Update security.dm
This commit is contained in:
@@ -1,31 +1,31 @@
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//Warden and regular officers add this result to their get_access()
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/datum/job/proc/check_config_for_sec_maint()
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if(config.jobs_have_maint_access & SECURITY_HAS_MAINT_ACCESS)
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//Warden and regular officers add this result to their get_access()
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/datum/job/proc/check_config_for_sec_maint()
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if(config.jobs_have_maint_access & SECURITY_HAS_MAINT_ACCESS)
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return list(ACCESS_MAINT_TUNNELS)
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return list()
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/*
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Head of Security
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*/
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/datum/job/hos
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title = "Head of Security"
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flag = HOS
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department_head = list("Captain")
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department_flag = ENGSEC
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head_announce = list("Security")
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "the captain"
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selection_color = "#ffdddd"
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req_admin_notify = 1
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minimal_player_age = 14
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return list()
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/*
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Head of Security
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*/
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/datum/job/hos
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title = "Head of Security"
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flag = HOS
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department_head = list("Captain")
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department_flag = ENGSEC
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head_announce = list("Security")
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "the captain"
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selection_color = "#ffdddd"
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req_admin_notify = 1
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minimal_player_age = 14
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exp_requirements = 300
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exp_type = EXP_TYPE_CREW
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exp_type_department = EXP_TYPE_SECURITY
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outfit = /datum/outfit/job/hos
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outfit = /datum/outfit/job/hos
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access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
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ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
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ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
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@@ -34,289 +34,202 @@ Head of Security
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ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
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ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
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ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS)
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/datum/outfit/job/hos
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name = "Head of Security"
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jobtype = /datum/job/hos
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id = /obj/item/card/id/silver
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belt = /obj/item/device/pda/heads/hos
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ears = /obj/item/device/radio/headset/heads/hos/alt
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uniform = /obj/item/clothing/under/rank/head_of_security
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shoes = /obj/item/clothing/shoes/jackboots
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suit = /obj/item/clothing/suit/armor/hos/trenchcoat
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gloves = /obj/item/clothing/gloves/color/black/hos
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head = /obj/item/clothing/head/HoS/beret
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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suit_store = /obj/item/gun/energy/e_gun
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r_pocket = /obj/item/device/assembly/flash/handheld
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l_pocket = /obj/item/restraints/handcuffs
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backpack_contents = list(/obj/item/melee/baton/loaded=1)
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backpack = /obj/item/storage/backpack/security
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satchel = /obj/item/storage/backpack/satchel/sec
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duffelbag = /obj/item/storage/backpack/duffelbag/sec
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box = /obj/item/storage/box/security
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implants = list(/obj/item/implant/mindshield)
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/*
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Warden
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*/
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/datum/job/warden
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title = "Warden"
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flag = WARDEN
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department_head = list("Head of Security")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "the head of security"
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selection_color = "#ffeeee"
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minimal_player_age = 7
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/datum/outfit/job/hos
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name = "Head of Security"
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jobtype = /datum/job/hos
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id = /obj/item/card/id/silver
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belt = /obj/item/device/pda/heads/hos
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ears = /obj/item/device/radio/headset/heads/hos/alt
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uniform = /obj/item/clothing/under/rank/head_of_security
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shoes = /obj/item/clothing/shoes/jackboots
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suit = /obj/item/clothing/suit/armor/hos/trenchcoat
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gloves = /obj/item/clothing/gloves/color/black/hos
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head = /obj/item/clothing/head/HoS/beret
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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suit_store = /obj/item/gun/energy/e_gun
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r_pocket = /obj/item/device/assembly/flash/handheld
