//STRIKE TEAMS //Thanks to Kilakk for the admin-button portion of this code. var/list/response_team_members = list() var/list/response_team_types = list("Security","Medical","Engineering","Janitorial") var/list/response_team_chosen_types = list() var/responseteam_age = 21 // Minimum account age to play as an ERT member var/global/send_emergency_team = 0 // Used for automagic response teams // 'admin_emergency_team' for admin-spawned response teams var/ert_base_chance = 10 // Default base chance. Will be incremented by increment ERT chance. var/can_call_ert /client/proc/response_team() set name = "Dispatch Emergency Response Team" set category = "Event" set desc = "Send an emergency response team to the station." if(!check_rights(R_EVENT)) return if(!ticker) usr << "\red The game hasn't started yet!" return if(ticker.current_state == 1) usr << "\red The round hasn't started yet!" return if(send_emergency_team) usr << "\red Central Command has already dispatched an emergency response team!" return if(alert("Do you want to dispatch an Emergency Response Team?",,"Yes","No") != "Yes") return if(get_security_level() != "red") // Allow admins to reconsider if the alert level isn't Red switch(alert("The station is not in red alert. Do you still want to dispatch a response team?",,"Yes","No")) if("No") return if(send_emergency_team) usr << "\red Central Command has already dispatched an emergency response team!" return if(pick_ert_type()) return message_admins("[key_name_admin(usr)] is dispatching an Emergency Response Team.", 1) log_admin("[key_name(usr)] used Dispatch Response Team.") trigger_armed_response_team(1) /client/proc/pick_ert_type() var/erttype = input("Which type of Emergency Response Team would you like to dispatch?","Emergency Response Team Type", "") as null|anything in response_team_types if(!erttype) return 1 response_team_chosen_types |= erttype if(alert(usr, "Would you like to add another Emergency Response Team type?", "Emergency Response Team Type", "Yes", "No") == "Yes") pick_ert_type() else return 0 /mob/dead/observer/verb/JoinResponseTeam() set category = "Ghost" set name = "Join Emergency Response Team" set desc = "Join the Emergency Response Team. Only possible if it has been called by the crew." if(!istype(usr,/mob/dead/observer) && !istype(usr,/mob/new_player)) usr << "You need to be an observer or new player to use this." return if(!send_emergency_team) usr << "No emergency response team is currently being sent." return if(jobban_isbanned(usr, "Emergency Response Team")) usr << "You are jobbanned from the emergency reponse team!" return var/player_age_check = check_client_age(usr.client, responseteam_age) if(player_age_check && config.use_age_restriction_for_antags) usr << "This role is not yet available to you. You need to wait another [player_age_check] days." return if(src.has_enabled_antagHUD == 1 && config.antag_hud_restricted) usr << "\blue Upon using the antagHUD you forfeited the ability to join the round." return if(response_team_members.len > 6) usr << "The emergency response team is already full!" return for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Response Team") L.name = null if(alert(usr, "Would you like to join the Emergency Response Team?", "Emergency Response Team", "Yes", "No") == "No") L.name = "Response Team" return var/leader_selected = isemptylist(response_team_members) if(!src.client) return var/client/C = src.client var/mob/living/carbon/human/new_commando = C.create_response_team(L.loc, leader_selected) del(L) // Do not qdel landmarks! new_commando.mind.key = usr.key new_commando.key = usr.key new_commando.update_icons() new_commando << "\blue You are [!leader_selected?"a member":"the LEADER"] of an Emergency Response Team, a type of military division, under Central Command's service. There is an emergency on [station_name()], and you are tasked to go and fix the problem." new_commando << "You should first gear up and discuss a plan with your team. More members may be joining, so don't move out before you're ready." if(!leader_selected) new_commando << "As member of the Emergency Response Team, you answer only to your leader and Central Command officials." else new_commando << "As leader of the Emergency Response Team, you answer only to Central Command, and have authority to override the Captain where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the captain where possible, however." return // returns a number of dead players in % /proc/percentage_dead() var/total = 0 var/deadcount = 0 for(var/mob/living/carbon/human/H in mob_list) if(H.client) // Monkeys and mice don't have a client, amirite? if(H.stat == 2) deadcount++ total++ if(total == 0) return 0 else return round(100 * deadcount / total) // counts the number of antagonists in % /proc/percentage_antagonists() var/total = 0 var/antagonists = 0 for(var/mob/living/carbon/human/H in mob_list) if(is_special_character(H) >= 1) antagonists++ total++ if(total == 0) return 0 else return round(100 * antagonists / total) // Increments the ERT chance automatically, so that the later it is in the round, // the more likely an ERT is to be able to be called. /proc/increment_ert_chance() while(send_emergency_team == 0) // There is no ERT at the time. if(get_security_level() == "green") ert_base_chance += 1 if(get_security_level() == "blue") ert_base_chance += 2 if(get_security_level() == "red") ert_base_chance += 3 if(get_security_level() == "gamma") ert_base_chance += 7 if(get_security_level() == "epsilon") ert_base_chance += 9 