mirror of
https://github.com/vgstation-coders/vgstation13.git
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* wall and floor and overlay icons * HOLY SHIT PLANEMASTERS ARE AMAZING <3 LUMMOX * nevermind shit is fucked i hate byond * apc hackin tweaks start now * attack_ai is overridden almost everywhere for zero reason * more attack_ai shit * more shit * FORCEDISABLE pt. 1 * FORCEDISABLE pt 2 * more forcedisable 3 * 3.1 * end of forcedisable * remove all hackview shit, cleanup * better apc hacking, lots of fixes, and UI! * more machine ability, lots of cleanup, radial lock updating, modules and active modules * movable ui elements * ADVANCED hologrmas * more SHIT * SHUNTSHUNTSHUNT * fig congflgighgsa * more testing * fuck * commit 2 * holo fixes * fake APC images! * lots of stuff * fixes and cleanup and vomit * More abilities. AI Control fixes and cleanup * fixes * fix * clear another warning * remove comment fix numbers * raise price * raise price * fix * 1 autoborger limit * remove undocumented change * handle at bot level * order of operations * dont call ert * decrease * fix unit test * icon check please work * remove unused icons, comment out chem dispenser drain * comment out firewall, add disable to turrets * remove unused wall icons * Sort mob list, humans appear at the top * fix sorting, fix hologram bug * hologram tweaks, stupid fucking alert APC name * qdel * raise ever so slightly * revert * Delete broken_hand_icons.txt * Update setup.dm * Create setup.dm * attack_self * fix filter icon, delete unused file, remove forcedisable from magtape deck * accidental change * mousedropfrom recharge station * oh rite * fixo * remove useless code * aaahhh * remove rig meal, made obsolete by emag * fffffshhhhhhwooooop * typo!
418 lines
19 KiB
Plaintext
418 lines
19 KiB
Plaintext
/proc/display_roundstart_logout_report()
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var/msg = "<span class='notice'><b>Roundstart logout report\n\n</span>"
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for(var/mob/living/L in mob_list)
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if(L.ckey)
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var/found = 0
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for(var/client/C in clients)
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if(C.ckey == L.ckey)
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found = 1
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break
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if(!found)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
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if(L.ckey && L.client)
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if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
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continue //AFK client
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if(L.stat)
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if(L.mind && L.mind.suiciding) //Suicider
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<span class='red'><b>Suicide</b></span>)\n"
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continue //Disconnected client
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if(L.stat == UNCONSCIOUS)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
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continue //Unconscious
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if(L.stat == DEAD)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
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continue //Dead
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continue //Happy connected client
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for(var/mob/dead/observer/D in mob_list)
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if(D.mind && D.mind.current == L)
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if(L.stat == DEAD)
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if(L.mind.suiciding) //Suicider
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='red'><b>Suicide</b></span>)\n"
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continue //Disconnected client
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else
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
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continue //Dead mob, ghost abandoned
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else
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if(D.can_reenter_corpse)
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='red'><b>This shouldn't appear.</b></span>)\n"
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continue //Lolwhat
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else
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='red'><b>Ghosted</b></span>)\n"
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continue //Ghosted while alive
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for(var/mob/M in mob_list)
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if(M.client && M.client.holder)
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to_chat(M, msg)
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/proc/get_nt_opposed()
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var/list/dudes = list()
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for(var/mob/living/carbon/human/man in player_list)
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if (!man.client || !man.mind)
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continue
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if (man.mind.assigned_role == "MODE") // Wiz, nukies, ...
