userJobIcon = card.Comp.JobIcon;
foreach (var department in card.Comp.JobDepartments)
- userJobDepartments.Add(Loc.GetString(department));
+ userJobDepartments.Add(Loc.GetString($"department-{department}"));
}
// get health mob state
using Content.Shared.Access.Systems;
using Content.Shared.PDA;
+using Content.Shared.Roles;
using Content.Shared.StatusIcon;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
public ProtoId<JobIconPrototype> JobIcon = "JobIconUnknown";
/// <summary>
- /// The unlocalized names of the departments associated with the job
+ /// The proto IDs of the departments associated with the job
/// </summary>
[DataField]
[AutoNetworkedField]
- public List<LocId> JobDepartments = new();
+ public List<ProtoId<DepartmentPrototype>> JobDepartments = new();
/// <summary>
/// Determines if accesses from this card should be logged by <see cref="AccessReaderComponent"/>
foreach (var department in _prototypeManager.EnumeratePrototypes<DepartmentPrototype>())
{
if (department.Roles.Contains(job.ID))
- id.JobDepartments.Add("department-" + department.ID);
+ id.JobDepartments.Add(department.ID);
}
Dirty(uid, id);
public static readonly CVarDef<bool> GameTabletopPlace =
CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
+ /// <summary>
+ /// If true, contraband severity can be viewed in the examine menu
+ /// </summary>
+ public static readonly CVarDef<bool> ContrabandExamine =
+ CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
+
/*
* Discord
*/
--- /dev/null
+using Content.Shared.Roles;
+using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Contraband;
+
+/// <summary>
+/// This is used for marking entities that are considered 'contraband' IC and showing it clearly in examine.
+/// </summary>
+[RegisterComponent, NetworkedComponent, Access(typeof(ContrabandSystem))]
+public sealed partial class ContrabandComponent : Component
+{
+ /// <summary>
+ /// The degree of contraband severity this item is considered to have.
+ /// </summary>
+ [DataField]
+ public ProtoId<ContrabandSeverityPrototype> Severity = "Restricted";
+
+ /// <summary>
+ /// Which departments is this item restricted to?
+ /// By default, command and sec are assumed to be fine with contraband.
+ /// If null, no departments are allowed to use this.
+ /// </summary>
+ [DataField]
+ public HashSet<ProtoId<DepartmentPrototype>>? AllowedDepartments = ["Security"];
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Contraband;
+
+/// <summary>
+/// This is a prototype for defining the degree of severity for a particular <see cref="ContrabandComponent"/>
+/// </summary>
+[Prototype]
+public sealed partial class ContrabandSeverityPrototype : IPrototype
+{
+ /// <inheritdoc/>
+ [IdDataField]
+ public string ID { get; } = default!;
+
+ /// <summary>
+ /// Text shown for this severity level when the contraband is examined.
+ /// </summary>
+ [DataField]
+ public LocId ExamineText;
+
+ /// <summary>
+ /// When examining the contraband, should this take into account the viewer's departments?
+ /// </summary>
+ [DataField]
+ public bool ShowDepartments;
+}
--- /dev/null
+using System.Linq;
+using Content.Shared.Access.Systems;
+using Content.Shared.CCVar;
+using Content.Shared.Examine;
+using Content.Shared.Localizations;
+using Content.Shared.Roles;
+using Robust.Shared.Configuration;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Contraband;
+
+/// <summary>
+/// This handles showing examine messages for contraband-marked items.
