diff --git a/code/__DEFINES/radio.dm b/code/__DEFINES/radio.dm index 0592f0c7ca06..e86e21f330c0 100644 --- a/code/__DEFINES/radio.dm +++ b/code/__DEFINES/radio.dm @@ -68,6 +68,10 @@ #define RADIO_CHANNEL_HYPERDYNE "Hyperdyne" +//AlphaTech Comms + +#define RADIO_CHANNEL_ALPHATECH "Alpha-Tech" + //Listening Devices #define RADIO_CHANNEL_BUG_A "Listening Device A" #define RADIO_CHANNEL_BUG_B "Listening Device B" diff --git a/code/controllers/subsystem/communications.dm b/code/controllers/subsystem/communications.dm index e01d87b814e9..1c51fac1284b 100644 --- a/code/controllers/subsystem/communications.dm +++ b/code/controllers/subsystem/communications.dm @@ -120,6 +120,9 @@ Radiochat range: 1441 to 1489 (most devices refuse to be tune to other frequency #define HDC_FREQ 1331 +//AlphaTech channels (1350-1399) - yes this takes half the number above but I don't care +#define APHC_FREQ 1350 + //General Radio #define MIN_FREQ 1460 // ------------------------------------------------------ #define PUB_FREQ 1461 @@ -132,6 +135,7 @@ Radiochat range: 1441 to 1489 (most devices refuse to be tune to other frequency #define CBRN_FREQ 1474 #define FORECON_FREQ 1475 #define ARMY_FREQ 1476 +#define USASF_FREQ 1477 //Ship department channels #define SENTRY_FREQ 1480 diff --git a/code/game/objects/effects/landmarks/corpsespawner.dm b/code/game/objects/effects/landmarks/corpsespawner.dm index b471b2f8d1e1..1975a604938c 100644 --- a/code/game/objects/effects/landmarks/corpsespawner.dm +++ b/code/game/objects/effects/landmarks/corpsespawner.dm @@ -396,3 +396,19 @@ /obj/effect/landmark/corpsespawner/tyrargo/us_army_medic/burst name = "Corpse - Burst - US Army - Trooper" equip_path = /datum/equipment_preset/corpse/tyrargo/us_army_medic/burst + +/obj/effect/landmark/corpsespawner/point_loma/alphatech + name = "Corpse - AlphaTech" + equip_path = /datum/equipment_preset/corpse/point_loma/alphatech + +/obj/effect/landmark/corpsespawner/point_loma/alphatech/burst + name = "Corpse - AlphaTech - Burst" + equip_path = /datum/equipment_preset/corpse/point_loma/alphatech/burst + +/obj/effect/landmark/corpsespawner/point_loma/usasf + name = "Corpse - USASF" + equip_path = /datum/equipment_preset/corpse/point_loma/usasf + +/obj/effect/landmark/corpsespawner/point_loma/usasf/burst + name = "Corpse - USASF - Burst" + equip_path = /datum/equipment_preset/corpse/point_loma/usasf/burst diff --git a/code/game/objects/items/devices/radio/encryptionkey.dm b/code/game/objects/items/devices/radio/encryptionkey.dm index faab5e7908f9..a0202c6eefdf 100644 --- a/code/game/objects/items/devices/radio/encryptionkey.dm +++ b/code/game/objects/items/devices/radio/encryptionkey.dm @@ -221,6 +221,10 @@ name = "\improper Army Radio Encryption Key" channels = list(SQUAD_SOF = TRUE, RADIO_CHANNEL_COLONY = TRUE) +/obj/item/device/encryptionkey/soc/usasf + name = "\improper USASF Radio Encryption Key" + channels = list(SQUAD_SOF = TRUE, RADIO_CHANNEL_COLONY = TRUE) + //ERT, PMC /obj/item/device/encryptionkey/dutch @@ -355,6 +359,11 @@ name = "\improper Colonial Marshal Bureau Radio Encryption Key" icon_state = "cmb_key" channels = list(RADIO_CHANNEL_COMMAND = TRUE, RADIO_CHANNEL_MEDSCI = TRUE, RADIO_CHANNEL_INTEL = TRUE, RADIO_CHANNEL_ALMAYER = TRUE, RADIO_CHANNEL_COLONY = TRUE) + +/obj/item/device/encryptionkey/alphatech + name = "\improper Alpha-Tech Hardware Corporation Encryption Key" + channels = list(RADIO_CHANNEL_COLONY = TRUE, RADIO_CHANNEL_ALPHATECH = TRUE) + /// Used by the Mortar Crew in WO game mode - intently has no squad radio access /obj/item/device/encryptionkey/mortar name = "\improper Mortar Crew Radio Encryption Key" diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index 9b93c4fc4dbb..1c3bdb594cc1 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -1464,6 +1464,24 @@ has_hud = TRUE hud_type = MOB_HUD_FACTION_MARINE +/obj/item/device/radio/headset/almayer/sof/survivor_usasf + name = "US Aerospace Force headset" + desc = "Issued to Aerospacemen and women" + icon_state = "soc_headset" + frequency = USASF_FREQ + initial_keys = list(/obj/item/device/encryptionkey/soc/usasf) + volume = RADIO_VOLUME_QUIET + has_hud = TRUE + hud_type = MOB_HUD_FACTION_MARINE + +/obj/item/device/radio/headset/distress/alphatech + name = "Alpha-Tech Hardware Corporation Headset" // toDO: Fix! + desc = "A special headset used by Alpha-Tech Hardware employees, Channels are as follows: :g - public, :v - marine command, :n - engineering, :m - medbay, :u - requisitions, :j - JTAC, :t - intel." + frequency = APHC_FREQ + icon_state = "vai_headset" + initial_keys = list(/obj/item/device/encryptionkey/almayer, /obj/item/device/encryptionkey/alphatech) + has_hud = FALSE //toDO: Fix! + /obj/item/device/radio/headset/almayer/mcom/vc name = "marine vehicle crew radio headset" desc = "Used by USCM