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l_pocket = /obj/item/restraints/handcuffs
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backpack_contents = list(/obj/item/melee/baton/loaded=1)
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backpack = /obj/item/storage/backpack/security
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satchel = /obj/item/storage/backpack/satchel/sec
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duffelbag = /obj/item/storage/backpack/duffelbag/sec
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box = /obj/item/storage/box/security
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implants = list(/obj/item/implant/mindshield)
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/*
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Warden
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*/
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/datum/job/warden
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title = "Warden"
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flag = WARDEN
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department_head = list("Head of Security")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "the head of security"
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selection_color = "#ffeeee"
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minimal_player_age = 7
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exp_requirements = 300
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exp_type = EXP_TYPE_CREW
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outfit = /datum/outfit/job/warden
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outfit = /datum/outfit/job/warden
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access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS)
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minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS) //SEE /DATUM/JOB/WARDEN/GET_ACCESS()
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/datum/job/warden/get_access()
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var/list/L = list()
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L = ..() | check_config_for_sec_maint()
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return L
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/datum/outfit/job/warden
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name = "Warden"
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jobtype = /datum/job/warden
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belt = /obj/item/device/pda/warden
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ears = /obj/item/device/radio/headset/headset_sec/alt
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uniform = /obj/item/clothing/under/rank/warden
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shoes = /obj/item/clothing/shoes/jackboots
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suit = /obj/item/clothing/suit/armor/vest/warden/alt
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/warden
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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r_pocket = /obj/item/device/assembly/flash/handheld
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l_pocket = /obj/item/restraints/handcuffs
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suit_store = /obj/item/gun/energy/e_gun/advtaser
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backpack_contents = list(/obj/item/melee/baton/loaded=1)
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backpack = /obj/item/storage/backpack/security
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satchel = /obj/item/storage/backpack/satchel/sec
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duffelbag = /obj/item/storage/backpack/duffelbag/sec
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box = /obj/item/storage/box/security
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implants = list(/obj/item/implant/mindshield)
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/*
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Detective
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*/
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/datum/job/detective
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title = "Detective"
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flag = DETECTIVE
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department_head = list("Head of Security")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "the head of security"
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selection_color = "#ffeeee"
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minimal_player_age = 7
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/datum/job/warden/get_access()
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var/list/L = list()
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L = ..() | check_config_for_sec_maint()
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return L
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/datum/outfit/job/warden
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name = "Warden"
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jobtype = /datum/job/warden
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belt = /obj/item/device/pda/warden
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ears = /obj/item/device/radio/headset/headset_sec/alt
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uniform = /obj/item/clothing/under/rank/warden
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shoes = /obj/item/clothing/shoes/jackboots
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suit = /obj/item/clothing/suit/armor/vest/warden/alt
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/warden
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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r_pocket = /obj/item/device/assembly/flash/handheld
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l_pocket = /obj/item/restraints/handcuffs
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suit_store = /obj/item/gun/energy/e_gun/advtaser
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backpack_contents = list(/obj/item/melee/baton/loaded=1)
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backpack = /obj/item/storage/backpack/security
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satchel = /obj/item/storage/backpack/satchel/sec
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duffelbag = /obj/item/storage/backpack/duffelbag/sec
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box = /obj/item/storage/box/security
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implants = list(/obj/item/implant/mindshield)
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/*
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Detective
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*/
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/datum/job/detective
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title = "Detective"
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flag = DETECTIVE
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department_head = list("Head of Security")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 1
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spawn_positions = 1
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supervisors = "the head of security"
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selection_color = "#ffeeee"
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minimal_player_age = 7
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exp_requirements = 300
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exp_type = EXP_TYPE_CREW
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outfit = /datum/outfit/job/detective
