diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 1cc723ab903..fc2a1cb0a53 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -593,17 +593,24 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that "tournament janitor", "pirate", "space pirate", + "soviet tourist", + "soviet soldier", "soviet admiral", "tunnel clown", "survivor", + "greytide", + "greytide leader", + "greytide xeno", "masked killer", "singuloth knight", "dark lord", "assassin", "spy", + "vox", "death commando", "syndicate agent", "syndicate operative", + "syndicate bomber", "syndicate strike team", "syndicate officer", "chrono legionnaire", @@ -750,7 +757,7 @@ 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,list(access_maint_tunnels), "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) @@ -759,13 +766,7 @@ 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/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) + equip_special_id(M,list(access_maint_tunnels), "Space Pirate", /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) @@ -780,7 +781,7 @@ 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,list(access_maint_tunnels), "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) @@ -791,11 +792,52 @@ 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,list(access_maint_tunnels), "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("greytide") + 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/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/clothing/shoes/brown(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) + M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) + equip_special_id(M,list(access_maint_tunnels), "Greytide", /obj/item/weapon/card/id) + + if("greytide leader") + 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/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/clothing/shoes/brown(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) + M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand) + 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/clothing/gloves/color/yellow(M), slot_gloves) + 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/head/welding(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Greytide Leader", /obj/item/weapon/card/id) + + if("greytide xeno") + 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/weapon/storage/backpack/satchel(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/clothing/shoes/black(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/xenos(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/head/xenos(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses) + M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_l_store) + M.equip_to_slot_or_del(new /obj/item/toy/toy_xeno(M), slot_r_store) + 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/clothing/gloves/color/yellow(M), slot_gloves) + 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/head/welding(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Legit Xenomorph", /obj/item/weapon/card/id) + 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) @@ -809,7 +851,8 @@ 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/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, "syndie") + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie") 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) @@ -821,6 +864,7 @@ 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/weapon/storage/box/survival(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/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) @@ -841,6 +885,7 @@ 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/weapon/storage/box/survival(M), slot_in_backpack) 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) @@ -880,14 +925,39 @@ 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/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) + M.equip_to_slot_or_del(new /obj/item/weapon/implanter/storage(M), slot_in_backpack) 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) - equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate, "syndie") + equip_special_id(M,list(access_maint_tunnels), "Spy", /obj/item/weapon/card/id/syndicate, "syndie") + + + if("vox") + if(istype(M, /mob/living/carbon/human/voxarmalis)) // have to do this, they cannot wear normal vox gear! + M.equip_to_slot_or_del(new /obj/item/clothing/under/vox_grey(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask) + M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(M), slot_wear_suit) + M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(M), slot_head) + M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes (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/magboots/vox(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate/vox(M), slot_shoes) + M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate, slot_l_ear) + M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow/vox, slot_gloves) + M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic, slot_l_store) + M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/vox, slot_r_store) + M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle, slot_glasses) + M.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs/cable/zipties, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/flash, slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/noisecannon, slot_in_backpack) + equip_special_id(M,get_all_accesses(), "Vox Armalis", /obj/item/weapon/card/id/syndicate/vox, "syndie") + else + M.equip_vox_raider() + M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_l_hand) + M.regenerate_icons() if("death commando") M.equip_death_commando() @@ -909,6 +979,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that U.hidden_uplink.uses = 20 M.equip_to_slot_or_del(U, slot_r_store) + if("syndicate bomber") + M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) + M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes) + M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves) + M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back) + M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/device/flashlight(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/radio/beacon/syndicate/bomb(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/device/syndicatedetonator(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) + M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack) + M.equip_or_collect(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear) + equip_special_id(M,get_syndicate_access("Syndicate Operative"), "Syndicate Bomber", /obj/item/weapon/card/id/syndicate, "syndie") + if("syndicate operative") M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes) @@ -1146,6 +1232,35 @@ 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/box(M), slot_in_backpack) equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) + if("soviet tourist") + M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) + 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/satchel(M), slot_back) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + equip_special_id(M,list(access_maint_tunnels), "Soviet Tourist", /obj/item/weapon/card/id) + + if("soviet soldier") // broken! + M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) + M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) + 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/syndicate(M), slot_l_ear) + 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/survival(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/weapon/grenade/plastic/c4(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt) + equip_special_id(M,list(access_maint_tunnels), "Soviet Soldier", /obj/item/weapon/card/id) + if("soviet admiral") M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) @@ -1154,7 +1269,8 @@ 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/clothing/glasses/thermal/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) - M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt) + M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack) + M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id, "commander") //W.icon_state = "commander"