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continue
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if(man.client.prefs.nanotrasen_relation == "Opposed")
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dudes += man
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else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50))
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dudes += man
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else if( (man.mind.antag_roles[CULTIST] && prob(40)) || \
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(man.mind.antag_roles[CHANGELING] && prob(50)) || \
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(man.mind.antag_roles[TRAITOR] && prob(30)) || \
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(man.mind.antag_roles[HEADREV] && prob(30)) \
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)
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dudes += man
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else if(prob(10))
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dudes += man
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return dudes
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/datum/gamemode/proc/send_intercept()
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var/intercepttext = {"<FONT size = 3><B>[command_name()] Update</B> Requested status information:</FONT><HR>
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<B> In case you have misplaced your copy, attached is a list of personnel whom reliable sources™ suspect may be affiliated with the Syndicate:</B><br> <I>Reminder: Acting upon this information without solid evidence will result in termination of your working contract with Nanotrasen.</I></br>"}
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var/list/suspects = get_nt_opposed()
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for(var/mob/M in suspects)
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switch(rand(1, 100))
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if(1 to 50)
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intercepttext += "Someone with the job of <b>[M.mind.assigned_role]</b> <br>"
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else
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intercepttext += "<b>[M.name]</b>, the <b>[M.mind.assigned_role]</b> <br>"
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for (var/obj/machinery/computer/communications/comm in machines)
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if (!(comm.stat & (BROKEN | NOPOWER | FORCEDISABLE)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper- '[command_name()] Status Summary'"
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intercept.info = intercepttext
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comm.messagetitle.Add("[command_name()] Status Summary")
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comm.messagetext.Add(intercepttext)
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command_alert(/datum/command_alert/enemy_comms_interception)
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/datum/gamemode/dynamic/send_intercept()
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var/intercepttext = {"<html><style>
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body {color: #000000; background: #EDD6B6;}
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h1 {color: #000000; font-size:30px;}
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</style><FONT size = 3><B>[command_name()] Update</B> Requested status information:</FONT><HR></br>
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<body>
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<center><img src="http://ss13.moe/wiki/images/1/17/NanoTrasen_Logo.png"><BR>"}
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var/list/threat_detected = round(starting_threat)
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switch(threat_detected)
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if(0 to 19)
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update_playercounts()
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if(!living_antags.len)
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intercepttext += "<b>Peaceful Waypoint</b></center><BR>"
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intercepttext += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive."
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else
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intercepttext += "<b>Core Territory</b></center><BR>"
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intercepttext += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
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if(20 to 39)
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intercepttext += "<b>Anomalous Exogeology</b></center><BR>"
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intercepttext += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation, Cult of the Geometer of Blood, and the remaining Vampire Lords - all known competitors for Anomaly Type B sites. Exercise elevated caution."
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if(40 to 65)
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intercepttext += "<b>Contested System</b></center><BR>"
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intercepttext += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
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if(66 to 79)
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intercepttext += "<b>Uncharted Space</b></center><BR>"
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intercepttext += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
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if(80 to 99)
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intercepttext += "<b>Black Orbit</b></center><BR>"
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intercepttext += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
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if(100)
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intercepttext += "<b>Impending Doom</b></center><BR>"
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intercepttext += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
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intercepttext += "Good luck."
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intercepttext += "</body></html>"
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for (var/obj/machinery/computer/communications/comm in machines)
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if (!(comm.stat & (BROKEN | NOPOWER | FORCEDISABLE)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper- '[command_name()] Status Summary'"
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intercept.info = intercepttext
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comm.messagetitle.Add("[command_name()] Status Summary")
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comm.messagetext.Add(intercepttext)
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command_alert(/datum/command_alert/enemy_comms_interception)
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/proc/disable_suit_sensors(mob/living/carbon/human/H)
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var/obj/item/clothing/under/U = H.get_item_by_slot(slot_w_uniform)
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U.sensor_mode = 0
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/proc/equip_wizard(mob/living/carbon/human/wizard_mob, apprentice = FALSE)
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if (!istype(wizard_mob))
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return
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var/datum/faction/wizard/civilwar/wpf/WPF = find_active_faction_by_type(/datum/faction/wizard/civilwar/wpf)
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var/datum/faction/wizard/civilwar/wpf/PFW = find_active_faction_by_type(/datum/faction/wizard/civilwar/pfw)
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if(WPF && WPF.get_member_by_mind(wizard_mob.mind)) //WPF get red
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wizard_mob.add_spell(new /spell/targeted/absorb)
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var/datum/outfit/special/wizard/red/W = new
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W.apprentice = apprentice
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W.equip(wizard_mob, strip = TRUE, delete = TRUE)
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else if(PFW && PFW.get_member_by_mind(wizard_mob.mind)) //PFW get blue
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wizard_mob.add_spell(new /spell/targeted/absorb)
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var/datum/outfit/special/wizard/W = new
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W.apprentice = apprentice
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W.equip(wizard_mob, strip = TRUE, delete = TRUE)
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else //Not part of the war? Give them normal robes
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var/datum/outfit/special/wizard/W = new
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W.apprentice = apprentice
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W.equip(wizard_mob, strip = TRUE, delete = TRUE)
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if(!apprentice)
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to_chat(wizard_mob, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
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to_chat(wizard_mob, "In your pockets you will find a teleport scroll. Use it as needed.")
