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@@ -379,7 +379,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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id.registered_name = H.real_name
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id.assignment = "Captain"
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id.name = "[id.registered_name]'s ID Card ([id.assignment])"
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H.equip_if_possible(id, H.slot_wear_id)
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H.equip_to_slot_or_del(id, slot_wear_id)
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H.update_inv_wear_id()
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else
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alert("Invalid mob")
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@@ -463,151 +463,151 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if ("strip")
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//do nothing
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if ("standard space gear")
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/under/color/grey(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
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var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
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M.equip_if_possible(J, M.slot_back)
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M.equip_to_slot_or_del(J, slot_back)
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J.toggle()
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M.equip_if_possible(new /obj/item/clothing/mask/breath(M), M.slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
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J.Topic(null, list("stat" = 1))
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if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
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if (dresscode=="tournament standard red")
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M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
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else
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M.equip_if_possible(new /obj/item/clothing/under/color/green(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_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/head/helmet/thunderdome(M), M.slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head)
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M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/grenade/smokebomb(M), M.slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store)
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if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0
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M.equip_if_possible(new /obj/item/clothing/under/det(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_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/det_suit(M), M.slot_wear_suit)
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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/head/det_hat(M), M.slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/det_suit(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
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M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/gun/projectile(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
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if ("tournament chef") //Steven Seagal FTW
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M.equip_if_possible(new /obj/item/clothing/under/rank/chef(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/chef(M), M.slot_wear_suit)
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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/head/chefhat(M), M.slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head)
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M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_s_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_s_store)
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if ("tournament janitor")
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M.equip_if_possible(new /obj/item/clothing/under/rank/janitor(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_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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var/obj/item/weapon/storage/backpack/backpack = new(M)
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for(var/obj/item/I in backpack)
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del(I)
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M.equip_if_possible(backpack, M.slot_back)
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M.equip_to_slot_or_del(backpack, slot_back)
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M.equip_if_possible(new /obj/item/weapon/mop(M), M.slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
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var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
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bucket.reagents.add_reagent("water", 70)
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M.equip_if_possible(bucket, M.slot_l_hand)
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M.equip_to_slot_or_del(bucket, slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_l_store)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
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if ("pirate")
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M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
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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/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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if ("space pirate")
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M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/head/helmet/space/pirate(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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/*
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if ("soviet soldier")
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M.equip_if_possible(new /obj/item/clothing/under/soviet(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/head/ushanka(M), M.slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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*/
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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_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
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|
|
M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
|
|
|
|
|
|
|
|
|
|
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)
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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/head/wizard(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
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M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
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if("red wizard")
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M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/red(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes)
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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/head/wizard/red(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
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M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
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if("marisa wizard")
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M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/marisa(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/shoes/sandal/marisa(M), M.slot_shoes)
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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/head/wizard/marisa(M), M.slot_head)
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M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
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M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
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M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/marisa(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
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if("soviet admiral")
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M.equip_if_possible(new /obj/item/clothing/head/hgpiratecap(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/combat(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/thermal/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/clothing/suit/hgpirate(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/storage/backpack/bandolier(M), M.slot_back)
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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/clothing/under/soviet(M), M.slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/bandolier(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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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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@@ -763,7 +763,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.access += get_all_centcom_access()
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W.assignment = "Admiral"
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W.registered_name = M.real_name
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M.equip_if_possible(W, M.slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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M.regenerate_icons()
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