From 47a06a739af8f8609294074c917bac391f3dfcb7 Mon Sep 17 00:00:00 2001 From: Kyep Date: Thu, 14 Jul 2016 01:27:07 -0700 Subject: [PATCH 1/4] 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 --- code/modules/admin/verbs/debug.dm | 348 ++++++++++++++---------------- 1 file changed, 165 insertions(+), 183 deletions(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index fde2ec0579e..6fe8113b3fb 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -595,22 +595,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that "space pirate", "soviet admiral", "tunnel clown", + "survivor", "masked killer", "singuloth knight", "dark lord", "assassin", + "spy", "death commando", "syndicate commando", "chrono legionnaire", - "special ops officer", - "special ops formal", "blue wizard", "red wizard", "marisa wizard", "emergency response team member", "emergency response team leader", - "nanotrasen officer", - "nanotrasen captain", + "nt vip guest", + "nt navy officer", // now in jobs list + "nt navy captain", + "nt special ops officer", // now in jobs list + "nt special ops formal", ) var/dostrip = input("Do you want to strip [M] before equipping them? (0=no, 1=yes)", "STRIPTEASE") as null|anything in list(0,1) if(isnull(dostrip)) @@ -640,18 +643,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that if(jobdatum) dresscode = "[jobdatum.title]" jobdatum.equip(M) + equip_special_id(M,jobdatum.access,jobdatum.title, jobdatum.idtype) if("standard space gear") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) - M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M) M.equip_to_slot_or_del(J, slot_back) J.toggle() M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) J.Topic(null, list("stat" = 1)) + equip_special_id(M,get_all_accesses(),"Space Explorer", /obj/item/weapon/card/id) + if("Engineer RIG","CE RIG","Mining RIG","Syndi RIG","Wizard RIG","Medical RIG","Atmos RIG") if(dresscode=="Engineer RIG") M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig(M), slot_wear_suit) @@ -678,6 +684,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(J, slot_back) J.toggle() M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) + equip_special_id(M,get_all_accesses(),"RIG Tester", /obj/item/weapon/card/id) J.Topic(null, list("stat" = 1)) if("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 @@ -686,24 +693,18 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that else M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) - M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head) - M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/destroyer(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store) - if("tournament gangster") //gangster are supposed to fight each other. --rastaf0 M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) - M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head) - - M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/proto(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_l_store) @@ -712,7 +713,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head) - M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_r_store) @@ -725,12 +725,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that for(var/obj/item/I in backpack) del(I) M.equip_to_slot_or_del(backpack, slot_back) - M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand) var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M) bucket.reagents.add_reagent("water", 70) M.equip_to_slot_or_del(bucket, slot_l_hand) - M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) @@ -747,6 +745,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) + equip_special_id(M,get_all_accesses(),"Pirate", /obj/item/weapon/card/id) if("space pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) @@ -754,38 +753,46 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) - M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) + equip_special_id(M,get_all_accesses(),"Space Pirate", /obj/item/weapon/card/id) if("soviet soldier") M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) + equip_special_id(M,get_all_accesses(),"Soviet Soldier", /obj/item/weapon/card/id) - if("tunnel clown")//Tunnel clowns rule! + if("tunnel clown") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store) - - var/obj/item/weapon/card/id/W = new(M) - W.name = "[M.real_name]'s ID Card (Tunnel Clown!)" - W.access = get_all_accesses() - W.assignment = "Tunnel Clown!" - W.registered_name = M.real_name - M.equip_to_slot_or_del(W, slot_wear_id) - + equip_special_id(M,get_all_accesses(),"Tunnel Clown", /obj/item/weapon/card/id) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) + if("survivor") + M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + equip_special_id(M,get_all_accesses(),"Survivor", /obj/item/weapon/card/id) + for(var/obj/item/carried_item in M.contents) + if(!istype(carried_item, /obj/item/weapon/implant)) + carried_item.add_blood(M) + if("masked killer") M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask) @@ -795,46 +802,37 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) - + equip_special_id(M,get_all_accesses(),"Masked Killer", /obj/item/weapon/card/id/syndicate) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) - for(var/obj/item/carried_item in M.contents) - if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant. + if(!istype(carried_item, /obj/item/weapon/implant)) carried_item.add_blood(M)//Oh yes, there will be blood... if("dark lord") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) - M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand) - var/obj/item/clothing/head/chaplain_hood/hood = new(M) hood.name = "dark lord hood" M.equip_to_slot_or_del(hood, slot_head) - var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M) robe.name = "dark lord robes" M.equip_to_slot_or_del(robe, slot_wear_suit) - - var/obj/item/weapon/card/id/syndicate/W = new(M) - W.name = "[M.real_name]'s ID Card (Dark Lord)" - W.icon_state = "syndie" - W.access = get_all_accesses() - W.assignment = "Dark