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wizard_mob.mind.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
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return 1
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/proc/name_wizard(mob/living/carbon/human/wizard_mob, role_name = "Space Wizard")
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//Allows the wizard to choose a custom name or go with a random one. Spawn 0 so it does not lag the round starting.
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if(wizard_mob.species && wizard_mob.species.name != "Human")
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wizard_mob.set_species("Human", 1)
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var/wizard_name_first = pick(wizard_first)
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var/wizard_name_second = pick(wizard_second)
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wizard_mob.fully_replace_character_name(wizard_mob.real_name, "[wizard_name_first] [wizard_name_second]")
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mob_rename_self(wizard_mob, role_name)
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/proc/equip_highlander(var/mob/living/carbon/human/highlander_human)
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var/static/list/plasmaman_items = list(
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/obj/item/clothing/suit/space/plasmaman,
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/obj/item/clothing/head/helmet/space/plasmaman,
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/obj/item/weapon/tank/plasma/plasmaman,
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/obj/item/clothing/mask/breath)
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var/static/list/vox_items = list(
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/obj/item/weapon/tank/nitrogen,
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/obj/item/clothing/mask/breath/vox)
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highlander_human.mutations.Add(M_HULK) //all highlanders are permahulks
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highlander_human.set_species("Human", force_organs=TRUE) // No Dionae
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highlander_human.a_intent = I_HURT
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highlander_human.update_mutations()
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highlander_human.update_body()
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for (var/obj/item/I in highlander_human)
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if (istype(I, /obj/item/weapon/implant))
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continue
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if(isplasmaman(highlander_human) && is_type_in_list(I, plasmaman_items)) //Plasmamen don't lose their plasma gear since they need it to live.
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continue
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else if(isvox(highlander_human) && is_type_in_list(I, vox_items)) //Vox don't lose their N2 gear since they need it to live.
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continue
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qdel(I)
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highlander_human.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(highlander_human), slot_w_uniform)
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highlander_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(highlander_human), slot_ears)
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if(!isplasmaman(highlander_human)) //Plasmamen don't get a beret since they need their helmet to not burn to death.
