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runtime error: Cannot modify null.layer. proc name: done (/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human) src: the human (/obj/effect/equip_e/human) call stack: the human (/obj/effect/equip_e/human): done() the human (/obj/effect/equip_e/human): process() runtime error: Cannot execute null.use(). proc name: attackby (/obj/structure/barricade/wooden/attackby) usr: Jeffery Long (/mob/living/carbon/human) src: the wooden barricade (/obj/structure/barricade/wooden) call stack: the wooden barricade (/obj/structure/barricade/wooden): attackby(null, Jeffery Long (/mob/living/carbon/human)) the wooden barricade (/obj/structure/barricade/wooden): DblClick(the floor (159,129,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...") Rewrote wielded weapons to be their own weapon subclass. There was no point having a var/wielded var/twohanded var/force_unwielded var/force_wielded for every damn item when there is only 1 wield-able weapon anyway. All the wield-able stuff is now in twohanded.dm Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW. All PMs trigger the adminhelp sound. That means when you OM a player they get the sound, if a admin is PMed they only hear it if their adminhelp sounds are enabled. This should allow people to get eachother's attention when t he chat is busy. Fixed some bad code with poddoors (which is used for the shutters in QM) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3435 316c924e-a436-60f5-8080-3fe189b3f50e
713 lines
30 KiB
Plaintext
713 lines
30 KiB
Plaintext
/client/proc/Debug2()
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set category = "Debug"
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set name = "Debug-Game"
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if(!authenticated || !holder)
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src << "Only administrators may use this command."
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return
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if(holder.rank == "Game Admin")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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log_admin("[key_name(src)] toggled debugging to [Debug2]")
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else if(holder.rank == "Game Master")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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log_admin("[key_name(src)] toggled debugging to [Debug2]")
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else
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alert("Coders only baby")
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return
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/* 21st Sept 2010
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Updated by Skie -- Still not perfect but better!
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Stuff you can't do:
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Call proc /mob/proc/make_dizzy() for some player
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Because if you select a player mob as owner it tries to do the proc for
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/mob/living/carbon/human/ instead. And that gives a run-time error.
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But you can call procs that are of type /mob/living/carbon/human/proc/ for that player.
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*/
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/client/proc/callproc()
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set category = "Debug"
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set name = "Advanced ProcCall"
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if(!authenticated || !holder)
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src << "Only administrators may use this command."
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return
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var/target = null
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var/lst[] // List reference
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lst = new/list() // Make the list
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var/returnval = null
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var/class = null
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switch(alert("Proc owned by something?",,"Yes","No"))
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if("Yes")
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class = input("Proc owned by...","Owner") in list("Obj","Mob","Area or Turf","Client","CANCEL ABORT STOP")
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switch(class)
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if("CANCEL ABORT STOP")
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return
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if("Obj")
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target = input("Enter target:","Target",usr) as obj in world
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if("Mob")
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target = input("Enter target:","Target",usr) as mob in world
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if("Area or Turf")
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target = input("Enter target:","Target",usr.loc) as area|turf in world
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if("Client")
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var/list/keys = list()
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for(var/mob/M in world)
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keys += M.client
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target = input("Please, select a player!", "Selection", null, null) as null|anything in keys
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if("No")
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target = null
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var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null)
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var/argnum = input("Number of arguments","Number:",0) as num
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lst.len = argnum // Expand to right length
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var/i
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for(i=1, i<argnum+1, i++) // Lists indexed from 1 forwards in byond
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// Make a list with each index containing one variable, to be given to the proc
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class = input("What kind of variable?","Variable Type") in list("text","num","type","reference","mob reference","icon","file","client","mob's area","CANCEL")
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switch(class)
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if("CANCEL")
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return
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if("text")
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lst[i] = input("Enter new text:","Text",null) as text
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if("num")
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lst[i] = input("Enter new number:","Num",0) as num
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if("type")
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lst[i] = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
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if("reference")
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lst[i] = input("Select reference:","Reference",src) as mob|obj|turf|area in world
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if("mob reference")
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lst[i] = input("Select reference:","Reference",usr) as mob in world
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if("file")
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lst[i] = input("Pick file:","File") as file
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if("icon")
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lst[i] = input("Pick icon:","Icon") as icon
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if("client")
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var/list/keys = list()
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for(var/mob/M in world)
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keys += M.client
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lst[i] = input("Please, select a player!", "Selection", null, null) as null|anything in keys
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if("mob's area")
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var/mob/temp = input("Select mob", "Selection", usr) as mob in world
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lst[i] = temp.loc
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spawn(0)
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if(target)
