Select Equipment: Vox / Greytide / Soviet Edition

1) Adds loadouts:
- Vox (also handles Armalis)
- Greytide
- Greytide Leader
- Greytide Fake Xeno
- Syndicate Bomber
- Soviet Tourist
- Soviet Soldier

2) Fixes issues:
- Fixes issue with storage implant in spy loadout
- Dramatically reduces access on most loadouts, making them more usable
without creating OP antags.
This commit is contained in:
Kyep
2016-07-26 04:17:02 -07:00
parent d9e581080f
commit fbfc840cd1
+131 -15
View File
@@ -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"