+/// </summary>
+public sealed class ContrabandSystem : EntitySystem
+{
+ [Dependency] private readonly IConfigurationManager _configuration = default!;
+ [Dependency] private readonly IPrototypeManager _proto = default!;
+ [Dependency] private readonly SharedIdCardSystem _id = default!;
+
+ private bool _contrabandExamineEnabled;
+
+ /// <inheritdoc/>
+ public override void Initialize()
+ {
+ SubscribeLocalEvent<ContrabandComponent, ExaminedEvent>(OnExamined);
+
+ Subs.CVar(_configuration, CCVars.ContrabandExamine, SetContrabandExamine, true);
+ }
+
+ private void SetContrabandExamine(bool val)
+ {
+ _contrabandExamineEnabled = val;
+ }
+
+ private void OnExamined(Entity<ContrabandComponent> ent, ref ExaminedEvent args)
+ {
+ if (!_contrabandExamineEnabled)
+ return;
+
+ // two strings:
+ // one, the actual informative 'this is restricted'
+ // then, the 'you can/shouldn't carry this around' based on the ID the user is wearing
+
+ using (args.PushGroup(nameof(ContrabandComponent)))
+ {
+ var severity = _proto.Index(ent.Comp.Severity);
+ if (severity.ShowDepartments && ent.Comp is { AllowedDepartments: not null })
+ {
+ // TODO shouldn't department prototypes have a localized name instead of just using the ID for this?
+ var list = ContentLocalizationManager.FormatList(ent.Comp.AllowedDepartments.Select(p => Loc.GetString($"department-{p.Id}")).ToList());
+
+ // department restricted text
+ args.PushMarkup(Loc.GetString("contraband-examine-text-Restricted-department", ("departments", list)));
+ }
+ else
+ {
+ args.PushMarkup(Loc.GetString(severity.ExamineText));
+ }
+
+ // text based on ID card
+ List<ProtoId<DepartmentPrototype>>? departments = null;
+ if (_id.TryFindIdCard(args.Examiner, out var id))
+ {
+ departments = id.Comp.JobDepartments;
+ }
+
+ // either its fully restricted, you have no departments, or your departments dont intersect with the restricted departments
+ if (ent.Comp.AllowedDepartments is null
+ || departments is null
+ || !departments.Intersect(ent.Comp.AllowedDepartments).Any())
+ {
+ args.PushMarkup(Loc.GetString("contraband-examine-text-avoid-carrying-around"));
+ return;
+ }
+
+ // otherwise fine to use :tm:
+ args.PushMarkup(Loc.GetString("contraband-examine-text-in-the-clear"));
+ }
+ }
+}
--- /dev/null
+contraband-examine-text-Minor = [color=yellow]This item is considered minor contraband.[/color]
+contraband-examine-text-Restricted = [color=yellow]This item is departmentally restricted.[/color]
+contraband-examine-text-Restricted-department = [color=yellow]This item is restricted to {$departments}, and may be considered contraband.[/color]
+contraband-examine-text-GrandTheft = [color=red]This item is a highly valuable target for Syndicate agents![/color]
+contraband-examine-text-Syndicate = [color=crimson]This item is highly illegal Syndicate contraband![/color]
+
+contraband-examine-text-avoid-carrying-around = [color=red][italic]You probably want to avoid visibly carrying this around without a good reason.[/italic][/color]
+contraband-examine-text-in-the-clear = [color=green][italic]You should be in the clear to visibly carry this around.[/italic][/color]
- type: entity
name: syndicate encryption key box
- parent: BoxEncryptionKeyPassenger
+ parent: [BoxEncryptionKeyPassenger, BaseRestrictedContraband]
id: BoxEncryptionKeySyndie
description: Two syndicate encryption keys for the price of one. Miniaturized for ease of use.
components:
- type: entity
id: ElectricalDisruptionKit
- parent: BoxCardboard
+ parent: [BoxCardboard, BaseSyndicateContraband]
name: electrical disruption kit
suffix: Filled
components:
amount: 1
- type: entity
- parent: BoxVial
+ parent: [BoxVial, BaseSyndicateContraband]
id: ChemicalSynthesisKit
name: chemical synthesis kit
description: A starter kit for the aspiring chemist, includes toxin and vestine for all your criminal needs!
- id: SyringeStimulants
- type: entity
- parent: BoxCardboard
+ parent: [BoxCardboard, BaseSyndicateContraband]
id: ThrowingKnivesKit
name: throwing knives kit
description: A set of 4 syndicate branded throwing knives, perfect for embedding into the body of your victims.
