I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645

Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-08-15 23:15:55 +00:00
parent ae6e120533
commit 5a199fc564
43 changed files with 1326 additions and 1733 deletions

View File

@@ -379,7 +379,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
id.registered_name = H.real_name
id.assignment = "Captain"
id.name = "[id.registered_name]'s ID Card ([id.assignment])"
H.equip_if_possible(id, H.slot_wear_id)
H.equip_to_slot_or_del(id, slot_wear_id)
H.update_inv_wear_id()
else
alert("Invalid mob")
@@ -463,151 +463,151 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if ("strip")
//do nothing
if ("standard space gear")
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/under/color/grey(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head)
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/clothing/suit/space(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
M.equip_if_possible(J, M.slot_back)
M.equip_to_slot_or_del(J, slot_back)
J.toggle()
M.equip_if_possible(new /obj/item/clothing/mask/breath(M), M.slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
J.Topic(null, list("stat" = 1))
if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
if (dresscode=="tournament standard red")
M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
else
M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/thunderdome(M), M.slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/grenade/smokebomb(M), M.slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store)
if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0
M.equip_if_possible(new /obj/item/clothing/under/det(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/det_suit(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/head/det_hat(M), M.slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/det_suit(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
M.equip_if_possible(new /obj/item/weapon/gun/projectile(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
if ("tournament chef") //Steven Seagal FTW
M.equip_if_possible(new /obj/item/clothing/under/rank/chef(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/chef(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit)
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/chefhat(M), slot_head)
M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_s_store)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_s_store)
if ("tournament janitor")
M.equip_if_possible(new /obj/item/clothing/under/rank/janitor(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
var/obj/item/weapon/storage/backpack/backpack = new(M)
for(var/obj/item/I in backpack)
del(I)
M.equip_if_possible(backpack, M.slot_back)
M.equip_to_slot_or_del(backpack, slot_back)
M.equip_if_possible(new /obj/item/weapon/mop(M), M.slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
bucket.reagents.add_reagent("water", 70)
M.equip_if_possible(bucket, M.slot_l_hand)
M.equip_to_slot_or_del(bucket, slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
if ("pirate")
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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/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)
if ("space pirate")
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/pirate(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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/suit/space/pirate(M), slot_wear_suit)
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_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
/*
if ("soviet soldier")
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head)
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)
*/
if("tunnel clown")//Tunnel clowns rule!
M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
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)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.assignment = "Tunnel Clown!"
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_if_possible(fire_axe, M.slot_r_hand)
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
if("masked killer")
M.equip_if_possible(new /obj/item/clothing/under/overalls(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/white(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/latex(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/clothing/mask/surgical(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/welding(M), M.slot_head)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/apron(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store)
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/clothing/shoes/white(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_if_possible(fire_axe, M.slot_r_hand)
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
for(var/obj/item/carried_item in M.contents)
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
carried_item.add_blood(M)//Oh yes, there will be blood...
if("assassin")
M.equip_if_possible(new /obj/item/clothing/under/suit_jacket(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/wcoat(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store)
M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(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/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M)
for(var/obj/item/briefcase_item in sec_briefcase)
@@ -618,21 +618,21 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba
sec_briefcase.contents += new /obj/item/ammo_magazine/a357
sec_briefcase.contents += new /obj/item/weapon/plastique
M.equip_if_possible(sec_briefcase, M.slot_l_hand)
M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "Reaper"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, M.slot_belt)
M.equip_to_slot_or_del(pda, slot_belt)
var/obj/item/weapon/card/id/syndicate/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.assignment = "Reaper"
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
if("death commando")//Was looking to add this for a while.
M.equip_death_commando()
@@ -641,22 +641,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_syndicate_commando()
if("centcom official")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_belt)
M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store)
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/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
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(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "CentCom Review Official"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, M.slot_r_store)
M.equip_to_slot_or_del(pda, slot_r_store)
M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -665,20 +665,20 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official"
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
if("centcom commander")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/armor/bulletproof(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -687,20 +687,20 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer"
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
if("special ops officer")
M.equip_if_possible(new /obj/item/clothing/under/syndicate/combat(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/armor/swat/officer(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/havana(M), M.slot_wear_mask)
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), M.slot_belt)
M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(M), M.slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
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/heads/captain(M), slot_ears)
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/mask/cigarette/cigar/havana(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -709,53 +709,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "Special Operations Officer"
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
if("blue wizard")
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/wizard(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
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(M), slot_in_backpack)
if("red wizard")
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/red(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/wizard/red(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
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(M), slot_in_backpack)
if("marisa wizard")
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/marisa(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/clothing/shoes/sandal/marisa(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/wizard/marisa(M), M.slot_head)
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/marisa(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
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(M), slot_in_backpack)
if("soviet admiral")
M.equip_if_possible(new /obj/item/clothing/head/hgpiratecap(M), M.slot_head)
M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses)
M.equip_if_possible(new /obj/item/clothing/suit/hgpirate(M), M.slot_wear_suit)
M.equip_if_possible(new /obj/item/weapon/storage/backpack/bandolier(M), M.slot_back)
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
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)
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/heads/captain(M), slot_ears)
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/bandolier(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
@@ -763,7 +763,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "Admiral"
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.equip_to_slot_or_del(W, slot_wear_id)
M.regenerate_icons()