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outfit = /datum/outfit/job/detective
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access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS)
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minimal_access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS)
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/datum/outfit/job/detective
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name = "Detective"
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jobtype = /datum/job/detective
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belt = /obj/item/device/pda/detective
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ears = /obj/item/device/radio/headset/headset_sec/alt
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uniform = /obj/item/clothing/under/rank/det
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shoes = /obj/item/clothing/shoes/sneakers/brown
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suit = /obj/item/clothing/suit/det_suit
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/fedora/det_hat
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l_pocket = /obj/item/toy/crayon/white
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r_pocket = /obj/item/lighter
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backpack_contents = list(/obj/item/storage/box/evidence=1,\
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/obj/item/device/detective_scanner=1,\
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/obj/item/melee/classic_baton=1)
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mask = /obj/item/clothing/mask/cigarette
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implants = list(/obj/item/implant/mindshield)
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/datum/outfit/job/detective/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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var/obj/item/clothing/mask/cigarette/cig = H.wear_mask
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cig.light("")
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if(visualsOnly)
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return
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/*
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Security Officer
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*/
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/datum/job/officer
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title = "Security Officer"
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flag = OFFICER
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department_head = list("Head of Security")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
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spawn_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
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supervisors = "the head of security, and the head of your assigned department (if applicable)"
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selection_color = "#ffeeee"
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minimal_player_age = 7
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/datum/outfit/job/detective
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name = "Detective"
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jobtype = /datum/job/detective
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belt = /obj/item/device/pda/detective
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ears = /obj/item/device/radio/headset/headset_sec/alt
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uniform = /obj/item/clothing/under/rank/det
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shoes = /obj/item/clothing/shoes/sneakers/brown
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suit = /obj/item/clothing/suit/det_suit
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/fedora/det_hat
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l_pocket = /obj/item/toy/crayon/white
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r_pocket = /obj/item/lighter
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backpack_contents = list(/obj/item/storage/box/evidence=1,\
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/obj/item/device/detective_scanner=1,\
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/obj/item/melee/classic_baton=1)
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mask = /obj/item/clothing/mask/cigarette
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implants = list(/obj/item/implant/mindshield)
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/datum/outfit/job/detective/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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var/obj/item/clothing/mask/cigarette/cig = H.wear_mask
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cig.light("")
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if(visualsOnly)
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return
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/*
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Security Officer
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*/
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/datum/job/officer
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title = "Security Officer"
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flag = OFFICER
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department_head = list("Head of Security")
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department_flag = ENGSEC
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faction = "Station"
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total_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
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spawn_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
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supervisors = "the head of security, and the head of your assigned department (if applicable)"
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selection_color = "#ffeeee"
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minimal_player_age = 7
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exp_requirements = 300
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exp_type = EXP_TYPE_CREW
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outfit = /datum/outfit/job/security
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outfit = /datum/outfit/job/security
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access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS)
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minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS) //BUT SEE /DATUM/JOB/WARDEN/GET_ACCESS()
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/datum/job/officer/get_access()
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var/list/L = list()
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L |= ..() | check_config_for_sec_maint()
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return L
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GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
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/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
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// Assign department security
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var/department
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if(M && M.client && M.client.prefs)
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department = M.client.prefs.prefered_security_department
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if(!LAZYLEN(GLOB.available_depts) || department == "None")
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return
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else if(department in GLOB.available_depts)