vehicle crew, features a non-standard brace. Channels are as follows: :v - marine command, :n - engineering, :m - medbay, :u - requisitions." diff --git a/code/modules/clothing/under/marine_uniform.dm b/code/modules/clothing/under/marine_uniform.dm index cdff8ad1fdde..c4ae45c419c4 100644 --- a/code/modules/clothing/under/marine_uniform.dm +++ b/code/modules/clothing/under/marine_uniform.dm @@ -418,6 +418,11 @@ WEAR_BODY = 'icons/mob/humans/onmob/clothing/uniforms/uniforms_by_faction/UA.dmi', ) +/obj/item/clothing/under/marine/army/usasf //parented to army for simplicity + name = "USASF Uniform" + desc = "Standard-issue USASF Ground Crew uniform. Lightly protected." + icon_state = "usasf_formal" + /obj/item/clothing/under/marine/officer name = "marine officer uniform" desc = "Softer than silk. Lighter than feather. More protective than Kevlar. Fancier than a regular jumpsuit, too. It has shards of light Kevlar to help protect against stabbing weapons and bullets." diff --git a/code/modules/gear_presets/corpses.dm b/code/modules/gear_presets/corpses.dm index a83fa9a3cf4d..78d18b05629f 100644 --- a/code/modules/gear_presets/corpses.dm +++ b/code/modules/gear_presets/corpses.dm @@ -1926,3 +1926,22 @@ /datum/equipment_preset/corpse/tyrargo/us_army_medic/burst name = "Corpse - Burst - US Army - Medic" xenovictim = TRUE + +// USASF Point Loma // + +/datum/equipment_preset/corpse/point_loma + flags = EQUIPMENT_PRESET_STUB + +/datum/equipment_preset/corpse/point_loma/alphatech // ToDO: + name = "Corpse - AlphaTech" + +/datum/equipment_preset/corpse/point_loma/alphatech/burst + name = "Corpse - Burst - Alphatech" + xenovictim = TRUE + +/datum/equipment_preset/corpse/point_loma/usasf + name = "Corpse - Burst - USASF" + +/datum/equipment_preset/corpse/point_loma/usasf/burst + name = "Corpse - Burst - USASF" + xenovictim = TRUE diff --git a/code/modules/gear_presets/survivors/usasf_point_loma/alpha_tech_survivors.dm b/code/modules/gear_presets/survivors/usasf_point_loma/alpha_tech_survivors.dm index 54d9b02f75de..36939a82411b 100644 --- a/code/modules/gear_presets/survivors/usasf_point_loma/alpha_tech_survivors.dm +++ b/code/modules/gear_presets/survivors/usasf_point_loma/alpha_tech_survivors.dm @@ -9,6 +9,7 @@ faction = FACTION_ALPHATECH faction_group = list(FACTION_ALPHATECH, FACTION_SURVIVOR) origin_override = ORIGIN_ALPHATECH + flags = EQUIPMENT_PRESET_STUB access = list(ACCESS_CIVILIAN_PUBLIC) @@ -16,56 +17,116 @@ minimap_background = "background_civilian" survivor_variant = CORPORATE_SURVIVOR +/datum/equipment_preset/survivor/alphatech/load_gear(mob/living/carbon/human/new_human) + new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/distress/alphatech, WEAR_L_EAR) + new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/black, WEAR_FEET) + /datum/equipment_preset/survivor/alphatech/corporate - name = "Alpha-Tech Corporate Liaison" + name = "Survivor - Alpha-Tech Corporate Liaison" job_title = JOB_ALPHATECH_CL assignment = JOB_ALPHATECH_CL languages = list(LANGUAGE_ENGLISH, LANGUAGE_CHINESE, LANGUAGE_JAPANESE, LANGUAGE_RUSSIAN) skills = /datum/skills/civilian/survivor/manager // ToDO: Check what manager skills actually are paygrades = list(PAY_SHORT_ATHC1 = JOB_PLAYTIME_TIER_0, PAY_SHORT_ATHC2 = JOB_PLAYTIME_TIER_1, PAY_SHORT_ATHC3 = JOB_PLAYTIME_TIER_2) + flags = EQUIPMENT_PRESET_START_OF_ROUND +/datum/equipment_preset/survivor/alphatech/corporate/load_gear(mob/living/carbon/human/new_human) + ..() + var/random_clothing = rand(1,6) + var/random_suit = rand (1,2) + switch(random_clothing) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/liaison_suit/black, WEAR_BODY) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/liaison_suit/blue, WEAR_BODY) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/liaison_suit/brown, WEAR_BODY) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/liaison_suit/corporate_formal, WEAR_BODY) + if (5) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/liaison_suit/field, WEAR_BODY) + if (6) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/sl_suit, WEAR_BODY) + switch(random_suit) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/bomber, WEAR_JACKET) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/vest, WEAR_JACKET) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/bomber, WEAR_JACKET) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/windbreaker/windbreaker_brown, WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/lockable(new_human), WEAR_BACK) +// /datum/equipment_preset/survivor/alphatech/chief_engineer +// name = "Alpha-Tech Mining Colony Chief Engineer" +// job_title = JOB_ALPHATECH_CHIEF_ENGINEER +// assignment = JOB_ALPHATECH_CHIEF_ENGINEER +// languages = list(LANGUAGE_ENGLISH, LANGUAGE_CHINESE) +// paygrades = list(PAY_SHORT_ATHC_ENG_CE = JOB_PLAYTIME_TIER_0) +// skills = /datum/skills/civilian/survivor/engineer // ToDO: Consider making this a CO-like Civ Engineer +// survivor_variant = ENGINEERING_SURVIVOR -/datum/equipment_preset/survivor/alphatech/corporate/chief_engineer - name = "Alpha-Tech Mining Colony Chief Engineer" - job_title = JOB_ALPHATECH_CHIEF_ENGINEER - assignment = JOB_ALPHATECH_CHIEF_ENGINEER - languages = list(LANGUAGE_ENGLISH, LANGUAGE_CHINESE) - paygrades = list(PAY_SHORT_ATHC_ENG_CE = JOB_PLAYTIME_TIER_0) - skills = /datum/skills/civilian/survivor/engineer // ToDO: Consider making this a CO-like Civ Engineer - survivor_variant = ENGINEERING_SURVIVOR /datum/equipment_preset/survivor/alphatech/scientist - name = "Alpha-Tech Scientist" + name = "Survivor - Alpha-Tech Scientist" job_title = JOB_ALPHATECH_SCIENTIST assignment = JOB_ALPHATECH_SCIENTIST languages = list(LANGUAGE_CHINESE) skills = /datum/skills/civilian/survivor/scientist paygrades = list(PAY_SHORT_CCMOA = JOB_PLAYTIME_TIER_0, PAY_SHORT_CCMOC = JOB_PLAYTIME_TIER_1) survivor_variant = SCIENTIST_SURVIVOR + flags = EQUIPMENT_PRESET_START_OF_ROUND -/datum/equipment_preset/survivor/alphatech/scientist/research_director - name = "Alpha-Tech Research Director" - job_title = JOB_ALPHATECH_RESEARCH_DIRECTOR // ToDO: Consider making this a CO-like Civ role - assignment = JOB_ALPHATECH_RESEARCH_DIRECTOR - paygrades = list(PAY_SHORT_ATHC_SCI_RD = JOB_PLAYTIME_TIER_0) - languages = list(LANGUAGE_CHINESE, LANGUAGE_ENGLISH) - survivor_variant = SCIENTIST_SURVIVOR +/datum/equipment_preset/survivor/alphatech/scientist/load_gear(mob/living/carbon/human/new_human) // ToDO: Uncopypaste this + ..() + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/rank/virologist(new_human), WEAR_BODY) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat/virologist(new_human), WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/green(new_human), WEAR_HANDS) + new_human.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(new_human), WEAR_FACE) + new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/science(new_human), WEAR_EYES) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/tox(new_human), WEAR_BACK) + new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/green(new_human), WEAR_FEET) + new_human.equip_to_slot_or_del(new /obj/item/paper/research_notes/unique/tier_three(new_human), WEAR_IN_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/medical/full(new_human), WEAR_R_STORE) + +// /datum/equipment_preset/survivor/alphatech/scientist/research_director +// name = "Alpha-Tech Research Director" +// job_title = JOB_ALPHATECH_RESEARCH_DIRECTOR // ToDO: Consider making this a CO-like Civ role +// assignment = JOB_ALPHATECH_RESEARCH_DIRECTOR +// paygrades = list(PAY_SHORT_ATHC_SCI_RD = JOB_PLAYTIME_TIER_0) +// languages = list(LANGUAGE_CHINESE, LANGUAGE_ENGLISH) +// survivor_variant = SCIENTIST_SURVIVOR /datum/equipment_preset/survivor/alphatech/miner - name = "Alpha-Tech Mining Contractor" + name = "Survivor - Alpha-Tech Mining Contractor" job_title = JOB_ALPHATECH_EMPLOYEE assignment = JOB_ALPHATECH_EMPLOYEE languages = list(LANGUAGE_CHINESE) skills = /datum/skills/civilian/survivor/miner // ToDO: Make this an Engineer-type paygrades = list(PAY_SHORT_CIV = JOB_PLAYTIME_TIER_0) survivor_variant = CIVILIAN_SURVIVOR + flags = EQUIPMENT_PRESET_START_OF_ROUND -/datum/equipment_preset/survivor/alphatech/off_duty - name = "Alpha-Tech Hardware Corporation Employee" - job_title = JOB_ALPHATECH_EMPLOYEE - assignment = JOB_ALPHATECH_EMPLOYEE - languages = list(LANGUAGE_CHINESE) - skills = /datum/skills/military/survivor/usasf/pilot - paygrades = list(PAY_SHORT_CIV = JOB_PLAYTIME_TIER_0) - survivor_variant = CIVILIAN_SURVIVOR +/datum/equipment_preset/survivor/alphatech/miner/load_gear(mob/living/carbon/human/new_human) // TODO: Uncopypaste this + ..() + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/liaison_suit/blue(new_human), WEAR_BODY) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel/eng(new_human), WEAR_BACK) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/hazardvest/yellow(new_human), WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(new_human), WEAR_FEET) + new_human.equip_to_slot_or_del(new /obj/item/tool/pickaxe(new_human), WEAR_R_HAND) + new_human.equip_to_slot_or_del(new /obj/item/device/flashlight/lantern(new_human), WEAR_IN_BACK) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/tools/full(new_human), WEAR_R_STORE) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/hardhat/orange(new_human), WEAR_HEAD) + +// /datum/equipment_preset/survivor/alphatech/off_duty //TODO: Find something to do with this... +// name = "Alpha-Tech Hardware Corporation Employee" +// job_title = JOB_ALPHATECH_EMPLOYEE +// assignment = JOB_ALPHATECH_EMPLOYEE +// languages = list(LANGUAGE_CHINESE) +// skills = /datum/skills/military/survivor/usasf/pilot +// paygrades = list(PAY_SHORT_CIV = JOB_PLAYTIME_TIER_0) +// survivor_variant = CIVILIAN_SURVIVOR + +// /datum/equipment_preset/survivor/alphatech/off_duty/load_gear(mob/living/carbon/human/new_human) +// ..