if(get_security_level() == "delta") ert_base_chance += 10 // Need those big guns sleep(600 * 3) // Minute * Number of Minutes /proc/trigger_armed_response_team(var/force = 0) if(!can_call_ert && !force) return if(send_emergency_team) return var/send_team_chance = ert_base_chance // Is incremented by increment_ert_chance. send_team_chance += 2*percentage_dead() // the more people are dead, the higher the chance send_team_chance += percentage_antagonists() // the more antagonists, the higher the chance send_team_chance = min(send_team_chance, 100) if(force) send_team_chance = 100 // there's only a certain chance a team will be sent if(!prob(send_team_chance)) command_announcement.Announce("It would appear that an emergency response team was requested for [station_name()]. Unfortunately, we were unable to send one at this time.", "Central Command") can_call_ert = 0 // Only one call per round, ladies. return command_announcement.Announce("It would appear that an emergency response team was requested for [station_name()]. We will prepare and send one as soon as possible.", "Central Command") can_call_ert = 0 // Only one call per round, gentlemen. send_emergency_team = 1 sleep(600 * 5) send_emergency_team = 0 // Can no longer join the ERT. /* var/area/security/nuke_storage/nukeloc = locate() //To find the nuke in the vault var/obj/machinery/nuclearbomb/nuke = locate() in nukeloc if(!nuke) nuke = locate() in world var/obj/item/weapon/paper/P = new P.info = "Your orders, Commander, are to use all means necessary to return the station to a survivable condition.
To this end, you have been provided with the best tools we can give for Security, Medical, Engineering and Janitorial duties. The nuclear authorization code is: [ nuke ? nuke.r_code : "UNKNOWN"]. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then destroy this message." P.name = "ERT Orders and Emergency Nuclear Code" for (var/obj/effect/landmark/A in world) if (A.name == "nukecode") P.loc = A.loc del(A) continue */ /client/proc/create_response_team(obj/spawn_location, leader_selected = 0) var/mob/living/carbon/human/M = new(null) response_team_members |= M /* var/new_facial = input("Please select facial hair color.", "Character Generation") as color if(new_facial) M.r_facial = hex2num(copytext(new_facial, 2, 4)) M.g_facial = hex2num(copytext(new_facial, 4, 6)) M.b_facial = hex2num(copytext(new_facial, 6, 8)) var/new_hair = input("Please select hair color.", "Character Generation") as color if(new_facial) M.r_hair = hex2num(copytext(new_hair, 2, 4)) M.g_hair = hex2num(copytext(new_hair, 4, 6)) M.b_hair = hex2num(copytext(new_hair, 6, 8)) var/new_eyes = input("Please select eye color.", "Character Generation") as color if(new_eyes) M.r_eyes = hex2num(copytext(new_eyes, 2, 4)) M.g_eyes = hex2num(copytext(new_eyes, 4, 6)) M.b_eyes = hex2num(copytext(new_eyes, 6, 8)) var/new_tone = input("Please select skin tone level: 1-220 (1 = albino, 35 = caucasian, 150 = black, 220 = 'very' black)", "Character Generation") as text if (!new_tone) new_tone = 35 M.s_tone = max(min(round(text2num(new_tone)), 220), 1) M.s_tone = -M.s_tone + 35 // hair var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair var/list/hairs = list() // loop through potential hairs for(var/x in all_hairs) var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x hairs.Add(H.name) // add hair name to hairs del(H) // delete the hair after it's all done // var/new_style = input("Please select hair style.", "Character Generation") as null|anything in hairs //hair var/new_hstyle = input(usr, "Select a hair style.", "Grooming") as null|anything in hair_styles_list if(new_hstyle) M.h_style = new_hstyle // facial hair var/new_fstyle = input(usr, "Select a facial hair style.", "Grooming") as null|anything in facial_hair_styles_list if(new_fstyle) M.f_style = new_fstyle // if new style selected (not cancel) if (new_style) M.h_style = new_style for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly. var/datum/sprite_accessory/hair/H = new x // create new hair datum if(H.name == new_style) M.h_style = H // assign the hair_style variable a new hair datum break else del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry // facial hair var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair var/list/fhairs = list() for(var/x in all_fhairs) var/datum/sprite_accessory/facial_hair/H = new x fhairs.Add(H.name) del(H) new_style = input("Please select facial hair style.", "Character Generation") as null|anything in fhairs if(new_style) M.f_style = new_style for(var/x in all_fhairs) var/datum/sprite_accessory/facial_hair/H = new x if(H.name == new_style) M.f_style = H break else del(H) //M.rebuild_appearance() */ var/new_gender = alert(usr, "Please select your gender.", "Character Generation", "Male", "Female") if (new_gender) if(new_gender == "Male") M.gender = MALE else M.gender = FEMALE M.set_species("Human",1) M.dna.ready_dna(M) var/hair_c = pick("#8B4513","#000000","#FF4500","#FFD700") // Brown, black, red, blonde var/eye_c = pick("#000000","#8B4513","1E90FF") // Black, brown, blue var/skin_tone = pick(-50, -30, -10, 0, 0, 0, 10) // Caucasian/black var/hair_style = "Bald" var/facial_hair_style = "Shaved" if(M.gender == MALE) hair_style = pick(hair_styles_male_list) facial_hair_style = pick(facial_hair_styles_list) else hair_style = pick(hair_styles_female_list) if(prob(5)) facial_hair_style = pick(facial_hair_styles_list) M.r_facial = hex2num(copytext(hair_c, 2, 4)) M.g_facial = hex2num(copytext(hair_c, 4, 6)) M.b_facial = hex2num(copytext(hair_c, 6, 8)) M.r_hair = hex2num(copytext(hair_c, 2, 4)) M.g_hair = hex2num(copytext(hair_c, 4, 6)) M.b_hair = hex2num(copytext(hair_c, 6, 8)) M.r_eyes = hex2num(copytext(eye_c, 2, 4)) M.g_eyes = hex2num(copytext(eye_c, 4, 6)) M.b_eyes = hex2num(copytext(eye_c, 6, 8)) M.s_tone = skin_tone M.h_style = hair_style M.f_style = facial_hair_style M.real_name = "[!leader_selected ? pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant First Class", "Master Sergeant", "Sergeant Major") : pick("Lieutenant", "Captain", "Major")] [pick(last_names)]" M.name = M.real_name M.age = !leader_selected ? rand(23,35) : rand(35,45) //Creates mind stuff. M.mind = new M.mind.current = M M.mind.original = M M.mind.assigned_role = "MODE" M.mind.special_role = "Response Team" if(!