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LAZYREMOVE(GLOB.available_depts, department)
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else
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department = pick_n_take(GLOB.available_depts)
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var/ears = null
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var/accessory = null
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var/list/dep_access = null
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var/destination = null
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var/spawn_point = null
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switch(department)
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if(SEC_DEPT_SUPPLY)
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ears = /obj/item/device/radio/headset/headset_sec/alt/department/supply
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/datum/job/officer/get_access()
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var/list/L = list()
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L |= ..() | check_config_for_sec_maint()
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return L
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GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
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/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
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// Assign department security
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var/department
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if(M && M.client && M.client.prefs)
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department = M.client.prefs.prefered_security_department
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if(!LAZYLEN(GLOB.available_depts) || department == "None")
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return
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else if(department in GLOB.available_depts)
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LAZYREMOVE(GLOB.available_depts, department)
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else
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department = pick_n_take(GLOB.available_depts)
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var/ears = null
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||||
var/accessory = null
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var/list/dep_access = null
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var/destination = null
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var/spawn_point = null
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switch(department)
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if(SEC_DEPT_SUPPLY)
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ears = /obj/item/device/radio/headset/headset_sec/alt/department/supply
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dep_access = list(ACCESS_MAILSORTING, ACCESS_MINING, ACCESS_MINING_STATION)
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destination = /area/security/checkpoint/supply
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spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
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accessory = /obj/item/clothing/accessory/armband/cargo
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if(SEC_DEPT_ENGINEERING)
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ears = /obj/item/device/radio/headset/headset_sec/alt/department/engi
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||||
destination = /area/security/checkpoint/supply
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||||
spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/cargo
|
||||
if(SEC_DEPT_ENGINEERING)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/engi
|
||||
dep_access = list(ACCESS_CONSTRUCTION, ACCESS_ENGINE)
|
||||
destination = /area/security/checkpoint/engineering
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/engine
|
||||
if(SEC_DEPT_MEDICAL)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/med
|
||||
destination = /area/security/checkpoint/engineering
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/engine
|
||||
if(SEC_DEPT_MEDICAL)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/med
|
||||
dep_access = list(ACCESS_MEDICAL)
|
||||
destination = /area/security/checkpoint/medical
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/medblue
|
||||
if(SEC_DEPT_SCIENCE)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/sci
|
||||
destination = /area/security/checkpoint/medical
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/medblue
|
||||
if(SEC_DEPT_SCIENCE)
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt/department/sci
|
||||
dep_access = list(ACCESS_RESEARCH)
|
||||
<<<<<<< HEAD
|
||||
destination = /area/security/checkpoint/science
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/science
|
||||
|
||||
if(accessory)
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
U.attach_accessory(new accessory)
|
||||
if(ears)
|
||||
if(H.ears)
|
||||
qdel(H.ears)
|
||||
H.equip_to_slot_or_del(new ears(H),slot_ears)
|
||||
|
||||
var/obj/item/card/id/W = H.wear_id
|
||||
W.access |= dep_access
|
||||
|
||||
var/teleport = 0
|
||||
if(!config.sec_start_brig)
|
||||
if(destination || spawn_point)
|
||||
teleport = 1
|
||||
if(teleport)
|
||||
var/turf/T
|
||||
if(spawn_point)
|
||||
T = get_turf(spawn_point)
|
||||
H.Move(T)
|
||||
else
|
||||
var/safety = 0
|
||||
while(safety < 25)
|
||||
T = safepick(get_area_turfs(destination))
|
||||
if(T && !H.Move(T))
|
||||
safety += 1
|
||||
continue
|
||||
else
|
||||
break
|
||||
if(department)
|
||||
to_chat(M, "<b>You have been assigned to [department]!</b>")
|
||||
else
|
||||
to_chat(M, "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>")
|
||||
|
||||
|
||||
|
||||
/datum/outfit/job/security
|
||||
name = "Security Officer"
|
||||
jobtype = /datum/job/officer
|
||||
|
||||
belt = /obj/item/device/pda/security
|
||||
ears = /obj/item/device/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/security
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/helmet/sec
|
||||
suit = /obj/item/clothing/suit/armor/vest/alt
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
r_pocket = /obj/item/device/assembly/flash/handheld
|
||||
suit_store = /obj/item/gun/energy/e_gun/advtaser
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec/alt/department/Initialize()
|
||||
wires = new/datum/wires/radio(src)
|
||||
secure_radio_connections = new
|
||||
recalculateChannels()
|
||||
..()
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec/alt/department/engi
|
||||
keyslot = new /obj/item/device/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_eng
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec/alt/department/supply
|
||||
keyslot = new /obj/item/device/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_cargo
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec/alt/department/med
|
||||
keyslot = new /obj/item/device/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_med
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec/alt/department/sci
|
||||
keyslot = new /obj/item/device/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_sci
|
||||
=======
|
||||
destination = /area/security/checkpoint/science
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/science
|
||||
@@ -402,4 +315,3 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
|
||||
/obj/item/device/radio/headset/headset_sec/alt/department/sci
|
||||
keyslot = new /obj/item/device/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_sci
|
||||
>>>>>>> f14c719... Tiny batch of Initialize() fixes, mostly stuff that isn't around at roundstart (#30980)
|
||||
|
||||
Reference in New Issue
Block a user