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@@ -373,6 +373,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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for(var/I in singularities)
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var/obj/singularity/S = I
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// TODO: Tie into space manager
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if(S.z == ZLEVEL_CENTCOMM || S.z >= MAX_Z)
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continue
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qdel(S)
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@@ -593,17 +594,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"tournament janitor",
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"pirate",
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"space pirate",
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"soviet tourist",
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"soviet soldier",
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"soviet admiral",
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"tunnel clown",
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"mime assassin",
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"survivor",
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"greytide",
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"greytide leader",
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"greytide xeno",
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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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"vox",
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"death commando",
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"syndicate agent",
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"syndicate operative",
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"syndicate bomber",
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"syndicate strike team",
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"syndicate officer",
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"chrono legionnaire",
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@@ -728,7 +737,7 @@ 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/shoes/black(M), slot_shoes)
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var/obj/item/weapon/storage/backpack/backpack = new(M)
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for(var/obj/item/I in backpack)
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del(I)
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qdel(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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@@ -746,30 +755,29 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("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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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(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/clothing/shoes/brown(M), slot_shoes)
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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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equip_special_id(M,list(access_maint_tunnels), "Pirate", /obj/item/weapon/card/id)
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if("space pirate")
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if("space pirate") // not spaceworthy, just has fancier coat.
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(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/clothing/shoes/brown(M), slot_shoes)
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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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equip_special_id(M,list(access_maint_tunnels), "Space Pirate", /obj/item/weapon/card/id)
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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/weapon/storage/box/survival(M), slot_in_backpack)
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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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@@ -780,25 +788,106 @@ 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/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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equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_clown, access_theatre, access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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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("mime assassin")
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/mime(M), slot_back)
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if(M.gender == FEMALE)
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M.equip_or_collect(new /obj/item/clothing/under/sexymime(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/mask/gas/sexymime(M), slot_wear_mask)
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else
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M.equip_or_collect(new /obj/item/clothing/under/mime(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/mask/gas/mime(M), slot_wear_mask)
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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/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret(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/suspenders(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/syndie_kit/caneshotgun, slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/toy/crayon/mime, 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/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/pen/sleepy(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
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var/obj/item/device/pda/mime/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Mime"
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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,list(access_mime, access_theatre, access_maint_tunnels), "Mime", /obj/item/weapon/card/id/syndicate)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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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/weapon/storage/box/survival(M), slot_in_backpack)
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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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equip_special_id(M,list(access_maint_tunnels), "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("greytide")
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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/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/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand)
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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/flashlight(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Greytide", /obj/item/weapon/card/id)
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if("greytide leader")
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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/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/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand)
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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/clothing/gloves/color/yellow(M), slot_gloves)
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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/head/welding(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Greytide Leader", /obj/item/weapon/card/id)
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if("greytide xeno")
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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/weapon/storage/backpack/satchel(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/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/xenos(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/xenos(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/toy/toy_xeno(M), slot_r_store)
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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/clothing/gloves/color/yellow(M), slot_gloves)
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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/head/welding(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Legit Xenomorph", /obj/item/weapon/card/id)
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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/weapon/storage/box/survival(M), slot_in_backpack)
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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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@@ -809,7 +898,7 @@ 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/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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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
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equip_special_id(M,list(access_maint_tunnels), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
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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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@@ -821,6 +910,7 @@ 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/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/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/device/flashlight(M), slot_in_backpack)
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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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@@ -841,6 +931,7 @@ 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/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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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/device/flashlight(M), slot_in_backpack)
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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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@@ -880,14 +971,39 @@ 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/weapon/pen/sleepy(M), slot_r_store)
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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/weapon/implant/dust/STOR = new /obj/item/weapon/implant/storage(M)
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STOR.implant(M)
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M.equip_to_slot_or_del(new /obj/item/weapon/implanter/storage(M), slot_in_backpack)
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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 = "Spy"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
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equip_special_id(M,list(access_maint_tunnels), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
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if("vox")
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if(istype(M, /mob/living/carbon/human/voxarmalis)) // have to do this, they cannot wear normal vox gear!