Lord" - W.registered_name = M.real_name - M.equip_to_slot_or_del(W, slot_wear_id) + equip_special_id(M,get_all_accesses(),"Dark Lord", /obj/item/weapon/card/id/syndicate) if("assassin") M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) - M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store) - + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M) for(var/obj/item/briefcase_item in sec_briefcase) qdel(briefcase_item) @@ -844,22 +842,42 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba sec_briefcase.contents += new /obj/item/ammo_box/a357 sec_briefcase.contents += new /obj/item/weapon/c4 + // briefcase must be unlocked by setting the code. M.equip_to_slot_or_del(sec_briefcase, slot_l_hand) - + var/obj/item/weapon/implant/dust/DUST = new /obj/item/weapon/implant/dust(M) + DUST.implant(M) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "Reaper" pda.name = "PDA-[M.real_name] ([pda.ownjob])" + M.equip_to_slot_or_del(pda, slot_wear_pda) + equip_special_id(M,get_all_accesses(),"Reaper", /obj/item/weapon/card/id/syndicate) + if("spy") + M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/suppressor(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/chameleon(M), slot_glasses) + var/obj/item/clothing/gloves/combat/G = new /obj/item/clothing/gloves/combat(src) + G.name = "black gloves" + M.equip_to_slot_or_del(G, slot_gloves) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store) + 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" From e22d4abb0c98fb26f21bf1575ad469e5a87b29fe Mon Sep 17 00:00:00 2001 From: Kyep Date: Thu, 14 Jul 2016 03:21:47 -0700 Subject: [PATCH 2/4] Changes 'Strip before dressing' prompt --- code/modules/admin/verbs/debug.dm | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 6fe8113b3fb..7d3cc6fe378 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -615,13 +615,15 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that "nt special ops officer", // now in jobs list "nt special ops formal", ) - var/dostrip = input("Do you want to strip [M] before equipping them? (0=no, 1=yes)", "STRIPTEASE") as null|anything in list(0,1) - if(isnull(dostrip)) - return + var/dostrip = 0 + switch(alert("Strip [M] before dressing?", "Strip?", "Yes", "No", "Cancel")) + if ("Yes") + dostrip = 1 + if ("Cancel") + return var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if(isnull(dresscode)) return - var/datum/job/jobdatum if(dresscode == "as job...") var/jobname = input("Select job", "Robust quick dress shop") as null|anything in get_all_jobs() From 78d3b321f60bb5d658ffdee4717483e6643671ea Mon Sep 17 00:00:00 2001 From: Kyep Date: Thu, 14 Jul 2016 21:25:38 -0700 Subject: [PATCH 3/4] Spacing --- code/modules/admin/verbs/debug.dm | 70 +++++++++++++++---------------- 1 file changed, 35 insertions(+), 35 deletions(-) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 7d3cc6fe378..458cee6ebd0 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -617,9 +617,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that ) var/dostrip = 0 switch(alert("Strip [M] before dressing?", "Strip?", "Yes", "No", "Cancel")) - if ("Yes") + if("Yes") dostrip = 1 - if ("Cancel") + if("Cancel") return var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if(isnull(dresscode)) @@ -629,7 +629,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that var/jobname = input("Select job", "Robust quick dress shop") as null|anything in get_all_jobs() jobdatum = job_master.GetJob(jobname) - feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! + 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)) @@ -658,9 +658,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that J.toggle() M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) J.Topic(null, list("stat" = 1)) - equip_special_id(M,get_all_accesses(),"Space Explorer", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Space Explorer", /obj/item/weapon/card/id) - if("Engineer RIG","CE RIG","Mining RIG","Syndi RIG","Wizard RIG","Medical RIG","Atmos RIG") + if("Engineer RIG", "CE RIG", "Mining RIG", "Syndi RIG", "Wizard RIG", "Medical RIG", "Atmos RIG") if(dresscode=="Engineer RIG") M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig(M), slot_head) @@ -686,10 +686,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(J, slot_back) J.toggle() M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) - equip_special_id(M,get_all_accesses(),"RIG Tester", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "RIG Tester", /obj/item/weapon/card/id) J.Topic(null, list("stat" = 1)) - if("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 + if("tournament standard red", "tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 if(dresscode=="tournament standard red") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform) else @@ -747,7 +747,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) - equip_special_id(M,get_all_accesses(),"Pirate", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Pirate", /obj/item/weapon/card/id) if("space pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) @@ -756,13 +756,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) - equip_special_id(M,get_all_accesses(),"Space Pirate", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Space Pirate", /obj/item/weapon/card/id) if("soviet soldier") M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) - equip_special_id(M,get_all_accesses(),"Soviet Soldier", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Soviet Soldier", /obj/item/weapon/card/id) if("tunnel clown") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform) @@ -777,7 +777,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store) - equip_special_id(M,get_all_accesses(),"Tunnel Clown", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) @@ -787,7 +787,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) - equip_special_id(M,get_all_accesses(),"Survivor", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Survivor", /obj/item/weapon/card/id) for(var/obj/item/carried_item in