- type: entity
name: deathrattle implant box
- parent: BoxCardboard
+ parent: [BoxCardboard, BaseSyndicateContraband]
id: BoxDeathRattleImplants
description: Six deathrattle implants for the whole squad.
components:
- type: entity
id: BriefcaseSyndieSniperBundleFilled
- parent: BriefcaseSyndie
+ parent: [BriefcaseSyndie, BaseSyndicateContraband]
suffix: Syndicate, Sniper Bundle
components:
- type: Item
collection: IanBark
- type: entity
- parent: ClothingBackpack
+ parent: [ClothingBackpack, BaseRestrictedContraband]
id: ClothingBackpackSecurity
name: security backpack
description: It's a very robust backpack.
sprite: Clothing/Back/Backpacks/security.rsi
- type: entity
- parent: ClothingBackpack
+ parent: [ClothingBackpack, BaseRestrictedContraband]
id: ClothingBackpackBrigmedic
name: brigmedic backpack
description: It's a very sterile backpack.
sprite: Clothing/Back/Backpacks/medical.rsi
- type: entity
- parent: ClothingBackpack
+ parent: [ClothingBackpack, BaseCommandContraband]
id: ClothingBackpackCaptain
name: captain's backpack
description: It's a special backpack made exclusively for Nanotrasen officers.
#Syndicate
- type: entity
- parent: ClothingBackpack
+ parent: [ClothingBackpack, BaseSyndicateContraband]
id: ClothingBackpackSyndicate
name: syndicate backpack
description:
sprite: Clothing/Back/Duffels/medical.rsi
- type: entity
- parent: ClothingBackpackDuffel
+ parent: [ClothingBackpackDuffel, BaseCommandContraband]
id: ClothingBackpackDuffelCaptain
name: captain's duffel bag
description: A large duffel bag for holding extra captainly goods.
collection: BikeHorn
- type: entity
- parent: ClothingBackpackDuffel
+ parent: [ClothingBackpackDuffel, BaseRestrictedContraband]
id: ClothingBackpackDuffelSecurity
name: security duffel bag
description: A large duffel bag for holding extra security related goods.
sprite: Clothing/Back/Duffels/security.rsi
- type: entity
- parent: ClothingBackpackDuffel
+ parent: [ClothingBackpackDuffel, BaseRestrictedContraband]
id: ClothingBackpackDuffelBrigmedic
name: brigmedic duffel bag
description: A large duffel bag for holding extra medical related goods.
sprite: Clothing/Back/Duffels/salvage.rsi
- type: entity
- parent: ClothingBackpackDuffel
+ parent: [ClothingBackpackDuffel, BaseSyndicateContraband]
id: ClothingBackpackDuffelSyndicate
name: syndicate duffel bag
description: A large duffel bag for holding various traitor goods.
sprite: Clothing/Back/Satchels/science.rsi
- type: entity
- parent: ClothingBackpackSatchel
+ parent: [ClothingBackpackSatchel, BaseRestrictedContraband]
id: ClothingBackpackSatchelSecurity
name: security satchel
description: A robust satchel for security related needs.
sprite: Clothing/Back/Satchels/security.rsi
- type: entity
- parent: ClothingBackpackSatchel
+ parent: [ClothingBackpackSatchel, BaseRestrictedContraband]
id: ClothingBackpackSatchelBrigmedic
name: brigmedic satchel
description: A sterile satchel for medical related needs.
sprite: Clothing/Back/Satchels/brigmedic.rsi
- type: entity
- parent: ClothingBackpackSatchel
+ parent: [ClothingBackpackSatchel, BaseCommandContraband]
id: ClothingBackpackSatchelCaptain
name: captain's satchel
description: An exclusive satchel for Nanotrasen officers.
- type: Appearance
- type: entity
- parent: ClothingBeltStorageBase
+ parent: [ClothingBeltStorageBase, BaseRestrictedContraband]
id: ClothingBeltSecurity
name: security belt
description: Can hold security gear like handcuffs and flashes.
- type: Appearance
- type: entity
- parent: [ClothingBeltBase, ClothingSlotBase]
+ parent: [ClothingBeltBase, ClothingSlotBase, BaseCommandContraband]
id: ClothingBeltSheath
name: sabre sheath
description: An ornate sheath designed to hold an officer's blade.