() diff --git a/code/modules/gear_presets/survivors/usasf_point_loma/usasf_survivors.dm b/code/modules/gear_presets/survivors/usasf_point_loma/usasf_survivors.dm index c779db9530e5..cde5723eaf93 100644 --- a/code/modules/gear_presets/survivors/usasf_point_loma/usasf_survivors.dm +++ b/code/modules/gear_presets/survivors/usasf_point_loma/usasf_survivors.dm @@ -1,7 +1,7 @@ // **United States Aerospace Force Survivors** /datum/equipment_preset/survivor/usasf //abstract - name = "USASF Enlisted" + name = "Survivor - USASF Enlisted" //job_title = JOB_SURVIVOR skills = /datum/skills/military/survivor/usasf @@ -11,53 +11,311 @@ faction_group = list(FACTION_MARINE, FACTION_SURVIVOR) origin_override = ORIGIN_USASF paygrades = list(PAY_SHORT_NE3 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NE4 = JOB_PLAYTIME_TIER_1) - job_title = JOB_ARMY_TROOPER + job_title = JOB_USASF_CREW access = list( ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_ENGINEERING, ACCESS_CIVILIAN_LOGISTICS, ) + flags = EQUIPMENT_PRESET_STUB minimap_icon = "surv" minimap_background = "background_civilian" survivor_variant = CIVILIAN_SURVIVOR + dress_gloves = list(/obj/item/clothing/gloves/marine/dress) //fail-safes + dress_under = list(/obj/item/clothing/under/marine/dress/blues/senior) + dress_over = list(/obj/item/clothing/suit/storage/jacket/marine/dress/blues/nco) + dress_hat = list(/obj/item/clothing/head/marine/dress_cover) + +/datum/equipment_preset/survivor/usasf/load_gear(mob/living/carbon/human/new_human) + new_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/sof/survivor_usasf, WEAR_L_EAR) + /datum/equipment_preset/survivor/usasf/crew - name = "USASF Ground Crew" + name = "Survivor - USASF Enlisted Crew" + flags = EQUIPMENT_PRESET_STUB // Fails tests without this idk why + +/datum/equipment_preset/survivor/usasf/proc/spawn_food(mob/living/carbon/human/new_human) + var/spawn_food = rand(1,3) + switch(spawn_food) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/mre/fsr) + if (2) + var/packaged_food = rand(1,3) + switch(packaged_food) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/reagent_container/food/snacks/packaged_burger, WEAR_IN_JACKET) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/reagent_container/food/snacks/packaged_burrito, WEAR_IN_JACKET) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/reagent_container/food/snacks/packaged_hdogs, WEAR_IN_JACKET) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/reagent_container/food/snacks/wrapped/barcardine, WEAR_IN_JACKET) + +/datum/equipment_preset/survivor/usasf/proc/spawn_pouch(mob/living/carbon/human/new_human) + var/spawn_pouch = rand(1,4) + switch(spawn_pouch) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/magazine, WEAR_R_STORE) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/medical/full/pills, WEAR_L_STORE) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/magazine/pistol, WEAR_R_STORE) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/autoinjector/full, WEAR_L_STORE) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/medkit/full, WEAR_L_STORE) + new_human.equip_to_slot_or_del(new /obj/item/device/flashlight, WEAR_R_STORE) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/flare/full, WEAR_L_STORE) + new_human.equip_to_slot_or_del(new /obj/item/device/motiondetector/m717, WEAR_R_STORE) + +/datum/equipment_preset/survivor/usasf/proc/spawn_belt(mob/living/carbon/human/new_human) + var/spawn_belt = rand(1,4) + switch(spawn_belt) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/marine, WEAR_WAIST) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun, WEAR_WAIST) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/general_belt, WEAR_WAIST) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/storage/large_holster/machete/full, WEAR_WAIST) + +/datum/equipment_preset/survivor/usasf/proc/spawn_backpack(mob/living/carbon/human/new_human) + var/spawn_backpack = rand(1,4) + switch(spawn_backpack) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/marine/satchel/chestrig, WEAR_BACK) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/marine/tech, WEAR_BACK) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/storage/backpack/marine/satchel, WEAR_BACK) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/stack/folding_barricade/three, WEAR_BACK) + +/datum/equipment_preset/survivor/usasf/proc/spawn_armour(mob/living/carbon/human/new_human) + var/spawn_armour = rand(1,5) + switch(spawn_armour) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/light/vest/dcc, WEAR_JACKET) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/light/vest, WEAR_JACKET) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/light, WEAR_JACKET) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/webbing, WEAR_JACKET) + if (5) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/jacket/marine/pilot, WEAR_JACKET) + +/datum/equipment_preset/survivor/usasf/proc/spawn_helmet(mob/living/carbon/human/new_human) + var/spawn_helmet = rand(1,7) + switch(spawn_helmet) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/soft/marine, WEAR_HEAD) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine, WEAR_HEAD) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/cmbandana, WEAR_HEAD) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/beanie, WEAR_HEAD) + if (5) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/headband, WEAR_HEAD) + if (6) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/headset, WEAR_HEAD) + if (7) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/cmcap/flap, WEAR_HEAD) + +/datum/equipment_preset/survivor/usasf/proc/spawn_secondary(mob/living/carbon/human/new_human) + var/spawn_secondary = rand(1,6) + switch(spawn_secondary) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/vp78, WEAR_L_HAND) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/smartpistol, WEAR_L_HAND) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/mod88, WEAR_L_HAND) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m44, WEAR_L_HAND) + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/m44, WEAR_WAIST) + if (5) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m4a4, WEAR_L_HAND) + if (6) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m1911, WEAR_L_HAND) + + +/datum/equipment_preset/survivor/usasf/proc/spawn_primary(mob/living/carbon/human/new_human) + var/spawn_primary = rand(1,6) + switch(spawn_primary) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m41a, WEAR_R_HAND) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m56d, WEAR_R_HAND) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/xm88, WEAR_R_HAND) + if (4) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/pumpshotgun, WEAR_R_HAND) + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/shotgun, WEAR_WAIST) + if (5) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m2c, WEAR_R_HAND) + if (6) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/nsg23_marine, WEAR_R_HAND) + +/datum/equipment_preset/survivor/usasf/proc/spawn_security_primary(mob/living/carbon/human/new_human) + var/spawn_security_primary = rand(1,2) + switch(spawn_security_primary) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/m41aMK1, WEAR_R_HAND) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/storage/box/guncase/lmg, WEAR_R_HAND) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/weapon/gun/shotgun/combat/riot, WEAR_R_HAND) + new_human.equip_to_slot_or_del(new /obj/item/storage/pouch/shotgun/large, WEAR_R_STORE) + new_human.equip_to_slot_or_del(new /datum/ammo/bullet/shotgun/buckshot, WEAR_IN_R_STORE) //Idk how to make this a handful or make this cleaner + new_human.equip_to_slot_or_del(new /datum/ammo/bullet/shotgun/buckshot, WEAR_IN_R_STORE) + new_human.equip_to_slot_or_del(new /datum/ammo/bullet/shotgun/buckshot, WEAR_IN_R_STORE) + new_human.equip_to_slot_or_del(new /datum/ammo/bullet/shotgun/buckshot, WEAR_IN_R_STORE) + new_human.equip_to_slot_or_del(new /datum/ammo/bullet/shotgun/buckshot, WEAR_IN_R_STORE) + +/datum/equipment_preset/survivor/usasf/crew/load_gear(mob/living/carbon/human/new_human) + ..() + var/duty = rand(1,10) + var/shoes = rand (1,3) + switch(duty) + if(1 to 3) //off-duty + var/offduty_outfit = rand(1,3) //1 number per outfit + switch(offduty_outfit) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/rank/frontier, WEAR_BODY) + if (2) + var/colour = rand (1,3) + switch(colour) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/rank/utility/blue, WEAR_BODY) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/rank/utility/brown, WEAR_BODY) + if (3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/rank/utility/gray, WEAR_BODY) + if (3) + var/flavour = rand(1,3) + switch(flavour) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/tshirt/w_br, WEAR_BODY) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/tshirt/gray_blu, WEAR_BODY) + if(3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/tshirt/r_bla, WEAR_BODY) + if (4 to 10) //on-duty + var/onduty_outfit = rand(1,2) + switch(onduty_outfit) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/army/usasf, WEAR_BODY) //ToDO: Make + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/officer/pilot/dcc, WEAR_BODY) + switch(shoes) + if (1) + new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal, WEAR_FEET) + if (2) + new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine, WEAR_FEET) //ToDO: USASF Boots + if (3) + new_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/black, WEAR_FEET) + +/datum/equipment_preset/survivor/usasf/crew/duty + name = "Survivor - USASF Ground Crew" job_title = JOB_USASF_CREW assignment = JOB_USASF_CREW + flags = EQUIPMENT_PRESET_START_OF_ROUND -/datum/equipment_preset/survivor/usasf/crew/off_duty +/datum/equipment_preset/survivor/usasf/crew/duty/load_gear(mob/living/carbon/human/new_human) + ..