M.contents) if(!istype(carried_item, /obj/item/weapon/implant)) carried_item.add_blood(M) @@ -804,7 +804,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) - equip_special_id(M,get_all_accesses(),"Masked Killer", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) for(var/obj/item/carried_item in M.contents) @@ -824,7 +824,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M) robe.name = "dark lord robes" M.equip_to_slot_or_del(robe, slot_wear_suit) - equip_special_id(M,get_all_accesses(),"Dark Lord", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses(), "Dark Lord", /obj/item/weapon/card/id/syndicate) if("assassin") M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform) @@ -853,7 +853,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that pda.ownjob = "Reaper" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_wear_pda) - equip_special_id(M,get_all_accesses(),"Reaper", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses(), "Reaper", /obj/item/weapon/card/id/syndicate) if("spy") M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform) @@ -879,7 +879,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that pda.ownjob = "Spy" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_belt) - equip_special_id(M,get_all_accesses(),"Spy", /obj/item/weapon/card/id/syndicate) + 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() @@ -895,7 +895,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/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) + 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) @@ -913,7 +913,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that 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) + equip_special_id(M,get_centcom_access("Nanotrasen Navy Officer"), "Nanotrasen Navy Officer", /obj/item/weapon/card/id/centcom) if("nt navy captain") M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform) @@ -931,9 +931,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that 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) + equip_special_id(M,get_centcom_access("Nanotrasen Navy Captain"), "Nanotrasen Navy Captain", /obj/item/weapon/card/id/centcom) - if("emergency response team member","emergency response team leader") + 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") @@ -942,22 +942,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that equip_team = new /datum/response_team/red if("Gamma") equip_team = new /datum/response_team/gamma - if (!equip_team) + 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") + if("Commander") equip_team.equip_officer("Commander", M) - if ("Security") + if("Security") equip_team.equip_officer("Security", M) - if ("Engineer") + if("Engineer") equip_team.equip_officer("Engineer", M) - if ("Medic") + if("Medic") equip_team.equip_officer("Medic", M) else - to_chat(src,"Invalid ERT Loadout selected") + to_chat(src, "Invalid ERT Loadout selected") if("nt special ops officer") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform) @@ -973,7 +973,7 @@ 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/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) + 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) @@ -1007,7 +1007,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(pda, slot_wear_pda) 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) + 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) @@ -1021,7 +1021,7 @@ 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) - equip_special_id(M,get_all_accesses(),"Singuloth Knight", /obj/item/weapon/card/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) @@ -1034,7 +1034,7 @@ 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) + 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) @@ -1047,7 +1047,7 @@ 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) + 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) @@ -1060,7 +1060,7 @@ 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) + 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) @@ -1072,7 +1072,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/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) + equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id) //W.icon_state = "commander" if("chrono legionnaire") @@ -1085,7 +1085,7 @@ 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) - equip_special_id(M,get_all_accesses() + get_all_centcom_access(),"Chrono Legionnaire", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Chrono Legionnaire", /obj/item/weapon/card/id/syndicate) M.regenerate_icons() @@ -1098,7 +1098,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that return var/obj/item/weapon/card/id/W = new id_type(H) - if (istype(W, /obj/item/weapon/card/id/syndicate)) + 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 From e24ab994d962e39eaae54deb6918055fb3c9b08f Mon Sep 17 00:00:00 2001 From: Kyep Date: Thu, 14 Jul 2016 23:25:50 -0700 Subject: [PATCH 4/4] Adds flashlights to maint costumes --- code/modules/admin/verbs/debug.dm | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 458cee6ebd0..ba4486c0865 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -778,6 +778,7 @@ 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/reagent_containers/food/snacks/grown/banana(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store) equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) @@ -804,6 +805,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) @@ -816,6 +818,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand) var/obj/item/clothing/head/chaplain_hood/hood = new(M) @@ -835,6 +838,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M) for(var/obj/item/briefcase_item in sec_briefcase) qdel(briefcase_item) @@ -862,6 +866,7 @@ 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/projectile/automatic/pistol(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/suppressor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/chameleon(M), slot_glasses) var/obj/item/clothing/gloves/combat/G = new /obj/item/clothing/gloves/combat(src)