# Belts without visualizers
- type: entity
- parent: ClothingBeltAmmoProviderBase
+ parent: [ClothingBeltAmmoProviderBase, BaseRestrictedContraband]
id: ClothingBeltBandolier
name: bandolier
description: A bandolier for holding shotgun ammunition.
- 0,0,3,1
- type: entity
- parent: ClothingBeltStorageBase
+ parent: [ClothingBeltStorageBase, BaseSyndicateContraband]
id: ClothingBeltSyndieHolster
name: syndicate shoulder holster
description: A deep shoulder holster capable of holding many types of ballistics.
sprite: Clothing/Ears/Headsets/mining.rsi
- type: entity
- parent: ClothingHeadsetCargo
+ parent: [ClothingHeadsetCargo, BaseCommandContraband]
id: ClothingHeadsetQM
name: qm headset
description: A headset used by the quartermaster.
sprite: Clothing/Ears/Headsets/centcom.rsi
- type: entity
- parent: ClothingHeadset
+ parent: [ClothingHeadset, BaseCommandContraband]
id: ClothingHeadsetCommand
name: command headset
description: A headset with a commanding channel.
sprite: Clothing/Ears/Headsets/engineering.rsi
- type: entity
- parent: ClothingHeadsetEngineering
+ parent: [ClothingHeadsetEngineering, BaseCommandContraband]
id: ClothingHeadsetCE
name: ce headset
description: A headset for the chief engineer to ignore all emergency calls on.
sprite: Clothing/Ears/Headsets/medical.rsi
- type: entity
- parent: ClothingHeadsetMedical
+ parent: [ClothingHeadsetMedical, BaseCommandContraband]
id: ClothingHeadsetCMO
name: cmo headset
description: A headset used by the CMO.
sprite: Clothing/Ears/Headsets/robotics.rsi
- type: entity
- parent: ClothingHeadsetScience
+ parent: [ClothingHeadsetScience, BaseCommandContraband]
id: ClothingHeadsetRD
name: rd headset
description: Lamarr used to love chewing on this...
- EncryptionKeyCommon
- type: entity
- parent: ClothingHeadset
+ parent: [ClothingHeadset, BaseRestrictedContraband]
id: ClothingHeadsetSecurity
name: security headset
description: This is used by your elite security force.
sprite: Clothing/Ears/Headsets/security.rsi
- type: entity
- parent: ClothingHeadset
+ parent: [ClothingHeadset, BaseRestrictedContraband]
id: ClothingHeadsetBrigmedic
name: brigmedic headset
description: A headset that helps to hear the death cries.
- EncryptionKeyCommon
- type: entity
- parent: ClothingHeadsetAlt
+ parent: [ClothingHeadsetAlt, BaseCommandContraband]
id: ClothingHeadsetAltCommand
name: command over-ear headset
components:
sprite: Clothing/Ears/Headsets/command.rsi
- type: entity
- parent: ClothingHeadsetAlt
+ parent: [ClothingHeadsetAlt, BaseCommandContraband]
id: ClothingHeadsetAltEngineering
name: chief engineer's over-ear headset
components:
sprite: Clothing/Ears/Headsets/engineering.rsi
- type: entity
- parent: ClothingHeadsetAlt
+ parent: [ClothingHeadsetAlt, BaseCommandContraband]
id: ClothingHeadsetAltMedical
name: chief medical officer's over-ear headset
components:
stealGroup: ClothingHeadsetAltMedical
- type: entity
- parent: ClothingHeadsetAlt
+ parent: [ClothingHeadsetAlt, BaseCommandContraband]
id: ClothingHeadsetAltSecurity
name: head of security's over-ear headset
components:
sprite: Clothing/Ears/Headsets/security.rsi
- type: entity
- parent: ClothingHeadsetAlt
+ parent: [ClothingHeadsetAlt, BaseCommandContraband]
id: ClothingHeadsetAltScience
name: research director's over-ear headset
components:
sprite: Clothing/Ears/Headsets/science.rsi
- type: entity
- parent: ClothingHeadsetAlt
+ parent: [ClothingHeadsetAlt, BaseSyndicateContraband]
id: ClothingHeadsetAltSyndicate
name: blood-red over-ear headset
description: An updated, modular syndicate intercom that fits over the head and takes encryption keys (there are 5 key slots.).
