Files
Paradise/code/game/response_team.dm
2015-10-08 21:22:20 -04:00

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//STRIKE TEAMS
//Thanks to Kilakk for the admin-button portion of this code.
#define ERT_TYPE_AMBER 1
#define ERT_TYPE_RED 2
#define ERT_TYPE_GAMMA 3
var/list/response_team_members = list()
var/responseteam_age = 21 // Minimum account age to play as an ERT member
var/datum/response_team/active_team = null
var/send_emergency_team
/client/proc/response_team()
set name = "Dispatch CentComm Response Team"
set category = "Event"
set desc = "Send an CentComm 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
var/ert_type = pick_ert_type()
if(!ert_type)
return
message_admins("[key_name_admin(usr)] is dispatching an Emergency Response Team", 1)
log_admin("[key_name(usr)] used Dispatch Emergency Response Team..")
trigger_armed_response_team(ert_type)
/client/proc/pick_ert_type()
switch(alert("Please select the ERT type you wish to deploy.", "Emergency Response Team", "Code Amber", "Code Red", "Code Gamma", "Cancel"))
if("Code Amber")
if(alert("Confirm: Deploy code 'AMBER' light ERT?", "Emergency Response Team", "Confirm", "Cancel") == "Confirm")
return new /datum/response_team/amber
else
return pick_ert_type()
if("Code Red")
if(alert("Confirm: Deploy code 'RED' <b>medium ERT</b>?", "Emergency Response Team", "Confirm", "Cancel") == "Confirm")
return new /datum/response_team/red
else
return pick_ert_type()
if("Code Gamma")
if(alert("Confirm: Deploy code 'GAMMA' <b>elite ERT</b>?", "Emergency Response Team", "Confirm", "Cancel") == "Confirm")
return new /datum/response_team/gamma
else
return pick_ert_type()
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 << "<span class='warning'>You are jobbanned from the emergency reponse team!</span>"
return
var/player_age_check = check_client_age(usr.client, responseteam_age)
if(player_age_check && config.use_age_restriction_for_antags)
usr << "<span class='warning'>This role is not yet available to you. You need to wait another [player_age_check] days.</span>"
return
if(src.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
usr << "\blue <B>Upon using the antagHUD you forfeited the ability to join the round.</B>"
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
if(!src.client)
return
var/client/C = src.client
var/mob/living/carbon/human/new_commando = C.create_response_team(L.loc)
qdel(L)
new_commando.mind.key = usr.key
new_commando.key = usr.key
new_commando.update_icons()
return
/proc/trigger_armed_response_team(var/datum/response_team/response_team_type)
active_team = response_team_type
active_team.announce_team()
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.<br>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: <b>[ nuke ? nuke.r_code : "UNKNOWN"]</b>. 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"
var/obj/item/weapon/stamp/centcom/stamp = new
P.stamp(stamp)
qdel(stamp)
for (var/obj/effect/landmark/A in world)
if (A.name == "nukecode")
P.loc = A.loc
qdel(A)
continue
*/
/client/proc/create_response_team(obj/spawn_location)
var/mob/living/carbon/human/M = new(null)
response_team_members |= M
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 = "[pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant First Class", "Master Sergeant", "Sergeant Major")] [pick(last_names)]"
M.name = M.real_name
M.age = rand(23,35)
//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 = 0
while (!class)
class = input("Which loadout would you like to choose?") in active_team.get_slot_list()
if(!active_team.check_slot_available(class)) // Because the prompt does not update automatically when a slot gets filled.