View File

@@ -36,12 +36,12 @@
continue
del(I)
H.equip_if_possible(new /obj/item/clothing/under/kilt(H), H.slot_w_uniform)
H.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(H), H.slot_ears)
H.equip_if_possible(new /obj/item/clothing/head/beret(H), H.slot_head)
H.equip_if_possible(new /obj/item/weapon/claymore(H), H.slot_l_hand)
H.equip_if_possible(new /obj/item/clothing/shoes/combat(H), H.slot_shoes)
H.equip_if_possible(new /obj/item/weapon/pinpointer(H.loc), H.slot_l_store)
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
var/obj/item/weapon/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
@@ -50,7 +50,7 @@
W.access += get_all_centcom_access()
W.assignment = "Highlander"
W.registered_name = H.real_name
H.equip_if_possible(W, H.slot_wear_id)
H.equip_to_slot_or_del(W, slot_wear_id)
message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1)
log_admin("[key_name(usr)] used there can be only one.")

View File

@@ -35,8 +35,8 @@
M.loc = pick(prisonwarp)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/prisoner = M
prisoner.equip_if_possible(new /obj/item/clothing/under/color/orange(prisoner), prisoner.slot_w_uniform)
prisoner.equip_if_possible(new /obj/item/clothing/shoes/orange(prisoner), prisoner.slot_shoes)
prisoner.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(prisoner), slot_w_uniform)
prisoner.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(prisoner), slot_shoes)
spawn(50)
M << "\red You have been sent to the prison station!"
log_admin("[key_name(usr)] sent [key_name(M)] to the prison station.")

View File

@@ -133,37 +133,37 @@ var/global/sent_strike_team = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(1441)
equip_if_possible(R, slot_ears)
equip_to_slot_or_del(R, slot_ears)
if (leader_selected == 0)
equip_if_possible(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else
equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_if_possible(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_if_possible(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
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/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_if_possible(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_if_possible(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_if_possible(new /obj/item/ammo_magazine/a357(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/flashbang_kit(src), slot_in_backpack)
equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/flashbang_kit(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!leader_selected)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
else
equip_if_possible(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)//Here you go Deuryn
@@ -179,7 +179,7 @@ var/global/sent_strike_team = 0
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)
equip_to_slot_or_del(W, slot_wear_id)
resistances += "alien_embryo"
return 1

View File

@@ -134,40 +134,40 @@ var/global/sent_syndicate_strike_team = 0
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_if_possible(R, slot_ears)
equip_if_possible(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(R, slot_ears)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
if (!syndicate_leader_selected)
equip_if_possible(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
else
equip_if_possible(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit)
equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
if (!syndicate_leader_selected)
equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head)
else
equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head)
equip_if_possible(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_if_possible(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_if_possible(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_if_possible(new /obj/item/ammo_magazine/c45(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack)
equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_magazine/c45(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!syndicate_leader_selected)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
else
equip_if_possible(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_if_possible(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt)
equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude
var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI
W.name = "[real_name]'s ID Card"
@@ -176,7 +176,7 @@ var/global/sent_syndicate_strike_team = 0
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
W.assignment = "Syndicate Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)
equip_to_slot_or_del(W, slot_wear_id)
resistances += "alien_embryo"
return 1