(M.mind in ticker.minds)) ticker.minds += M.mind //Adds them to regular mind list. M.loc = spawn_location var/class = input("Which class would you like to choose?") in response_team_chosen_types if(leader_selected) equip_emergencyresponsesquad(M, "Commander", class) else equip_emergencyresponsesquad(M, class) return M /proc/equip_emergencyresponsesquad(var/mob/living/carbon/human/M, var/role, var/role2) 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/under/rank/centcom_officer(M), slot_w_uniform) var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M) L.imp_in = M L.implanted = 1 switch(role) if("Commander") if(role2 == "Janitorial") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/galoshes(M), slot_shoes) else M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/commander(M), slot_wear_suit) var/obj/item/clothing/suit/space/rig/R = M.wear_suit R.helmet = new /obj/item/clothing/head/helmet/space/rig/ert/commander(M) M.equip_to_slot_or_del(R.helmet, slot_head) R.helmet.flags |= NODROP M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_wear_mask) 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(src) W.assignment = "Emergency Response Team Leader" W.registered_name = M.real_name W.name = "[M.real_name]'s ID Card (Emergency Response Team - Commander)" W.icon_state = "centcom" W.access = get_centcom_access(W.assignment) M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/heads/pda = new(src) pda.owner = M.real_name pda.ownjob = "Emergency Response Team Leader" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_wear_pda) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer/advpinpointer(M), slot_in_backpack) switch(role2) if("Security") 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/glasses/sunglasses/sechud(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/night(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/handcuffs(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/shield/riot/tele(M), slot_in_backpack) if("Medical") M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex/nitrile(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health/night(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/defibrillator/compact/combat/loaded(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/fire(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/o2(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/toxin(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/CMO(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(M), slot_r_hand) if("Engineering") 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/glasses/meson/night(M), slot_glasses) 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/weapon/rcd/combat(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/sheet/metal(M, amount=50), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/sheet/glass(M, amount=50), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/sheet/plasteel(M, amount=50), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase/inflatable(M), slot_r_hand) if("Janitorial") M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/purple(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/janitor, slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/janitor/full, slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/lights/mixed(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/scythe/tele(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/glass/bucket(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/mop/advanced(M), slot_r_hand) new /obj/structure/mopbucket/full(get_turf(M)) if("Security") 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/clothing/suit/space/rig/ert/security(M), slot_wear_suit) var/obj/item/clothing/suit/space/rig/R = M.wear_suit R.helmet = new /obj/item/clothing/head/helmet/space/rig/ert/security(M) M.equip_to_slot_or_del(R.helmet, slot_head) R.helmet.flags |= NODROP M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/security(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses) var/obj/item/weapon/card/id/W = new(src) W.assignment = "Emergency Response Team Member" W.registered_name = M.real_name W.name = "[M.real_name]'s ID Card (Emergency Response Team - Officer)" W.icon_state = "centcom" W.access = get_centcom_access(W.assignment) M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/heads/pda = new(src) pda.owner = M.real_name pda.ownjob = "Emergency Response Team Member" pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.icon_state = "pda-security" M.equip_to_slot_or_del(pda, slot_wear_pda) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs, slot_l_store) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/night(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/handcuffs(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/shield/riot/tele(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt) if("Medical") 