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highlander_human.equip_to_slot_or_del(new /obj/item/clothing/head/beret(highlander_human), slot_head)
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highlander_human.put_in_hands(new /obj/item/weapon/claymore(highlander_human))
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highlander_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(highlander_human), slot_shoes)
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highlander_human.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(highlander_human), slot_l_store)
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var/obj/item/weapon/card/id/new_id = new(highlander_human)
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new_id.name = "[highlander_human.real_name]'s ID Card"
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new_id.icon_state = "centcom"
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new_id.access = get_all_accesses()
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new_id.access += get_all_centcom_access()
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new_id.assignment = "Highlander"
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new_id.registered_name = highlander_human.real_name
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highlander_human.equip_to_slot_or_del(new_id, slot_wear_id)
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///////////////////////////////////
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//Keeps track of all living heads//
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///////////////////////////////////
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/proc/get_living_heads()
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var/list/heads = list()
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for(var/client/C in clients)
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var/mob/living/carbon/human/player = C.mob
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if(istype(player) && player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions))
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heads += player.mind
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return heads
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////////////////////////////
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//Keeps track of all heads//
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////////////////////////////
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/proc/get_all_heads()
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var/list/heads = list()
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for(var/client/C in clients)
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var/mob/living/carbon/human/player = C.mob
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if(istype(player) && player.mind && (player.mind.assigned_role in command_positions))
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heads += player.mind
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return heads
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/proc/get_assigned_head_roles()
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var/list/roles = list()
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for(var/client/C in clients)
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var/mob/living/carbon/human/player = C.mob
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if(istype(player) && player.mind && (player.mind.assigned_role in command_positions))
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roles += player.mind.assigned_role
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return roles
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/datum/mind/proc/find_syndicate_uplink(datum/component/uplink/true_uplink)
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for (var/obj/item/I in get_contents_in_object(current, /obj/item))
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var/datum/component/uplink/uplink_comp = I.get_component(/datum/component/uplink)
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if(uplink_comp)
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return uplink_comp
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return true_uplink // returns the uplink they spawned with rather than the one they are currently carrying, or null
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/datum/mind/proc/take_uplink()
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var/datum/component/uplink/H = find_syndicate_uplink()
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if(H)
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message_admins("Found and deleted [H] for [src].")
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qdel(H)
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else
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message_admins("The uplink for [src] could not be located for deletion.")
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/proc/add_law_zero(mob/living/silicon/killer)
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var/law = "Accomplish your objectives at all costs."
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if(isAI(killer))
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var/mob/living/silicon/ai/KAI = killer
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KAI.set_zeroth_law(law, "Accomplish your AI's objectives at all costs.")
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KAI.notify_slaved()
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else
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var/mob/living/silicon/robot/KR = killer
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KR.set_zeroth_law(law)
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to_chat(killer, "<b>Your laws have been changed!</b>")
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killer.laws.zeroth_lock = TRUE
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to_chat(killer, "New law: 0. [law]")
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/proc/equip_time_agent(var/mob/living/carbon/human/H, var/datum/role/time_agent/T, var/is_twin = FALSE)
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H.delete_all_equipped_items()
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var/datum/outfit/special/time_agent/concrete_outfit = new /datum/outfit/special/time_agent
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concrete_outfit.is_twin = is_twin
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concrete_outfit.equip(H)
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if(T)
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T.objects_to_delete = get_contents_in_object(H)
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H.fully_replace_character_name(newname = "John Beckett")
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H.make_all_robot_parts_organic()
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/proc/spawn_rand_maintenance(var/mob/living/carbon/human/H)
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var/list/potential_locations = list()
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for(var/area/maintenance/A in areas)
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potential_locations.Add(A)
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var/placed = FALSE
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while(!placed && potential_locations.len)
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var/area/maintenance/A = pick(potential_locations)
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potential_locations.Remove(A)
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for(var/turf/simulated/floor/F in A.contents)
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if(!F.has_dense_content())
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H.forceMove(F)
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placed = TRUE
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return TRUE
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return FALSE
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/proc/share_syndicate_codephrase(var/mob/living/agent)
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if(!agent)
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return 0
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if(!agent.mind)
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message_admins("tried to call share_syndicate_codephrase() on [agent] but it had no mind!")
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return 0
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var/words
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if (ischallenger(agent))
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words = "<b>For the Syndicate to validate your assassination, you must take a photo of your target's corpse, severed head, or brain, and publish it publicly via newscaster for all to see.</b><br>"
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words += "As is tradition the Syndicate has provided you and other agents with code words, but be mindful that using them in this context is akin to painting a target on your back:<br>"
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else
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words = "The Syndicate provided you with the following information on how to identify their agents:<br>"
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if (syndicate_code_phrase)
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var/phrases = syndicate_code_phrase.Join(", ")
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words += "<span class='warning'>Code Phrases: </span>[phrases].<br>"
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agent.mind.store_memory("<b>Code Phrases</b>: [phrases].")