Blunt: 10
- type: entity
- parent: ClothingEyesBase
+ parent: [ClothingEyesBase, BaseEngineeringContraband]
id: ClothingEyesGlassesMeson
name: engineering goggles #less confusion
description: Green-tinted goggles using a proprietary polymer that provides protection from eye damage of all types.
damageContainers:
- Biological
- type: ShowHealthIcons
- damageContainers:
+ damageContainers:
- Biological
- type: entity
- HudMedical
- type: entity
- parent: [ClothingEyesBase, ShowSecurityIcons]
+ parent: [ClothingEyesBase, ShowSecurityIcons, BaseSecurityCommandContraband]
id: ClothingEyesHudSecurity
name: security hud
description: A heads-up display that scans the humanoids in view and provides accurate data about their ID status and security records.
- type: ShowThirstIcons
- type: entity
- parent: [ClothingEyesBase, ShowSecurityIcons, ShowMedicalIcons]
+ parent: [ClothingEyesBase, ShowSecurityIcons, ShowMedicalIcons, BaseSecurityCommandContraband]
id: ClothingEyesHudMedSec
name: medsec hud
description: An eye display that looks like a mixture of medical and security huds.
- type: ShowSyndicateIcons
- type: entity
- parent: [ClothingEyesBase, ShowSecurityIcons]
+ parent: [ClothingEyesBase, ShowSecurityIcons, BaseSyndicateContraband]
id: ClothingEyesHudSyndicate
name: syndicate visor
description: The syndicate's professional head-up display, designed for better detection of humanoids and their subsequent elimination.
- type: ShowSyndicateIcons
- type: entity
- parent: [ClothingEyesBase, ShowSecurityIcons]
+ parent: [ClothingEyesBase, ShowSecurityIcons, BaseSyndicateContraband]
id: ClothingEyesHudSyndicateAgent
name: syndicate agent visor
description: The Syndicate Agent's professional heads-up display, designed for quick diagnosis of their team's status.
- type: FingerprintMask
- type: entity
- parent: ClothingHandsGlovesBoxingBlue
+ parent: [ClothingHandsGlovesBoxingBlue, BaseSyndicateContraband]
id: ClothingHandsGlovesBoxingRigged
suffix: Rigged
components:
mustBeEquippedToUse: true
- type: entity
- parent: ClothingHandsBase
+ parent: [ClothingHandsBase, BaseCommandContraband]
id: ClothingHandsGlovesCaptain
name: captain gloves
description: Regal blue gloves, with a nice gold trim. Swanky.
- type: CriminalRecordsHacker
- type: entity
- parent: ClothingHandsGlovesColorBlack
+ parent: [ClothingHandsGlovesColorBlack, BaseMinorContraband]
id: ClothingHandsGlovesCombat
name: combat gloves
description: These tactical gloves are fireproof and shock resistant.
- type: Unremoveable
- type: entity
- parent: ClothingHandsButcherable
+ parent: [ClothingHandsButcherable, BaseSyndicateContraband]
id: ClothingHandsGlovesNorthStar
name: gloves of the north star
description: These gloves allow you to punch incredibly fast.
sprite: Clothing/Head/Hats/bowler_hat.rsi
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseCommandContraband]
id: ClothingHeadHatCaptain
name: captain's hardhat
description: It's good being the king.
sprite: Clothing/Head/Hats/fez.rsi
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseCommandContraband]
id: ClothingHeadHatHopcap
name: head of personnel's cap
description: A grand, stylish head of personnel's cap.