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log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
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returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
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else
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log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
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returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
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usr << "\blue Proc returned: [returnval ? returnval : "null"]"
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/client/proc/Cell()
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set category = "Debug"
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set name = "Air Status in Location"
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if(!mob)
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return
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var/turf/T = mob.loc
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if (!( istype(T, /turf) ))
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return
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var/datum/gas_mixture/env = T.return_air()
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var/t = ""
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t+= "Nitrogen : [env.nitrogen]\n"
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t+= "Oxygen : [env.oxygen]\n"
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t+= "Plasma : [env.toxins]\n"
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t+= "CO2: [env.carbon_dioxide]\n"
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usr.show_message(t, 1)
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/client/proc/cmd_admin_robotize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Robot"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has robotized [M.key].")
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spawn(10)
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M:Robotize()
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else
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alert("Invalid mob")
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/client/proc/makepAI(var/turf/T in world)
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set category = "Fun"
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set name = "Make pAI"
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set desc = "Specify a location to spawn a pAI device, then specify a key to play that pAI"
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var/list/available = list()
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for(var/mob/C in world)
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if(C.key)
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available.Add(C)
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var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available
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if(!choice)
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return 0
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if(!istype(choice, /mob/dead/observer))
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var/confirm = input("[choice.key] isn't ghosting right now. Are you sure you want to yank him out of them out of their body and place them in this pAI?", "Spawn pAI Confirmation", "No") in list("Yes", "No")
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if(confirm != "Yes")
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return 0
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var/obj/item/device/paicard/card = new(T)
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var/mob/living/silicon/pai/pai = new(card)
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pai.name = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
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pai.real_name = pai.name
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pai.key = choice.key
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card.pai = pai
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for(var/datum/paiCandidate/candidate in paiController.pai_candidates)
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if(candidate.key == choice.key)
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paiController.pai_candidates.Remove(candidate)
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/client/proc/cmd_admin_alienize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Alien"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(ishuman(M))
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log_admin("[key_name(src)] has alienized [M.key].")
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spawn(10)
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M:Alienize()
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else
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alert("Invalid mob")
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/client/proc/cmd_admin_metroidize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Metroid"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(ishuman(M))
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log_admin("[key_name(src)] has metroidized [M.key].")
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spawn(10)
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M:Metroidize()
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else
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alert("Invalid mob")
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/*
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/client/proc/cmd_admin_monkeyize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Monkey"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/target = M
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log_admin("[key_name(src)] is attempting to monkeyize [M.key].")
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spawn(10)
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target.monkeyize()
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else
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alert("Invalid mob")
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/client/proc/cmd_admin_changelinginize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Changeling"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has made [M.key] a changeling.")
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spawn(10)
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M.absorbed_dna[M.real_name] = M.dna
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M.make_changeling()
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if(M.mind)
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M.mind.special_role = "Changeling"
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else
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alert("Invalid mob")
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*/
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/*
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/client/proc/cmd_admin_abominize(var/mob/M in world)
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set category = null
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set name = "Make Abomination"
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usr << "Ruby Mode disabled. Command aborted."
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return
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if(!ticker)
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alert("Wait until the game starts.")
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return
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has made [M.key] an abomination.")
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// spawn(10)
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// M.make_abomination()
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*/
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/*
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/client/proc/make_cultist(var/mob/M in world) // -- TLE, modified by Urist
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set category = "Fun"
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set name = "Make Cultist"
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set desc = "Makes target a cultist"
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if(!wordtravel)
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runerandom()
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if(M)
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if(M.mind in ticker.mode.cult)
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return
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else
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if(alert("Spawn that person a tome?",,"Yes","No")=="Yes")
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M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie. A tome, a message from your new master, appears on the ground."