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/color/latex/nitrile(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/medical(M), slot_wear_suit) var/obj/item/clothing/suit/space/rig/R = M.wear_suit R.helmet = new /obj/item/clothing/head/helmet/space/rig/ert/medical(M) M.equip_to_slot_or_del(R.helmet, slot_head) R.helmet.flags |= NODROP M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/medical(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health/night(M), slot_glasses) var/obj/item/weapon/card/id/W = new(src) W.assignment = "Emergency Response Team Member" W.registered_name = M.real_name W.name = "[M.real_name]'s ID Card (Emergency Response Team - Medic)" W.icon_state = "centcom" W.access = get_centcom_access(W.assignment) M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/heads/pda = new(src) pda.owner = M.real_name pda.ownjob = "Emergency Response Team Member" pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.icon_state = "pda-medical" M.equip_to_slot_or_del(pda, slot_wear_pda) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/fire(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/o2(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/toxin(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/CMO(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/defibrillator/compact/combat/loaded(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(M), slot_r_hand) if("Engineering") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/engineer(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/engineer(M), slot_wear_suit) var/obj/item/clothing/suit/space/rig/R = M.wear_suit R.helmet = new /obj/item/clothing/head/helmet/space/rig/ert/engineer(M) M.equip_to_slot_or_del(R.helmet, slot_head) R.helmet.flags |= NODROP M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(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/clothing/glasses/meson/night(M), slot_glasses) var/obj/item/weapon/card/id/W = new(src) W.assignment = "Emergency Response Team Member" W.registered_name = M.real_name W.name = "[M.real_name]'s ID Card (Emergency Response Team - Engineer)" W.icon_state = "centcom" W.access = get_centcom_access(W.assignment) M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/heads/pda = new(src) pda.owner = M.real_name pda.ownjob = "Emergency Response Team Member" pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.icon_state = "pda-engineer" M.equip_to_slot_or_del(pda, slot_wear_pda) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/rcd/combat(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/sheet/metal(M, amount=50), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/sheet/glass(M, amount=50), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/sheet/plasteel(M, amount=50), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt) if("Janitorial") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/galoshes(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/purple(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/janitor(M), slot_wear_suit) var/obj/item/clothing/suit/space/rig/R = M.wear_suit R.helmet = new /obj/item/clothing/head/helmet/space/rig/ert/janitor(M) M.equip_to_slot_or_del(R.helmet, slot_head) R.helmet.flags |= NODROP M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/janitor(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/janitor(M), slot_glasses) var/obj/item/weapon/card/id/W = new(src) W.assignment = "Emergency Response Team Member" W.registered_name = M.real_name W.name = "[M.real_name]'s ID Card (Emergency Response Team - Janitor)" W.icon_state = "centcom" W.access = get_centcom_access(W.assignment) M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/heads/pda = new(src) pda.owner = M.real_name pda.ownjob = "Emergency Response Team Member" pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.icon_state = "pda-janitor" M.equip_to_slot_or_del(pda, slot_wear_pda) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/lights/mixed(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/scythe/tele(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/glass/bucket(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/janitor/full, slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/mop/advanced(M), slot_r_hand) new /obj/structure/mopbucket/full(get_turf(M)) /*/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0) Old ERT equip verb. //Special radio setup equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear) //Replaced with new ERT uniform equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(src), slot_shoes) equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses) equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(src), slot_back) var/obj/item/weapon/card/id/W = new(src) W.assignment = "Emergency Response Team[leader_selected ? " Leader" : ""]" W.registered_name = real_name W.name = "[real_name]'s ID Card ([W.assignment])" W.icon_state = "centcom" W.access = get_all_accesses() W.access += list(access_cent_general, access_cent_living, access_cent_storage) var/obj/item/device/pda/heads/pda = new(src) pda.owner = real_name pda.ownjob = "Emergency Response Team[leader_selected ? " Leader" : ""]" pda.name = "PDA-[real_name] ([pda.ownjob])" equip_to_slot_or_del(pda, slot_wear_pda) if (leader_selected) W.access += access_cent_teleporter equip_to_slot_or_del(W, slot_wear_id) // Loyalty implant var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src) L.imp_in = src L.implanted = 1 return 1*/