- WhitelistChameleon
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseCommandContraband]
id: ClothingHeadHatHoshat
name: head of security cap
description: The robust standard-issue cap of the Head of Security. For showing the officers who's in charge.
sprite: Clothing/Head/Hats/truckershat.rsi
- type: entity
- parent: ClothingHeadBase
+ parent: [ ClothingHeadBase, BaseSyndicateContraband ]
id: ClothingHeadPyjamaSyndicateBlack
name: syndicate black pyjama hat
description: For keeping that traitor head of yours warm.
sprite: Clothing/Head/Hats/pyjamasyndicateblack.rsi
- type: entity
- parent: ClothingHeadBase
+ parent: [ ClothingHeadBase, BaseSyndicateContraband ]
id: ClothingHeadPyjamaSyndicatePink
name: syndicate pink pyjama hat
description: For keeping that traitor head of yours warm.
sprite: Clothing/Head/Hats/pyjamasyndicatepink.rsi
- type: entity
- parent: ClothingHeadBase
+ parent: [ ClothingHeadBase, BaseSyndicateContraband ]
id: ClothingHeadPyjamaSyndicateRed
name: syndicate red pyjama hat
description: For keeping that traitor head of yours warm.
sprite: Clothing/Head/Hats/jester2.rsi
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseCommandContraband]
id: ClothingHeadHatBeretCmo
name: chief medical officer's beret
description: Turquoise beret with a cross on the front. The sight of it calms you down and makes it clear that you will be cured.
Blunt: 0.95
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseSyndicateContraband]
id: ClothingHeadHatSyndie
name: syndicate hat
description: A souvenir hat from "Syndieland", their production has already been closed.
#Basic Helmet (Security Helmet)
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseRestrictedContraband]
id: ClothingHeadHelmetBasic
name: helmet
description: Standard security gear. Protects the head from impacts.
#SWAT Helmet
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseRestrictedContraband]
id: ClothingHeadHelmetSwat
name: SWAT helmet
description: An extremely robust helmet, commonly used by paramilitary forces. This one has the Nanotrasen logo emblazoned on the top.
#Light Riot Helmet
- type: entity
- parent: ClothingHeadBase
+ parent: [ClothingHeadBase, BaseRestrictedContraband]
id: ClothingHeadHelmetRiot
name: light riot helmet
description: It's a helmet specifically designed to protect against close range attacks.
hideOnToggle: true
- type: entity
- parent: ClothingMaskGas
+ parent: [ClothingMaskGas, BaseRestrictedContraband]
id: ClothingMaskGasSecurity
name: security gas mask
description: A standard issue Security gas mask.
Heat: 0.95
- type: entity
- parent: ClothingMaskGas
+ parent: [ClothingMaskGas, BaseSyndicateContraband]
id: ClothingMaskGasSyndicate
name: syndicate gas mask
description: A close-fitting tactical mask that can be connected to an air supply.
Heat: 0.80
- type: entity
- parent: ClothingMaskGasAtmos
+ parent: [ClothingMaskGasAtmos, BaseCommandContraband]
id: ClothingMaskGasCaptain
name: captain's gas mask
description: Nanotrasen cut corners and repainted a spare atmospheric gas mask, but don't tell anyone.
stealGroup: HeadCloak # leaving this here because I suppose it might be interesting?
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakCap
name: captain's cloak
description: A pompous and comfy blue cloak with a nice gold trim, while not particularly valuable as your other possessions, it sure is fancy.
stealGroup: HeadCloak
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakHos
name: head of security's cloak
description: An exquisite dark and red cloak fitting for those who can assert dominance over wrongdoers. Take a stab at being civil in prosecution!
stealGroup: HeadCloak
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakCe
name: chief engineer's cloak
description: A dark green cloak with light blue ornaments, given to those who proved themselves to master the precise art of engineering.
stealGroup: HeadCloak
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingCloakCmo
name: chief medical officer's cloak
description: A sterile blue cloak with a green cross, radiating with a sense of duty and willingness to help others.
stealGroup: HeadCloak
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakRd
name: research director's cloak
description: A white cloak with violet stripes, showing your status as the arbiter of cutting-edge technology.
stealGroup: HeadCloak
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakQm
name: quartermaster's cloak
description: A strong brown cloak with a reflective stripe, while not as fancy as others, it does show your managing skills.
stealGroup: HeadCloak
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakHop
name: head of personnel's cloak
description: A blue cloak with red shoulders and gold buttons, proving you are the gatekeeper to any airlock on the station.
sprite: Clothing/Neck/Cloaks/nanotrasen.rsi
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckCloakCapFormal
name: captain's formal cloak
description: A lavish and decorated cloak for special occasions.