() + spawn_primary(new_human) + spawn_secondary(new_human) + spawn_helmet(new_human) + spawn_armour(new_human) + spawn_backpack(new_human) + spawn_belt(new_human) + spawn_pouch(new_human) + spawn_food(new_human) -/datum/equipment_preset/survivor/usasf/crew/chaplain - name = "USASF Chaplain" +/datum/equipment_preset/survivor/usasf/crew/duty/chaplain + name = "Survivor - USASF Chaplain" job_title = JOB_USASF_CHAPLAIN assignment = JOB_USASF_CHAPLAIN survivor_variant = CIVILIAN_SURVIVOR paygrades = list(PAY_SHORT_NO1 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO2 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/chaplain/duty/load_gear(mob/living/carbon/human/new_human) + ..() + spawn_secondary(new_human) + spawn_pouch(new_human) + spawn_food(new_human) + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chaplain, WEAR_BODY) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/priest_robe, WEAR_JACKET) -/datum/equipment_preset/survivor/usasf/crew/hangar_tech - name = "USASF Hangar Technician" +/datum/equipment_preset/survivor/usasf/crew/duty/hangar_tech + name = "Survivor - USASF Hangar Technician" job_title = JOB_USASF_HANGARTECH assignment = JOB_USASF_HANGARTECH skills = /datum/skills/military/survivor/usasf/technician + paygrades = list(PAY_SHORT_NO1 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO2 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/duty/hangar_tech/load_gear(mob/living/carbon/human/new_human) + ..() + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/welding, WEAR_HEAD) + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/utility/full, WEAR_WAIST) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/hazardvest, WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow, WEAR_HANDS) + spawn_primary(new_human) + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_pouch(new_human) + spawn_food(new_human) -/datum/equipment_preset/survivor/usasf/crew/mess_tech - name = "USASF Mess Technician" + +/datum/equipment_preset/survivor/usasf/crew/duty/mess_tech + name = "Survivor - USASF Mess Technician" survivor_variant = ENGINEERING_SURVIVOR skills = /datum/skills/military/survivor/usasf/technician + paygrades = list(PAY_SHORT_NO1 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO2 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/duty/mess_tech/load_gear(mob/living/carbon/human/new_human) + ..() + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/welding, WEAR_HEAD) + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/utility/full, WEAR_WAIST) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/hazardvest, WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow, WEAR_HANDS) + spawn_primary(new_human) + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_pouch(new_human) + spawn_food(new_human) -/datum/equipment_preset/survivor/usasf/crew/cargo_tech - name = "USASF Cargo Technician" +/datum/equipment_preset/survivor/usasf/crew/duty/cargo_tech + name = "Survivor - USASF Cargo Technician" job_title = JOB_USASF_CARGOTECH assignment = JOB_USASF_CARGOTECH survivor_variant = ENGINEERING_SURVIVOR skills = /datum/skills/military/survivor/usasf/technician + paygrades = list(PAY_SHORT_NO1 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO2 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/duty/cargo_tech/load_gear(mob/living/carbon/human/new_human) + ..() + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/utility/full, WEAR_BODY) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/hazardvest/yellow, WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow, WEAR_HANDS) + spawn_primary(new_human) + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_helmet(new_human) + spawn_pouch(new_human) + spawn_food(new_human) /datum/equipment_preset/survivor/usasf/crew/medical //abstract - name = "USASF Medical Staff" - skills = /datum/skills/military/survivor/usasf/medical + name = "Survivor - USASF Medical Staff" + skills = /datum/skills/military/survivor/usasf/medical // both nurse and doctor are surgery capable access = list( ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_ENGINEERING, @@ -66,26 +324,54 @@ ) survivor_variant = MEDICAL_SURVIVOR + flags = EQUIPMENT_PRESET_STUB /datum/equipment_preset/survivor/usasf/crew/medical/nurse - name = "USASF Nurse" + name = "Survivor - USASF Nurse" job_title = JOB_USASF_NURSE assignment = JOB_USASF_NURSE paygrades = list(PAY_SHORT_NO2 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO3 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/medical/nurse/load_gear(mob/living/carbon/human/new_human) + ..() + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_helmet(new_human) + spawn_pouch(new_human) + spawn_food(new_human) + new_human.equip_to_slot_or_del(new /obj/item/clothing/accessory/storage/surg_vest/equipped, WEAR_ACCESSORY) + new_human.equip_to_slot_or_del(new /obj/item/device/defibrillator, WEAR_WAIST) + new_human.equip_to_slot_or_del(new /obj/item/storage/firstaid/regular, WEAR_R_HAND) /datum/equipment_preset/survivor/usasf/crew/medical/doctor - name = "USASF Doctor" + name = "Survivor - USASF Doctor" job_title = JOB_USASF_DOCTOR assignment = JOB_USASF_DOCTOR paygrades = list(PAY_SHORT_NO3 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO4 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/medical/doctor/load_gear(mob/living/carbon/human/new_human) + ..() + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_helmet(new_human) + spawn_pouch(new_human) + spawn_food(new_human) + new_human.equip_to_slot_or_del (new /obj/item/clothing/suit/chef/classic/medical, WEAR_BODY) + new_human.equip_to_slot_or_del (new /obj/item/clothing/accessory/storage/surg_vest/equipped, WEAR_ACCESSORY) + new_human.equip_to_slot_or_del (new /obj/item/device/defibrillator, WEAR_WAIST) + new_human.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health, WEAR_EYES) + new_human.equip_to_slot_or_del(new /obj/item/storage/firstaid/adv, WEAR_R_HAND) -/datum/equipment_preset/survivor/usasf/security - name = "USASF Security Defender" +/datum/equipment_preset/survivor/usasf/crew/security + name = "Survivor - USASF Security Defender" job_title = JOB_USASF_SECURITY_DEFENDER assignment = JOB_USASF_SECURITY_DEFENDER skills = /datum/skills/military/survivor/usasf/security languages = list(LANGUAGE_ENGLISH, LANGUAGE_CHINESE) // needed to communicate with alpha-tech staff paygrades = list(PAY_SHORT_NE3 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NE4 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND access = list( ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_ENGINEERING, @@ -97,14 +383,27 @@ survivor_variant = SECURITY_SURVIVOR -/datum/equipment_preset/survivor/usasf/officer - name = "USASF Officer" +/datum/equipment_preset/survivor/usasf/crew/security/load_gear(mob/living/carbon/human/new_human) + ..() + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/mp, WEAR_BODY) + new_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/MP, WEAR_JACKET) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/MP, WEAR_HEAD) + spawn_security_primary(new_human) + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_belt(new_human) + spawn_pouch(new_human) + spawn_food(new_human) + +/datum/equipment_preset/survivor/usasf/crew/officer + name = "Survivor - USASF Officer" job_title = JOB_USASF_OFFICER assignment = JOB_USASF_OFFICER skills = /datum/skills/military/survivor/usasf/officer languages = list(LANGUAGE_ENGLISH, LANGUAGE_CHINESE) // needed to communicate with alpha-tech staff idtype = /obj/item/card/id/gold/usasf paygrades = list(PAY_SHORT_NO2 = JOB_PLAYTIME_TIER_0, PAY_SHORT_NO3 = JOB_PLAYTIME_TIER_1) + flags = EQUIPMENT_PRESET_START_OF_ROUND access = list( ACCESS_CIVILIAN_PUBLIC, ACCESS_CIVILIAN_ENGINEERING, @@ -113,27 +412,75 @@ ACCESS_CIVILIAN_COMMAND, ) -/datum/equipment_preset/survivor/usasf/officer/off_duty +/datum/equipment_preset/survivor/usasf/crew/officer/load_gear(mob/living/carbon/human/new_human) + ..() + // TODO: Add USASF Uniform + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/MP/SO, WEAR_HEAD) + spawn_security_primary(new_human) + spawn_secondary(new_human) + spawn_armour(new_human) + spawn_backpack(new_human) + spawn_belt(new_human) + spawn_pouch(new_human) + spawn_food(new_human) -/datum/equipment_preset/survivor/usasf/officer/pilot - name = "USASF Pilot" +/datum/equipment_preset/survivor/usasf/crew/officer/pilot + name = "Survivor - USASF Pilot" job_title = JOB_USASF_PILOT assignment = JOB_USASF_PILOT skills = /datum/skills/military/survivor/usasf/pilot paygrades = list(PAY_SHORT_NO3 = JOB_PLAYTIME_TIER_0) + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/officer/pilot/load_gear(mob/living/carbon/human/new_human) + ..() + new_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/officer/pilot, WEAR_BODY) + new_human.