mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
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:
@@ -593,17 +593,24 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"tournament janitor",
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"pirate",
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"space pirate",
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"soviet tourist",
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"soviet soldier",
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"soviet admiral",
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"tunnel clown",
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"survivor",
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"greytide",
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"greytide leader",
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"greytide xeno",
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"masked killer",
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"singuloth knight",
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"dark lord",
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"assassin",
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"spy",
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"vox",
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"death commando",
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"syndicate agent",
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"syndicate operative",
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"syndicate bomber",
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"syndicate strike team",
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"syndicate officer",
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"chrono legionnaire",
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@@ -750,7 +757,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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equip_special_id(M,get_all_accesses(), "Pirate", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_maint_tunnels), "Pirate", /obj/item/weapon/card/id)
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if("space pirate")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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@@ -759,13 +766,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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equip_special_id(M,get_all_accesses(), "Space Pirate", /obj/item/weapon/card/id)
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if("soviet soldier")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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equip_special_id(M,get_all_accesses(), "Soviet Soldier", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_maint_tunnels), "Space Pirate", /obj/item/weapon/card/id)
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if("tunnel clown")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
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@@ -780,7 +781,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
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equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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@@ -791,11 +792,52 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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equip_special_id(M,get_all_accesses(), "Survivor", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_maint_tunnels), "Survivor", /obj/item/weapon/card/id)
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for(var/obj/item/carried_item in M.contents)
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if(!istype(carried_item, /obj/item/weapon/implant))
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carried_item.add_blood(M)
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if("greytide")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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equip_special_id(M,list(access_maint_tunnels), "Greytide", /obj/item/weapon/card/id)
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if("greytide leader")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Greytide Leader", /obj/item/weapon/card/id)
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if("greytide xeno")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/xenos(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/xenos(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/toy/toy_xeno(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Legit Xenomorph", /obj/item/weapon/card/id)
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if("masked killer")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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@@ -809,7 +851,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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for(var/obj/item/carried_item in M.contents)
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@@ -821,6 +864,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand)
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@@ -841,6 +885,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
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for(var/obj/item/briefcase_item in sec_briefcase)
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@@ -880,14 +925,39 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/pen/sleepy(M), slot_r_store)
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var/obj/item/weapon/implant/dust/DUST = new /obj/item/weapon/implant/dust(M)
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DUST.implant(M)
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var/obj/item/weapon/implant/dust/STOR = new /obj/item/weapon/implant/storage(M)
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STOR.implant(M)
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M.equip_to_slot_or_del(new /obj/item/weapon/implanter/storage(M), slot_in_backpack)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Spy"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
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equip_special_id(M,list(access_maint_tunnels), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
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if("vox")
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if(istype(M, /mob/living/carbon/human/voxarmalis)) // have to do this, they cannot wear normal vox gear!
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M.equip_to_slot_or_del(new /obj/item/clothing/under/vox_grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes (M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate/vox(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate, slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow/vox, slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic, slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/vox, slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle, slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs/cable/zipties, slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/flash, slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/noisecannon, slot_in_backpack)
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equip_special_id(M,get_all_accesses(), "Vox Armalis", /obj/item/weapon/card/id/syndicate/vox, "syndie")
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else
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M.equip_vox_raider()
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_l_hand)
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M.regenerate_icons()
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if("death commando")
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M.equip_death_commando()
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@@ -909,6 +979,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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U.hidden_uplink.uses = 20
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M.equip_to_slot_or_del(U, slot_r_store)
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if("syndicate bomber")
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M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/device/flashlight(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/device/syndicatedetonator(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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equip_special_id(M,get_syndicate_access("Syndicate Operative"), "Syndicate Bomber", /obj/item/weapon/card/id/syndicate, "syndie")
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if("syndicate operative")
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M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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@@ -1146,6 +1232,35 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
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equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id)
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if("soviet tourist")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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equip_special_id(M,list(access_maint_tunnels), "Soviet Tourist", /obj/item/weapon/card/id)
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if("soviet soldier") // broken!
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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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"
|
||||
|
||||
Reference in New Issue
Block a user