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleCap
name: captain's mantle
description: A comfortable and chique mantle befitting of only the most experienced captain.
sprite: Clothing/Neck/mantles/capmantle.rsi
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleCE
name: chief engineer's mantle
description: High visibility, check. RIG system, check. High capacity cell, check. Everything a chief engineer could need in a stylish mantle.
sprite: Clothing/Neck/mantles/cemantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/cemantle.rsi
-
+
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleCMO
name: chief medical officer's mantle
description: For a CMO that has been in enough medbays to know that more PPE means less central command dry cleaning visits when the shift is over.
sprite: Clothing/Neck/mantles/cmomantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/cmomantle.rsi
-
+
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleHOP
name: head of personnel's mantle
description: A good HOP knows that paper pushing is only half the job... petting your dog and looking fashionable is the other half.
sprite: Clothing/Neck/mantles/hopmantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/hopmantle.rsi
-
+
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleHOS
name: head of security's mantle
description: Shootouts with nukies are just another Tuesday for this HoS. This mantle is a symbol of commitment to the station.
sprite: Clothing/Neck/mantles/hosmantle.rsi
- type: Clothing
sprite: Clothing/Neck/mantles/hosmantle.rsi
-
+
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleRD
name: research director's mantle
description: For when long days in the office consist of explosives, poisonous gas, murder robots, and a fresh pizza from cargo; this mantle will keep you comfy.
sprite: Clothing/Neck/mantles/rdmantle.rsi
- type: entity
- parent: ClothingNeckBase
+ parent: [ClothingNeckBase, BaseCommandContraband]
id: ClothingNeckMantleQM
name: quartermaster's mantle
description: For the master of goods and materials to rule over the department, a befitting mantle to show off superiority!
- type: Sprite
sprite: Clothing/Neck/mantles/qmmantle.rsi
- type: Clothing
- sprite: Clothing/Neck/mantles/qmmantle.rsi
+ sprite: Clothing/Neck/mantles/qmmantle.rsi
sprite: Clothing/Neck/Scarfs/purple.rsi
- type: entity
- parent: ClothingScarfBase
+ parent: [ ClothingScarfBase, BaseSyndicateContraband ]
id: ClothingNeckScarfStripedSyndieGreen
name: striped syndicate green scarf
description: A stylish striped syndicate green scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something.
sprite: Clothing/Neck/Scarfs/syndiegreen.rsi
- type: entity
- parent: ClothingScarfBase
+ parent: [ ClothingScarfBase, BaseSyndicateContraband ]
id: ClothingNeckScarfStripedSyndieRed
name: striped syndicate red scarf
description: A stylish striped syndicate red scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something.
#Basic armor vest
- type: entity
- parent: [ClothingOuterBaseMedium, AllowSuitStorageClothing]
+ parent: [ClothingOuterBaseMedium, AllowSuitStorageClothing, BaseRestrictedContraband]
id: ClothingOuterArmorBasic
name: armor vest
description: A standard Type I armored vest that provides decent protection against most types of damage.
sprite: Clothing/OuterClothing/Armor/security_slim.rsi
- type: entity
- parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing]
+ parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseRestrictedContraband]
id: ClothingOuterArmorRiot
name: riot suit
description: A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Perfect for fighting delinquents around the station.
sprite: Clothing/OuterClothing/Armor/magusred.rsi
- type: entity
- parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing]
+ parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseCommandContraband]
id: ClothingOuterArmorCaptainCarapace
name: "captain's carapace"
description: "An armored chestpiece that provides protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest."
#Atmospherics Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseEngineeringContraband]
id: ClothingOuterHardsuitAtmos
name: atmos hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has thermal shielding.
#Engineering Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseEngineeringContraband]
id: ClothingOuterHardsuitEngineering
name: engineering hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has radiation shielding.
#Spationaut Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseCargoContraband]
id: ClothingOuterHardsuitSpatio
name: spationaut hardsuit
description: A lightweight hardsuit designed for industrial EVA in zero gravity.