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/marine/pilot/novisor, WEAR_HEAD) + spawn_secondary(new_human) + spawn_backpack(new_human) + spawn_armour(new_human) + spawn_belt(new_human) + spawn_pouch(new_human) + spawn_food(new_human) -/datum/equipment_preset/survivor/usasf/officer/co - name = "USASF Aerospace Base Commander" +/datum/equipment_preset/survivor/usasf/crew/officer/co + name = "Survivor - USASF Aerospace Base Commander" job_title = JOB_USASF_CO assignment = JOB_USASF_CO skills = /datum/skills/commander paygrades = list(PAY_SHORT_NO5 = JOB_PLAYTIME_TIER_0) // Major equivalent + flags = EQUIPMENT_PRESET_START_OF_ROUND + +/datum/equipment_preset/survivor/usasf/crew/officer/co/load_gear(mob/living/carbon/human/new_human) + ..() + new_human.equip_to_slot_or_del(new /obj/item/storage/belt/gun/mateba/mtr6m/full, WEAR_WAIST) + spawn_security_primary(new_human) + spawn_backpack(new_human) + spawn_armour(new_human) + spawn_pouch(new_human) + spawn_food(new_human) + new_human.equip_to_slot_or_del (new /obj/item/device/binoculars/range/designator, WEAR_IN_BACK) /datum/equipment_preset/synth/usasf // only thing that needs to be parented to something else - name = "USASF Synthetic" + name = "Survivor - USASF Synthetic" paygrades = list(PAY_SHORT_NE7 = JOB_PLAYTIME_TIER_0) faction_group = list(FACTION_MARINE, FACTION_SURVIVOR) assignment = JOB_USASF_SYNTHETIC job_title = JOB_USASF_SYNTHETIC idtype = /obj/item/card/id/gold + flags = EQUIPMENT_PRESET_START_OF_ROUND +/datum/equipment_preset/synth/usasf/load_gear(mob/living/carbon/human/preset_human) + preset_human.equip_to_slot_or_del(new /obj/item/clothing/under/marine/army/usasf, WEAR_BODY) + preset_human.equip_to_slot_or_del(new /obj/item/clothing/accessory/storage/droppouch(preset_human), WEAR_ACCESSORY) + preset_human.equip_to_slot_or_del(new /obj/item/storage/backpack/marine/satchel/chestrig(preset_human), WEAR_BACK) + preset_human.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/marine/light/synvest(preset_human), WEAR_JACKET) + preset_human.equip_to_slot_or_del(new /obj/item/tool/crowbar/tactical(preset_human), WEAR_IN_JACKET) + preset_human.equip_to_slot_or_del(new /obj/item/storage/large_holster/machete/full(preset_human), WEAR_J_STORE) + preset_human.equip_to_slot_or_del(new /obj/item/device/defibrillator/synthetic, WEAR_IN_BACK) + preset_human.equip_to_slot_or_del(new /obj/item/storage/belt/medical/full/with_suture_and_graft(preset_human), WEAR_WAIST) + preset_human.equip_to_slot_or_del(new /obj/item/storage/firstaid/regular(preset_human), WEAR_R_HAND) + preset_human.equip_to_slot_or_del(new /obj/item/storage/pouch/tools/full(preset_human), WEAR_R_STORE) + preset_human.equip_to_slot_or_del(new /obj/item/storage/pouch/sling(preset_human), WEAR_L_STORE) + preset_human.equip_to_slot_or_del(new /obj/item/device/radio/headset/almayer/sof/survivor_usasf(preset_human), WEAR_L_EAR) + preset_human.equip_to_slot_or_del(new /obj/item/clothing/shoes/marine(preset_human), WEAR_FEET) diff --git a/maps/usasf_point_loma.json b/maps/usasf_point_loma.json index 6266b5bc3e6d..87f419bdc79f 100644 --- a/maps/usasf_point_loma.json +++ b/maps/usasf_point_loma.json @@ -8,27 +8,22 @@ "survivor_types": [ "/datum/equipment_preset/survivor/alphatech/corporate", "/datum/equipment_preset/survivor/alphatech/miner", - "/datum/equipment_preset/survivor/alphatech/corporate/chief_engineer", "/datum/equipment_preset/survivor/alphatech/scientist", - "/datum/equipment_preset/survivor/alphatech/scientist/research_director", - "/datum/equipment_preset/survivor/alphatech/off_duty", - "/datum/equipment_preset/survivor/usasf/crew", - "/datum/equipment_preset/survivor/usasf/crew/off_duty", - "/datum/equipment_preset/survivor/usasf/crew/hangar_tech", - "/datum/equipment_preset/survivor/usasf/crew/mess_tech", - "/datum/equipment_preset/survivor/usasf/crew/cargo_tech", + "/datum/equipment_preset/survivor/usasf/crew/duty", + "/datum/equipment_preset/survivor/usasf/crew/duty/hangar_tech", + "/datum/equipment_preset/survivor/usasf/crew/duty/mess_tech", + "/datum/equipment_preset/survivor/usasf/crew/duty/cargo_tech", "/datum/equipment_preset/survivor/usasf/crew/medical/nurse", "/datum/equipment_preset/survivor/usasf/crew/medical/doctor", - "/datum/equipment_preset/survivor/usasf/security", - "/datum/equipment_preset/survivor/usasf/officer", - "/datum/equipment_preset/survivor/usasf/officer/off_duty", - "/datum/equipment_preset/survivor/usasf/officer/pilot" + "/datum/equipment_preset/survivor/usasf/crew/security", + "/datum/equipment_preset/survivor/usasf/crew/officer", + "/datum/equipment_preset/survivor/usasf/crew/officer/pilot" ], "synth_survivor_types": [ "/datum/equipment_preset/synth/usasf" ], "CO_survivor_types": [ - "/datum/equipment_preset/survivor/usasf/officer/co" + "/datum/equipment_preset/survivor/usasf/crew/officer/co" ], "map_item_type": "/obj/item/map/lazarus_landing_map", "announce_text": "Distress Signal received from USASF Point Loma, T-1 Hour Ago. \n Orbital Scan Underway. \n Await results.", @@ -75,6 +70,7 @@ "xeno_hive_charlie": 70 }, "camouflage": "desert", + "disable_ship_map": true "gamemodes": [ "Distress Signal", "Hunter Games",