@@ -12,6 +12,8 @@ var/datum/antagonist/highlander/highlanders
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initial_spawn_req = 3
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initial_spawn_target = 5
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+ id_type = / obj / item/ weapon/ card/ id/ centcom/ ERT
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+
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/ datum / antagonist/ highlander/ New()
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.. ()
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highlanders = src
@@ -32,26 +34,28 @@ var/datum/antagonist/highlander/highlanders
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if (!.. ())
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return
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- for (var /obj /item/I in player)
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- if (istype(I, / obj / item/ weapon/ implant))
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- continue
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- qdel (I)
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-
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+ // drop original items! It used to be a loop that just Qdeled everything including your organs!
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+ // Dropping because of non-oxy breathers... That would suck wouldn't it?
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+ player. drop_from_inventory(player. get_equipped_item(slot_wear_id))
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+ player. drop_from_inventory(player. get_equipped_item(slot_wear_suit))
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+ player. drop_from_inventory(player. get_equipped_item(slot_w_uniform))
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+ player. drop_from_inventory(player. get_equipped_item(slot_l_ear))
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+ player. drop_from_inventory(player. get_equipped_item(slot_head))
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+ player. drop_from_inventory(player. get_equipped_item(slot_l_hand))
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+ player. drop_from_inventory(player. get_equipped_item(slot_shoes))
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+ player. drop_from_inventory(player. get_equipped_item(slot_l_store))
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+ // highlanders!
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player. equip_to_slot_or_del(new / obj / item/ clothing/ under/ kilt(player), slot_w_uniform)
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- player. equip_to_slot_or_del(new / obj / item/ device/ radio/ headset/ heads/ captain(player), slot_l_ear)
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player. equip_to_slot_or_del(new / obj / item/ clothing/ head/ beret(player), slot_head)
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player. equip_to_slot_or_del(new / obj / item/ weapon/ material/ sword(player), slot_l_hand)
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player. equip_to_slot_or_del(new / obj / item/ clothing/ shoes/ boots/ combat(player), slot_shoes)
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player. equip_to_slot_or_del(new / obj / item/ weapon/ pinpointer(get_turf(player)), slot_l_store)
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- var /obj /item/weapon/card/id/W = new (player)
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- W. name = " [ player. real_name] 's ID Card"
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- W. icon_state = " centcom"
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- W. access = get_all_station_access(). Copy()
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- W. access |= get_all_centcom_access()
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- W. assignment = " Highlander"
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- W. registered_name = player. real_name
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- player. equip_to_slot_or_del(W, slot_wear_id)
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+ var /obj /item/weapon/card/id/id = create_id(" Highlander" , player)
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+ if (id)
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+ id. access |= get_all_station_access()
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+ id. icon_state = " centcom"
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+ create_radio (DTH_FREQ , player)
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/ proc / only_one()
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