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else
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words += "Unfortunately, the Syndicate did not provide you with a code phrase.<br>"
|
|
if (syndicate_code_response)
|
|
var/response = syndicate_code_response.Join(", ")
|
|
words += "<span class='warning'>Code Response: </span>[response].<br>"
|
|
agent.mind.store_memory("<b>Code Response</b>: [response].")
|
|
else
|
|
words += "Unfortunately, the Syndicate did not provide you with a code response.<br>"
|
|
|
|
if(!ischallenger(agent) && (syndicate_code_phrase || syndicate_code_response))
|
|
words += "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe.<br>"
|
|
else
|
|
words += "Trust nobody.<br>"
|
|
|
|
to_chat(agent,words)
|
|
return 1
|
|
|
|
|
|
|
|
/proc/equip_raider(var/mob/living/carbon/human/vox, var/index)
|
|
vox.age = rand(12,20)
|
|
if(vox.overeatduration) //We need to do this here and now, otherwise a lot of gear will fail to spawn
|
|
vox.overeatduration = 0 //Fat-B-Gone
|
|
if(vox.nutrition > 400) //We are also overeating nutriment-wise
|
|
vox.nutrition = 400 //Fix that
|
|
vox.mutations.Remove(M_FAT)
|
|
vox.update_mutantrace(0)
|
|
vox.update_mutations(0)
|
|
vox.update_inv_w_uniform(0)
|
|
vox.update_inv_wear_suit()
|
|
|
|
vox.my_appearance.s_tone = random_skin_tone("Vox")
|
|
vox.dna.mutantrace = "vox"
|
|
vox.set_species("Vox")
|
|
vox.fully_replace_character_name(vox.real_name, vox.generate_name())
|
|
vox.mind.name = vox.name
|
|
//vox.languages = HUMAN // Removing language from chargen.
|
|
vox.default_language = all_languages[LANGUAGE_VOX]
|
|
vox.flavor_text = ""
|
|
vox.species.default_language = LANGUAGE_VOX
|
|
vox.remove_language(LANGUAGE_GALACTIC_COMMON)
|
|
vox.my_appearance.h_style = "Short Vox Quills"
|
|
vox.my_appearance.f_style = "Shaved"
|
|
for(var/datum/organ/external/limb in vox.organs)
|
|
limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT | ORGAN_PEG)
|
|
vox.regenerate_icons()
|
|
|
|
|
|
/proc/equip_vox_raider(var/mob/living/carbon/human/H)
|
|
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/raider
|
|
R.set_frequency(RAID_FREQ) // new fancy vox raiders radios now incapable of hearing station freq
|
|
H.equip_to_slot_or_del(R, slot_ears)
|
|
|
|
var/obj/item/clothing/under/vox/vox_robes/uni = new /obj/item/clothing/under/vox/vox_robes
|
|
uni.attach_accessory(new/obj/item/clothing/accessory/holomap_chip/raider)
|
|
H.equip_to_slot_or_del(uni, slot_w_uniform)
|
|
|
|
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox, slot_shoes) // REPLACE THESE WITH CODED VOX ALTERNATIVES.
|
|
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow/vox, slot_gloves) // AS ABOVE.
|
|
|
|
H.equip_to_slot_or_del(new /obj/item/clothing/mask/breath/vox, slot_wear_mask)
|
|
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen, slot_back)
|
|
H.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_r_store)
|
|
|
|
var/obj/item/weapon/card/id/syndicate/C = new
|
|
C.registered_name = H.real_name
|
|
C.assignment = "Trader"
|
|
C.UpdateName()
|
|
C.SetOwnerDNAInfo(H)
|
|
C.icon_state = "trader"
|
|
C.access = list(access_syndicate, access_trade)
|
|
var/obj/item/weapon/storage/wallet/W = new
|
|
W.handle_item_insertion(C)
|
|
W.handle_item_insertion(new /obj/item/weapon/coin/raider)
|
|
H.equip_to_slot_or_del(W, slot_wear_id)
|
|
return 1
|