class = 0
active_team.equip_officer(class, M)
return M
/datum/response_team
var/command_slots = 1
var/engineer_slots = 3
var/medical_slots = 3
var/security_slots = 3
/datum/response_team/proc/get_slot_list()
var/list/slots_available = list()
if(command_slots)
slots_available |= "Commander"
if(security_slots)
slots_available |= "Security"
if(engineer_slots)
slots_available |= "Engineer"
if(medical_slots)
slots_available |= "Medic"
return slots_available
/datum/response_team/proc/check_slot_available(var/slot)
switch(slot)
if("Commander")
return command_slots
if("Security")
return security_slots
if("Engineer")
return engineer_slots
if("Medic")
return medical_slots
return 0
/datum/response_team/proc/equip_officer(var/officer_type, var/mob/living/carbon/human/M)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
L.imp_in = M
L.implanted = 1
switch(officer_type)
if("Engineer")
engineer_slots -= 1
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/engineer(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/responseteam(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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 = "ERT_engineering"
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)
if("Security")
security_slots -= 1
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/security(M), slot_w_uniform)
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/weapon/storage/box/responseteam(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt)
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 = "ERT_security"
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)
if("Medic")
medical_slots -= 1
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(M), slot_w_uniform)
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/weapon/storage/box/responseteam(M), slot_in_backpack)
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 = "ERT_medical"
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)
if("Commander")
command_slots = 0
// Override name and age for the commander
M.real_name = "[pick("Lieutenant", "Captain", "Major")] [pick(last_names)]"
M.name = M.real_name
M.age = rand(35,45)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/commander(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/responseteam(M), slot_in_backpack)
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 Leader)"
W.icon_state = "ERT_leader"
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)
/datum/response_team/proc/announce_team()
command_announcement.Announce("Attention, [station_name()]. We are attempting to assemble a team of highly trained assistants to aid(?) you. Standby.", "Central Command")
// -- AMBER TEAM --
/datum/response_team/amber
/datum/response_team/amber/announce_team()
command_announcement.Announce("Attention, [station_name()]. We are attempting to assemble a code AMBER light Emergency Response Team. Standby.", "Central Command")
/datum/response_team/amber/equip_officer(var/officer_type, var/mob/living/carbon/human/M)
..()
switch(officer_type)
if("Engineer")
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/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/engineer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/engi(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/engineer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), 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/metal(M, amount=50), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
if("Security")
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/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
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/clothing/head/helmet/ert/security(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/zipties(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/laser(M), slot_r_hand)
if("Medic")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
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/clothing/suit/armor/vest/ert/medical(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/medical/response_team(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/ert/medical(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(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/brute(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/CMO(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
if("Commander")
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/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert/command(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/ert/command(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/lockbox/loyalty(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
// -- RED TEAM --
/datum/response_team/red
/datum/response_team/red/announce_team()
command_announcement.Announce("Attention, [station_name()]. We are attempting to assemble a code RED Emergency Response Team. Standby.", "Central Command")
/datum/response_team/red/equip_officer(var/officer_type, var/mob/living/carbon/human/M)
..()
switch(officer_type)
if("Engineer")
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/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/engineer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/engi(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/engineer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_in_backpack)
var/obj/item/weapon/rcd/R = new /obj/item/weapon/rcd(src)
R.matter = 100
M.equip_to_slot_or_del(R, slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner/extended_range(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
if("Security")
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/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
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/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/handcuffs(M), slot_in_backpack)
if(prob(50))
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/teargas(M), slot_in_backpack)
else
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/ionrifle/carbine(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/lasercannon(M), slot_r_hand)
if("Medic")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(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)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health_advanced(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/defibrillator/compact/loaded(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/medical(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(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/storage/firstaid/adv(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/surgery(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/CMO(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
if("Commander")
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/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/commander(M), slot_wear_suit)
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/gun/energy/gun/nuclear(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/commander(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/lockbox/loyalty(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
// -- GAMMA TEAM --
/datum/response_team/gamma
/datum/response_team/gamma/announce_team()
command_announcement.Announce("Attention, [station_name()]. We are attempting to assemble a code GAMMA elite Emergency Response Team. Standby.", "Central Command")
/datum/response_team/gamma/equip_officer(var/officer_type, var/mob/living/carbon/human/M)
..()
switch(officer_type)
if("Engineer")
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/gloves/color/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/engineer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_s_store)
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/clothing/head/helmet/space/rig/ert/engineer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd/combat, 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/weapon/rcd_ammo/large(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner/extended_range(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
if("Security")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(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)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/night(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/handcuffs(M), slot_in_backpack)
if(prob(50))
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/teargas(M), slot_in_backpack)
else
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/ionrifle/carbine(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/carbine(M), slot_r_hand)
if("Medic")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(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/medical(M), slot_wear_suit)
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/loaded(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/medical(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/surgery(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
if("Commander")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(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/commander(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/night(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/commander(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/lockbox/loyalty(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
/obj/item/device/radio/centcom
name = "centcomm bounced radio"
frequency = ERT_FREQ
icon_state = "radio"
/obj/item/weapon/storage/box/responseteam/
name = "boxed survival kit"
/obj/item/weapon/storage/box/responseteam/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen/engi( src )
new /obj/item/device/flashlight/flare( src )
new /obj/item/weapon/kitchenknife/combat( src )
new /obj/item/device/radio/centcom( src )
new /obj/item/weapon/reagent_containers/pill/salicylic( src )
new /obj/item/weapon/reagent_containers/pill/patch/synthflesh( src )
return