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new /obj/item/weapon/tome(M.loc)
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else
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M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie."
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var/glimpse=pick("1","2","3","4","5","6","7","8")
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switch(glimpse)
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if("1")
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M << "\red You remembered one thing from the glimpse... [wordtravel] is travel..."
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if("2")
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M << "\red You remembered one thing from the glimpse... [wordblood] is blood..."
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if("3")
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M << "\red You remembered one thing from the glimpse... [wordjoin] is join..."
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if("4")
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M << "\red You remembered one thing from the glimpse... [wordhell] is Hell..."
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if("5")
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M << "\red You remembered one thing from the glimpse... [worddestr] is destroy..."
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if("6")
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M << "\red You remembered one thing from the glimpse... [wordtech] is technology..."
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if("7")
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M << "\red You remembered one thing from the glimpse... [wordself] is self..."
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if("8")
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M << "\red You remembered one thing from the glimpse... [wordsee] is see..."
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if(M.mind)
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M.mind.special_role = "Cultist"
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ticker.mode.cult += M.mind
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src << "Made [M] a cultist."
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*/
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/client/proc/cmd_debug_del_all()
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set category = "Debug"
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set name = "Del-All"
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// to prevent REALLY stupid deletions
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var/blocked = list(/obj, /mob, /mob/living, /mob/living/carbon, /mob/living/carbon/human)
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var/hsbitem = input(usr, "Choose an object to delete.", "Delete:") as null|anything in typesof(/obj) + typesof(/mob) - blocked
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if(hsbitem)
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for(var/atom/O in world)
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if(istype(O, hsbitem))
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del(O)
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log_admin("[key_name(src)] has deleted all instances of [hsbitem].")
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message_admins("[key_name_admin(src)] has deleted all instances of [hsbitem].", 0)
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/client/proc/cmd_debug_make_powernets()
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set category = "Debug"
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set name = "Make Powernets"
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makepowernets()
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log_admin("[key_name(src)] has remade the powernet. makepowernets() called.")
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message_admins("[key_name_admin(src)] has remade the powernets. makepowernets() called.", 0)
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/client/proc/cmd_debug_tog_aliens()
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set category = "Server"
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set name = "Toggle Aliens"
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aliens_allowed = !aliens_allowed
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log_admin("[key_name(src)] has turned aliens [aliens_allowed ? "on" : "off"].")
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message_admins("[key_name_admin(src)] has turned aliens [aliens_allowed ? "on" : "off"].", 0)
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/client/proc/cmd_admin_grantfullaccess(var/mob/M in world)
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set category = "Admin"
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set name = "Grant Full Access"
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if (!ticker)
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alert("Wait until the game starts")
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return
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if (H.wear_id)
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var/obj/item/weapon/card/id/id = H.wear_id
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if(istype(H.wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = H.wear_id
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id = pda.id
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log_admin("[key_name(src)] has granted [M.key] full access.")
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id.icon_state = "gold"
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id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
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else
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var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M);
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log_admin("[key_name(src)] has granted [M.key] full access.")
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id.icon_state = "gold"
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id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
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id.registered = H.real_name
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id.assignment = "Captain"
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id.name = "[id.registered]'s ID Card ([id.assignment])"
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H.equip_if_possible(id, H.slot_wear_id)
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H.update_clothing()
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else
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alert("Invalid mob")
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/client/proc/cmd_switch_radio()
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set category = "Debug"
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set name = "Switch Radio Mode"
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set desc = "Toggle between normal radios and experimental radios. Have a coder present if you do this."
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GLOBAL_RADIO_TYPE = !GLOBAL_RADIO_TYPE // toggle
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log_admin("[key_name(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].")
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message_admins("[key_name_admin(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].", 0)
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/client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in world)
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set category = "Fun"
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set name = "Select equipment"
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if(!ishuman(M))
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alert("Invalid mob")
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return
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//log_admin("[key_name(src)] has alienized [M.key].")
