mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 01:53:35 +01:00
Merge pull request #5044 from Kyep/select_equipment_improvements
Improves the admin 'select equipment' verb
This commit is contained in:
+179
-190
@@ -595,36 +595,41 @@ 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))
|
||||
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()
|
||||
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))
|
||||
@@ -640,19 +645,22 @@ 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))
|
||||
if("Engineer RIG","CE RIG","Mining RIG","Syndi RIG","Wizard RIG","Medical RIG","Atmos RIG")
|
||||
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)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig(M), slot_head)
|
||||
@@ -678,32 +686,27 @@ 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
|
||||
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
|
||||
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 +715,6 @@ 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 +727,10 @@ 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 +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)
|
||||
|
||||
if("space pirate")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
|
||||
@@ -754,38 +755,47 @@ 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)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
|
||||
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
|
||||
|
||||
if("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 +805,40 @@ 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)
|
||||
|
||||
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/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)
|
||||
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)
|
||||
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)
|
||||
@@ -844,22 +848,43 @@ 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/grenade/plastic/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/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)
|
||||
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 +892,127 @@ 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 +1026,7 @@ 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 +1039,7 @@ 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 +1052,7 @@ 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 +1065,7 @@ 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 +1077,8 @@ 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 +1090,7 @@ 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 +1098,19 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode].", 1)
|
||||
return
|
||||
|
||||
/client/proc/equip_special_id(var/mob/living/carbon/human/H, var/list/theaccess = null, var/jobtext, var/obj/item/weapon/card/id/id_type = /obj/item/weapon/card/id)
|
||||
if(!check_rights(R_EVENT))
|
||||
return
|
||||
|
||||
var/obj/item/weapon/card/id/W = new id_type(H)
|
||||
if(istype(W, /obj/item/weapon/card/id/syndicate))
|
||||
W.icon_state = "syndie"
|
||||
W.name = "[H.real_name]'s ID Card ([jobtext])"
|
||||
W.access = theaccess
|
||||
W.assignment = "[jobtext]"
|
||||
W.registered_name = H.real_name
|
||||
H.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
/client/proc/startSinglo()
|
||||
set category = "Debug"
|
||||
set name = "Start Singularity"
|
||||
|
||||
Reference in New Issue
Block a user