(W.assignment)
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
var/obj/item/device/pda/centcom/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Emergency Response Team"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
|
||||
if("emergency response team leader")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
|
||||
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/ert/alt(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
|
||||
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/ert/commander(M), slot_back)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Leader)"
|
||||
W.icon_state = "ERT_leader"
|
||||
W.assignment = "Emergency Response Team Leader"
|
||||
W.access = get_centcom_access(W.assignment)
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
var/obj/item/device/pda/centcom/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Emergency Response Team Leader"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
|
||||
if("special ops officer")
|
||||
if("nt special ops officer")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
|
||||
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/centcom(src), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head) // job has /obj/item/clothing/head/beret/centcom/officer/navy
|
||||
M.equip_to_slot_or_del(new /obj/item/device/pda/centcom(M), slot_wear_pda)
|
||||
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_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/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/ert/alt(src), slot_l_ear)
|
||||
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/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/twohanded/dualsaber/red(M), slot_l_store)
|
||||
|
||||
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/gas/sechailer/swat(M), slot_in_backpack)
|
||||
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)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
|
||||
equip_special_id(M,get_centcom_access("Special Operations Officer"),"Special Operations Officer", /obj/item/weapon/card/id/centcom)
|
||||
// The following items are unique to this outfit - the special ops officer job does not spawn with them.
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer/advpinpointer(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/zipties(src), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/syndie/advance(src), slot_in_backpack)
|
||||
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.icon_state = "commander"
|
||||
W.assignment = "Special Operations Officer"
|
||||
W.access = get_centcom_access(W.assignment)
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("special ops formal")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
|
||||
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/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/clothing/glasses/thermal/cyber(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/zipties(M), slot_in_backpack)
|
||||
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/box/matches(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/implanter/loyalty(M), slot_in_backpack)
|
||||
|
||||
if("nt special ops formal")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
|
||||
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/centcom(src), slot_l_ear)
|
||||
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/clothing/glasses/thermal/cyber(M), slot_glasses) // special
|
||||
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_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_l_store)
|
||||
|
||||
M.equip_or_collect(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_in_backpack)
|
||||
var/obj/item/device/pda/centcom/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Special Operations Officer"
|
||||
pda.icon_state = "pda-syndi"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
pda.desc = "A portable microcomputer by Thinktronic Systems, LTD. This is model is a special edition designed for military field work."
|
||||
|
||||
M.equip_or_collect(pda, slot_wear_pda)
|
||||
|
||||
M.equip_or_collect(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
|
||||
M.equip_or_collect(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Special Operations Officer)"
|
||||
W.icon_state = "commander"
|
||||
W.assignment = "Special Operations Officer"
|
||||
W.access = get_centcom_access(W.assignment)
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
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)
|
||||
equip_special_id(M,get_centcom_access("Special Operations Officer"),"Special Operations Officer", /obj/item/weapon/card/id/centcom)
|
||||
|
||||
if("singuloth knight")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
|
||||
@@ -1033,16 +1019,7 @@ 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/claymore/ceremonial(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(M), slot_s_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/knighthammer(M), slot_back)
|
||||
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card (Singuloth Knight)"
|
||||
W.icon_state = "syndie"
|
||||
W.access = get_all_accesses()
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "Singuloth Knight"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
equip_special_id(M,get_all_accesses(),"Singuloth Knight", /obj/item/weapon/card/id)
|
||||
|
||||
if("blue wizard")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform)
|
||||
@@ -1055,6 +1032,7 @@ 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/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)
|
||||
equip_special_id(M,get_all_accesses(),"Wizard", /obj/item/weapon/card/id)
|
||||
|
||||
if("red wizard")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform)
|
||||
@@ -1067,6 +1045,7 @@ 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/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)
|
||||
equip_special_id(M,get_all_accesses(),"Wizard", /obj/item/weapon/card/id)
|
||||
|
||||
if("marisa wizard")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform)
|
||||
@@ -1079,6 +1058,7 @@ 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/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)
|
||||
equip_special_id(M,get_all_accesses(),"Wizard", /obj/item/weapon/card/id)
|
||||
|
||||
if("soviet admiral")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
|
||||
@@ -1090,14 +1070,8 @@ 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/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)
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.icon_state = "commander"
|
||||
W.access = get_all_accesses()
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "Admiral"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
equip_special_id(M,get_all_accesses() + get_all_centcom_access(),"Admiral", /obj/item/weapon/card/id)
|
||||
//W.icon_state = "commander"
|
||||
|
||||
if("chrono legionnaire")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/chronos(M), slot_head)
|
||||
@@ -1109,12 +1083,7 @@ 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/chrono_eraser(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.icon_state = "syndie"
|
||||
W.assignment = "Chrono Legionnaire"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
equip_special_id(M,get_all_accesses() + get_all_centcom_access(),"Chrono Legionnaire", /obj/item/weapon/card/id/syndicate)
|
||||
|
||||
M.regenerate_icons()
|
||||
|
||||
@@ -1122,6 +1091,19 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode].", 1)
|
||||
return
|
||||
|
||||
/client/proc/equip_special_id(var/mob/living/carbon/human/H, var/list/theaccess = null, var/jobtext, var/obj/item/weapon/card/id/id_type = /obj/item/weapon/card/id)
|
||||
if(!check_rights(R_EVENT))
|
||||
return
|
||||
|
||||
var/obj/item/weapon/card/id/W = new id_type(H)
|
||||
if (istype(W, /obj/item/weapon/card/id/syndicate))
|
||||
W.icon_state = "syndie"
|
||||
W.name = "[H.real_name]'s ID Card ([jobtext])"
|
||||
W.access = theaccess
|
||||
W.assignment = "[jobtext]"
|
||||
W.registered_name = H.real_name
|
||||
H.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
/client/proc/startSinglo()
|
||||
set category = "Debug"
|
||||
set name = "Start Singularity"
|
||||
|
||||
Reference in New Issue
Block a user