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var/list/dresspacks = list(
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"strip",
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"standard space gear",
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"tournament standard red",
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"tournament standard green",
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"tournament gangster",
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"tournament chef",
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"tournament janitor",
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"pirate",
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"space pirate",
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"soviet admiral",
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"tunnel clown",
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"masked killer",
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"assassin",
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"death commando",
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"syndicate commando",
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"centcom official",
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"centcom commander",
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"special ops officer",
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"blue wizard",
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"red wizard",
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"marisa wizard",
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)
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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if (isnull(dresscode))
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return
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for (var/obj/item/I in M)
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if (istype(I, /obj/item/weapon/implant))
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continue
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del(I)
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switch(dresscode)
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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_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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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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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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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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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_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)
|
|
|
|
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/smokebomb(M), 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_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_if_possible(new /obj/item/weapon/cloaking_device(M), 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)
|
|
|
|
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_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)
|
|
|
|
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)
|
|
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_if_possible(new /obj/item/weapon/mop(M), 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_if_possible(new /obj/item/weapon/chem_grenade/cleaner(M), M.slot_r_store)
|
|
M.equip_if_possible(new /obj/item/weapon/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)
|
|
|
|
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)
|
|
|
|
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_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), 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)
|
|
*/
|
|
|
|
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)
|
|
|
|
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 = M.real_name
|
|
M.equip_if_possible(W, M.slot_wear_id)
|
|
|
|
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
|
|
M.equip_if_possible(fire_axe, M.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/helmet/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)
|
|
|
|
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
|
|
M.equip_if_possible(fire_axe, M.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)
|
|
|
|
var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M)
|
|
for(var/obj/item/briefcase_item in sec_briefcase)
|
|
del(briefcase_item)
|
|
for(var/i=3, i>0, i--)
|
|
sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000
|
|
sec_briefcase.contents += new /obj/item/weapon/gun/energy/crossbow
|
|
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)
|
|
|
|
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)
|
|
|
|
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 = M.real_name
|
|
M.equip_if_possible(W, M.slot_wear_id)
|
|
|
|
if("death commando")//Was looking to add this for a while.
|
|
M.equip_death_commando()
|
|
|
|
if("syndicate commando")
|
|
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)
|
|
|
|
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_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand)
|
|
|
|
var/obj/item/weapon/card/id/W = new(M)
|
|
W.name = "[M.real_name]'s ID Card"
|
|
W.icon_state = "centcom"
|
|
W.access = get_all_accesses()
|
|
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
|
|
W.assignment = "CentCom Review Official"
|
|
W.registered = M.real_name
|
|
M.equip_if_possible(W, M.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)
|
|
|
|
var/obj/item/weapon/card/id/W = new(M)
|
|
W.name = "[M.real_name]'s ID Card"
|
|
W.icon_state = "centcom"
|
|
W.access = get_all_accesses()
|
|
W.access += get_all_centcom_access()
|
|
W.assignment = "CentCom Commanding Officer"
|
|
W.registered = M.real_name
|
|
M.equip_if_possible(W, M.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)
|
|
|
|
var/obj/item/weapon/card/id/W = new(M)
|
|
W.name = "[M.real_name]'s ID Card"
|
|
W.icon_state = "centcom"
|
|
W.access = get_all_accesses()
|
|
W.access += get_all_centcom_access()
|
|
W.assignment = "Special Operations Officer"
|
|
W.registered = M.real_name
|
|
M.equip_if_possible(W, M.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)
|
|
|
|
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)
|
|
|
|
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)
|
|
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)
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M.equip_if_possible(new /obj/item/clothing/under/soviet(M), 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"
|
|
W.icon_state = "centcom"
|
|
W.access = get_all_accesses()
|
|
W.access += get_all_centcom_access()
|
|
W.assignment = "Admiral"
|
|
W.registered = M.real_name
|
|
M.equip_if_possible(W, M.slot_wear_id)
|
|
|
|
M.update_clothing()
|
|
return |