Removes All Weapons

This commit is contained in:
Fox McCloud
2018-04-15 16:25:56 -04:00
parent 8b576c4d42
commit 5c4aa9b3fd
1100 changed files with 17642 additions and 17666 deletions
+1 -1
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@@ -7,7 +7,7 @@
-- Will change all the tube lights to green
UPDATE /obj/machinery/light IN world SET color = "#0F0" WHERE icon_state == "tube1"
-- Will delete all pickaxes. "IN world" is not required.
DELETE /obj/item/weapon/pickaxe
DELETE /obj/item/pickaxe
-- Will flicker the lights once, then turn all mobs green. The semicolon is important to separate the consecutive querys, but is not required for standard one-query use
CALL flicker(1) ON /obj/machinery/light; UPDATE /mob SET color = "#00cc00"
@@ -3,7 +3,7 @@
// Give this a string and a location to create the object. Examples of using
// this function:
/*
CALL global.json_to_object_arbitrary_vars("{'type':'/obj/item/weapon/crowbar', 'color':'#FF0000','force':5000,'name':'Greytides Gravedigger'}", loc) ON /mob/living/carbon/human WHERE ckey == 'crazylemon'".
CALL global.json_to_object_arbitrary_vars("{'type':'/obj/item/crowbar', 'color':'#FF0000','force':5000,'name':'Greytides Gravedigger'}", loc) ON /mob/living/carbon/human WHERE ckey == 'crazylemon'".
*/
// This is a bit more flexible than the serialization interface because that interface
// expects a rigid structure for the data
+4 -4
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@@ -405,14 +405,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.wear_id)
var/obj/item/weapon/card/id/id = H.wear_id
var/obj/item/card/id/id = H.wear_id
if(istype(H.wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = H.wear_id
id = pda.id
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
else
var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M);
var/obj/item/card/id/id = new/obj/item/card/id(M);
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
id.registered_name = H.real_name
@@ -611,7 +611,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
feedback_add_details("admin_verb", "SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
if(dostrip)
for(var/obj/item/I in M)
if(istype(I, /obj/item/weapon/implant))
if(istype(I, /obj/item/implant))
continue
if(istype(I, /obj/item/organ))
continue
@@ -709,7 +709,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
for(var/obj/machinery/power/rad_collector/Rad in machines)
if(Rad.anchored)
if(!Rad.P)
var/obj/item/weapon/tank/plasma/Plasma = new/obj/item/weapon/tank/plasma(Rad)
var/obj/item/tank/plasma/Plasma = new/obj/item/tank/plasma(Rad)
Plasma.air_contents.toxins = 70
Rad.drainratio = 0
Rad.P = Plasma
+9 -9
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@@ -103,8 +103,8 @@ var/global/sent_honksquad = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(1442)
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/clown(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/backpack/clown(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box/survival(src), slot_in_backpack)
if(src.gender == FEMALE)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sexyclown(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/under/sexyclown(src), slot_w_uniform)
@@ -114,20 +114,20 @@ var/global/sent_honksquad = 0
equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/device/pda/clown(src), slot_wear_pda)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/bikehorn(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/stamp/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/food/snacks/grown/banana(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/bikehorn(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/stamp/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/toy/crayon/rainbow(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/spray/waterflower(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/spray/waterflower(src), slot_in_backpack)
if(prob(50))
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/gun/energy/clown(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/gun/throw/piecannon(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/gun/throw/piecannon(src), slot_in_backpack)
src.mutations.Add(CLUMSY)
var/obj/item/weapon/card/id/W = new(src)
var/obj/item/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom_old"
W.access = list(access_clown)//They get full station access.
@@ -159,12 +159,12 @@ var/global/sent_syndicate_infiltration_team = 0
/mob/living/carbon/human/proc/equip_syndicate_infiltrator(syndicate_leader_selected = 0, num_tc, flag_mgmt)
// Storage items
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/backpack(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box/survival(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/clothing/under/chameleon(src), slot_w_uniform)
if(!flag_mgmt)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(src), slot_belt)
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full/multitool(src), slot_belt)
var/obj/item/clothing/gloves/combat/G = new /obj/item/clothing/gloves/combat(src)
G.name = "black gloves"
@@ -172,14 +172,14 @@ var/global/sent_syndicate_infiltration_team = 0
// Implants:
// Uplink
var/obj/item/weapon/implant/uplink/U = new /obj/item/weapon/implant/uplink(src)
var/obj/item/implant/uplink/U = new /obj/item/implant/uplink(src)
U.implant(src)
if (flag_mgmt)
U.hidden_uplink.uses = 500
else
U.hidden_uplink.uses = num_tc
// Dust
var/obj/item/weapon/implant/dust/D = new /obj/item/weapon/implant/dust(src)
var/obj/item/implant/dust/D = new /obj/item/implant/dust(src)
D.implant(src)
// Radio & PDA
@@ -191,7 +191,7 @@ var/global/sent_syndicate_infiltration_team = 0
// Other gear
equip_to_slot_or_del(new /obj/item/clothing/shoes/syndigaloshes(src), slot_shoes)
var/obj/item/weapon/card/id/syndicate/W = new(src)
var/obj/item/card/id/syndicate/W = new(src)
if (flag_mgmt)
W.icon_state = "commander"
else
+2 -2
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@@ -240,7 +240,7 @@ client/proc/one_click_antag()
var/nuke_code = "[rand(10000, 99999)]"
if(nuke_spawn)
var/obj/item/weapon/paper/P = new
var/obj/item/paper/P = new
P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code and instructions"
P.loc = nuke_spawn.loc
@@ -516,7 +516,7 @@ client/proc/one_click_antag()
limb.status &= ~ORGAN_ROBOT
//Now apply cortical stack.
