//switch this out to use a database at some point //list of ckey/ real_name and item paths //gives item to specific people when they join if it can //for multiple items just add mutliple entries, unless i change it to be a listlistlist //yes, it has to be an item, you can't pick up nonitems /proc/EquipCustomItems(mob/living/carbon/human/M) // load lines var/file = file2text("config/custom_items.txt") var/lines = text2list(file, "\n") for(var/line in lines) // split & clean up var/list/Entry = text2list(line, ":") for(var/i = 1 to Entry.len) Entry[i] = trim(Entry[i]) if(Entry.len < 3) continue; if(Entry[1] == M.ckey && Entry[2] == M.real_name) var/list/Paths = text2list(Entry[3], ",") for(var/P in Paths) var/ok = 0 // 1 if the item was placed successfully P = trim(P) var/path = text2path(P) var/obj/item/Item = new path() if(istype(Item,/obj/item/weapon/card/id)) //id card needs to replace the original ID if(M.ckey == "nerezza" && M.real_name == "Asher Spock" && M.mind.role_alt_title && M.mind.role_alt_title != "Emergency Physician") //only spawn ID if asher is joining as an emergency physician ok = 1 del(Item) goto skip var/obj/item/weapon/card/id/I = Item for(var/obj/item/weapon/card/id/C in M) //default settings I.name = "[M.real_name]'s ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])" I.registered_name = M.real_name I.access = C.access I.assignment = C.assignment I.blood_type = C.blood_type I.dna_hash = C.dna_hash I.fingerprint_hash = C.fingerprint_hash //I.pin = C.pin //custom stuff if(M.ckey == "fastler" && M.real_name == "Fastler Greay") //This is a Lifetime ID I.name = "[M.real_name]'s Lifetime ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])" else if(M.ckey == "nerezza" && M.real_name == "Asher Spock") //This is an Odysseus Specialist ID I.name = "[M.real_name]'s Odysseus Specialist ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])" I.access += list(access_robotics) //Station-based mecha pilots need this to access the recharge bay. else if(M.ckey == "roaper" && M.real_name == "Ian Colm") //This is a Technician ID I.name = "[M.real_name]'s Technician ID ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])" //replace old ID del(C) ok = M.equip_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail break else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back Item.loc = M.back ok = 1 else for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob. if (S.contents.len < S.storage_slots) Item.loc = S ok = 1 break skip: if (ok == 0) // Finally, since everything else failed, place it on the ground Item.loc = get_turf(M.loc)