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@@ -353,6 +353,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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//"soviet soldier",
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"tunnel clown",
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"death commando",
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"centcom official",
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"centcom commander",
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)
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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if (isnull(dresscode))
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@@ -451,12 +453,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("tunnel clown")//Tunnel clowns rule!
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M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head)
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M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/device/pda/clown(M), M.slot_belt)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.access = get_all_accesses()
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W.assignment = "Tunnel Clown!"
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W.registered = M.real_name
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M.equip_if_possible(W, M.slot_wear_id)
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var/obj/item/weapon/fireaxe/fire_axe = new(M)
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fire_axe.name = "Fire Axe (Unwielded)"
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@@ -465,5 +476,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("death commando")//Was looking to add this for a while.
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M.equip_death_commando()
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if("centcom official")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store)
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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 = "CentCom Review Official"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_if_possible(pda, M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
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W.assignment = "CentCom Review Official"
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W.registered = M.real_name
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M.equip_if_possible(W, M.slot_wear_id)
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if("centcom commander")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/mask/cigarette(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
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M.equip_if_possible(new /obj/item/weapon/zippo(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/cigpacket(M), M.slot_l_store)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "CentCom Commanding Officer"
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W.registered = M.real_name
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M.equip_if_possible(W, M.slot_wear_id)
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M.update_clothing()
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return
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