var/obj/item/weapon/implant/cortical/I = new(new_vox)
var/obj/item/implant/cortical/I = new(new_vox)
I.implant(new_vox)
cortical_stacks += I
+6 -6
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@@ -28,7 +28,7 @@
obj_count++
for(var/obj/item/I in H)
if(istype(I, /obj/item/weapon/implant))
if(istype(I, /obj/item/implant))
continue
if(istype(I, /obj/item/organ))
continue
@@ -37,11 +37,11 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/claymore/highlander(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/claymore/highlander(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/pinpointer(H.loc), slot_l_store)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
@@ -84,10 +84,10 @@
var/obj/item/slot_item_hand = H.get_item_by_slot(slot_r_hand)
H.unEquip(slot_item_hand)
var /obj/item/weapon/multisword/pure_evil/multi = new(H)
var /obj/item/multisword/pure_evil/multi = new(H)
H.equip_to_slot_or_del(multi, slot_r_hand)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
+6 -6
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@@ -16,7 +16,7 @@
A.copy_to(H)
for(var/obj/item/I in H)
if(istype(I, /obj/item/weapon/implant))
if(istype(I, /obj/item/implant))
continue
if(istype (I, /obj/item/organ))
continue
@@ -25,14 +25,14 @@
to_chat(H, "<B>You are part of the [station_name()] dodgeball tournament. Throw dodgeballs at crewmembers wearing a different color than you. OOC: Use THROW on an EMPTY-HAND to catch thrown dodgeballs.</B>")
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/weapon/beach_ball/dodgeball(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/beach_ball/dodgeball(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
if(!team_toggle)
team_alpha += H
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/red/dodgeball(H), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
@@ -45,7 +45,7 @@
team_bravo += H
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/blue/dodgeball(H), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
@@ -62,14 +62,14 @@
log_admin("[key_name(usr)] used dodgeball.")
nologevent = 1
/obj/item/weapon/beach_ball/dodgeball
/obj/item/beach_ball/dodgeball
name = "dodgeball"
icon = 'icons/obj/basketball.dmi'
icon_state = "dodgeball"
item_state = "basketball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/weapon/beach_ball/dodgeball/throw_impact(atom/hit_atom)
/obj/item/beach_ball/dodgeball/throw_impact(atom/hit_atom)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/human/H = hit_atom
+17 -17
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@@ -78,12 +78,12 @@ var/global/sent_strike_team = 0
//Spawns the rest of the commando gear.
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
var/obj/item/weapon/paper/P = new(L.loc)
//new /obj/item/gun/energy/pulse_rifle(L.loc)
var/obj/item/paper/P = new(L.loc)
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
P.name = "Spec. Ops Manual"
P.icon = "pamphlet-ds"
var/obj/item/weapon/stamp/centcom/stamp = new
var/obj/item/stamp/centcom/stamp = new
P.stamp(stamp)
qdel(stamp)
@@ -136,31 +136,31 @@ var/global/sent_strike_team = 0
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_box/a357(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if(!leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/revolver/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/gun/energy/pulse(src), slot_r_hand)
var/obj/item/weapon/implant/mindshield/L = new/obj/item/weapon/implant/mindshield(src)
var/obj/item/implant/mindshield/L = new/obj/item/implant/mindshield(src)
L.implant(src)
var/obj/item/weapon/card/id/W = new(src)
var/obj/item/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "deathsquad"
W.assignment = "Death Commando"
@@ -135,28 +135,28 @@ var/global/sent_syndicate_strike_team = 0
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/mm556x45)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/m45(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if(!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/card/emag(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol/m1911(src), slot_belt)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/pistol/m1911(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/l6_saw(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/l6_saw(src), slot_r_hand)
var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI
var/obj/item/card/id/syndicate/W = new(src) //Untrackable by AI
W.name = "[real_name]'s ID Card"
W.icon_state = "syndie"
W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
+12 -12
View File
@@ -14,45 +14,45 @@ var/global/vox_tick = 1
if(1) // Vox raider!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(src), slot_belt)
equip_to_slot_or_del(new /obj/item/melee/classic_baton/telescopic(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/device/chameleon(src), slot_l_store)
var/obj/item/weapon/gun/projectile/automatic/spikethrower/W = new(src)
var/obj/item/gun/projectile/automatic/spikethrower/W = new(src)
equip_to_slot_or_del(W, slot_r_hand)
if(2) // Vox engineer!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/pressure(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/pressure(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/storage/box/emps(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/storage/box/emps(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
if(3) // Vox saboteur!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/stealth(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/stealth(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/raider(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/card/emag(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/gun/dartgun/vox/raider(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
if(4) // Vox medic!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/medic(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/medic(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/circular_saw(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/medical, slot_r_hand)
equip_to_slot_or_del(new /obj/item/circular_saw(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/gun/dartgun/vox/medical, slot_r_hand)
equip_to_slot_or_del(new /obj/item/clothing/mask/breath/vox(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_back)
equip_to_slot_or_del(new /obj/item/tank/nitrogen(src), slot_back)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_r_store)
var/obj/item/weapon/card/id/syndicate/vox/W = new(src)
var/obj/item/card/id/syndicate/vox/W = new(src)
W.name = "[real_name]'s Legitimate Human ID Card"
W.assignment = "Trader"
W.registered_name = real_name