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M.equip_to_slot_or_del(new /obj/item/clothing/under/vox_grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes (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/magboots/vox(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate/vox(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate, slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow/vox, slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic, slot_l_store)
|
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/vox, slot_r_store)
|
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle, slot_glasses)
|
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M.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs/cable/zipties, slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/device/flash, slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/noisecannon, slot_in_backpack)
|
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|
equip_special_id(M,get_all_accesses(), "Vox Armalis", /obj/item/weapon/card/id/syndicate/vox, "syndie")
|
|
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|
else
|
|
|
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|
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 +1025,31 @@ 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)
|
|
|
|
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|
if("syndicate bomber")
|
|
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|
|
M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
|
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|
M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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|
M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
|
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|
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
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M.equip_or_collect(new /obj/item/device/flashlight(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/device/radio/beacon/syndicate/bomb(M), slot_in_backpack)
|
|
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|
M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack)
|
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|
M.equip_to_slot_or_del(new /obj/item/device/syndicatedetonator(M), slot_in_backpack)
|
|
|
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|
M.equip_or_collect(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
|
|
|
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|
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 +1080,8 @@ 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 +1106,7 @@ 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 +1122,7 @@ 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 +1141,7 @@ 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 +1186,7 @@ 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 +1214,7 @@ 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 +1254,7 @@ 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 +1267,7 @@ 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 +1280,53 @@ 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)
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equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id)
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if("soviet tourist")
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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/head/ushanka(M), slot_head)
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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/satchel(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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equip_special_id(M,list(access_maint_tunnels), "Soviet Tourist", /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/head/ushanka(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/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/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(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/device/flashlight(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
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M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
|
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|
equip_special_id(M,list(access_maint_tunnels), "Soviet Soldier", /obj/item/weapon/card/id)
|
|
|
|
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|
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|
|
if("soviet admiral")
|
|
|
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|
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)
|
|
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|
|
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")
|
|
|
|
@@ -1201,19 +1371,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
|
|
|
|
if(alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Yes","No") != "Yes")
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
for(var/obj/machinery/power/emitter/E in world)
|
|
|
|
|
for(var/obj/machinery/power/emitter/E in machines)
|
|
|
|
|
if(E.anchored)
|
|
|
|
|
E.active = 1
|
|
|
|
|
|
|
|
|
|
for(var/obj/machinery/field/generator/F in world)
|
|
|
|
|
if(F.anchored)
|
|
|
|
|
F.Varedit_start = 1
|
|
|
|
|
for(var/obj/machinery/field/generator/F in machines)
|
|
|
|
|
if(F.active == 0)
|
|
|
|
|
F.active = 1
|
|
|
|
|
F.state = 2
|
|
|
|
|
F.power = 250
|
|
|
|
|
F.anchored = 1
|
|
|
|
|
F.warming_up = 3
|
|
|
|
|
F.start_fields()
|
|
|
|
|
F.update_icon()
|
|
|
|
|
|
|
|
|
|
spawn(30)
|
|
|
|
|
for(var/obj/machinery/the_singularitygen/G in world)
|
|
|
|
|
for(var/obj/machinery/the_singularitygen/G in machines)
|
|
|
|
|
if(G.anchored)
|
|
|
|
|
var/obj/singularity/S = new /obj/singularity(get_turf(G), 50)
|
|
|
|
|
spawn(0)
|
|
|
|
|
qdel(G)
|
|
|
|
|
// qdel(G)
|
|
|
|
|
S.energy = 1750
|
|
|
|
|
S.current_size = 7
|
|
|
|
|
S.icon = 'icons/effects/224x224.dmi'
|
|
|
|
@@ -1227,7 +1403,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
|
|
|
|
//S.dissipate_track = 0
|
|
|
|
|
//S.dissipate_strength = 10
|
|
|
|
|
|
|
|
|
|
for(var/obj/machinery/power/rad_collector/Rad in world)
|
|
|
|
|
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)
|
|
|
|
@@ -1239,7 +1415,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
|
|
|
|
if(!Rad.active)
|
|
|
|
|
Rad.toggle_power()
|
|
|
|
|
|
|
|
|
|
for(var/obj/machinery/power/smes/SMES in world)
|
|
|
|
|
for(var/obj/machinery/power/smes/SMES in machines)
|
|
|
|
|
if(SMES.anchored)
|
|
|
|
|
SMES.input_attempt = 1
|
|
|
|
|
|
|
|
|
|