Select Equipment update/SK

-Removing the Hawke snowflake gear from the select equipment list
-Only -roles- should be added, not your personal gear.
-Fixing up the ID's so they actually show the job on the ID card name
also
-Adding singuloth knights.
This commit is contained in:
ZomgPonies
2015-01-30 14:01:36 -05:00
parent 6acfffc956
commit f738eda7c7
+24 -62
View File
@@ -577,8 +577,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"nanotrasen representative",
"nanotrasen officer",
"nanotrasen captain",
"hawke - combat",
"hawke - formal"
"singuloth knight"
)
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))
@@ -742,7 +741,7 @@ 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/bikehorn(M), slot_r_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
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
@@ -786,7 +785,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"
W.name = "[M.real_name]'s ID Card (Dark Lord)"
W.access = get_all_accesses()
W.assignment = "Dark Lord"
W.registered_name = M.real_name
@@ -821,7 +820,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"
W.name = "[M.real_name]'s ID Card (Reaper)"
W.access = get_all_accesses()
W.assignment = "Reaper"
W.registered_name = M.real_name
@@ -849,7 +848,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Representative)"
W.icon_state = "centcom"
W.item_state = "id_inv"
W.access = get_all_accesses()
@@ -875,7 +874,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Officer)"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Nanotrasen Navy Officer"
@@ -900,7 +899,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Captain)"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Nanotrasen Navy Captain"
@@ -917,7 +916,7 @@ 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)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Emergency Response Team)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
@@ -940,7 +939,7 @@ 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)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Emergency Response Team Leader)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
@@ -976,7 +975,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(pda, slot_wear_pda)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Special Operations Officer)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
@@ -1006,7 +1005,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/weapon/melee/telebaton(M), slot_r_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Special Operations Officer)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
@@ -1014,67 +1013,30 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
if("hawke - combat")
if("singuloth knight")
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/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/suit/space/rig/singuloth(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots(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_rifle/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/storage/backpack/satchel(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson/cyber(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/singuloth(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/claymore(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)
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/firstaid/regular(src), 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/clothing/mask/gas(M), slot_in_backpack)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.name = "[M.real_name]'s ID Card (Singuloth Knight)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Special Operations Officer"
W.assignment = "Singuloth Knight"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
if("hawke - formal")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
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/device/radio/headset/ert/alt(src), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/centcom(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/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
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/cigarette/cigar/cohiba(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_in_backpack)
var/obj/item/device/pda/heads/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."
pda.default_cartridge = /obj/item/weapon/cartridge/captain
M.equip_if_possible(pda, slot_wear_pda)
M.equip_if_possible(new /obj/item/weapon/melee/telebaton(M), slot_r_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Special Operations Officer"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
if("blue wizard")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
@@ -1122,7 +1084,7 @@ 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/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.name = "[M.real_name]'s ID Card (Admiral)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()