#Salvage Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseCargoContraband]
id: ClothingOuterHardsuitSalvage
name: mining hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters.
clothingPrototype: ClothingHeadHelmetHardsuitSalvage
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseCargoContraband]
id: ClothingOuterHardsuitMaxim
name: salvager maxim hardsuit
description: Fire. Heat. These things forge great weapons, they also forge great salvagers.
#Security Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseRestrictedContraband]
id: ClothingOuterHardsuitSecurity
name: security hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
#Brigmedic Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseRestrictedContraband]
id: ClothingOuterHardsuitBrigmedic
name: brigmedic hardsuit
description: Special hardsuit of the guardian angel of the brig. It is the medical version of the security hardsuit.
#Warden's Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseRestrictedContraband]
id: ClothingOuterHardsuitWarden
name: warden's hardsuit
description: A specialized riot suit geared to combat low pressure environments.
#Captain's Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseCommandContraband]
id: ClothingOuterHardsuitCap
name: captain's armored spacesuit
description: A formal armored spacesuit, made for the station's captain.
#Chief Engineer's Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseCommandContraband]
id: ClothingOuterHardsuitEngineeringWhite
name: chief engineer's hardsuit
description: A special hardsuit that protects against hazardous, low pressure environments, made for the chief engineer of the station.
#Chief Medical Officer's Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseCommandContraband]
id: ClothingOuterHardsuitMedical
name: chief medical officer's hardsuit
description: A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement.
#Research Director's Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseGrandTheftContraband]
id: ClothingOuterHardsuitRd
name: experimental research hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
#Head of Security's Hardsuit
- type: entity
- parent: ClothingOuterHardsuitSecurity
+ parent: [ClothingOuterHardsuitBase, BaseCommandContraband]
id: ClothingOuterHardsuitSecurityRed
name: head of security's hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
#ANTAG HARDSUITS
#Blood-red Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ ClothingOuterHardsuitBase, BaseSyndicateContraband ]
id: ClothingOuterHardsuitSyndie
name: blood-red hardsuit
description: A heavily armored hardsuit designed for work in special operations. Property of Gorlex Marauders.
# Syndicate Medic Hardsuit
- type: entity
- parent: ClothingOuterHardsuitSyndie
+ parent: [ClothingOuterHardsuitSyndie, BaseSyndicateContraband]
id: ClothingOuterHardsuitSyndieMedic
name: blood-red medic hardsuit
description: A heavily armored and agile advanced hardsuit specifically designed for field medic operations.
#Syndicate Elite Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseSyndicateContraband]
id: ClothingOuterHardsuitSyndieElite
name: syndicate elite hardsuit
description: An elite version of the blood-red hardsuit, with improved mobility and fireproofing. Property of Gorlex Marauders.
#Syndicate Commander Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseSyndicateContraband]
id: ClothingOuterHardsuitSyndieCommander
name: syndicate commander hardsuit
description: A bulked up version of the blood-red hardsuit, purpose-built for the commander of a syndicate operative squad. Has significantly improved armor for those deadly front-lines firefights.
#Cybersun Juggernaut Hardsuit
- type: entity
- parent: ClothingOuterHardsuitBase
+ parent: [ClothingOuterHardsuitBase, BaseSyndicateContraband]
id: ClothingOuterHardsuitJuggernaut
name: cybersun juggernaut suit
description: A suit made by the cutting edge R&D department at cybersun to be hyper resilient.
#Web vest
- type: entity
- parent: [ClothingOuterStorageBase, AllowSuitStorageClothing]
+ parent: [ClothingOuterStorageBase, AllowSuitStorageClothing, BaseSyndicateContraband]
id: ClothingOuterVestWeb
name: web vest
description: A synthetic armor vest. This one has added webbing and ballistic plates.
#Mercenary web vest
- type: entity
- parent: ClothingOuterVestWeb #web vest so it should have some pockets for ammo
+ parent: [ClothingOuterVestWeb, BaseMinorContraband] #web vest so it should have some pockets for ammo
id: ClothingOuterVestWebMerc
name: merc web vest
description: A high-quality armored vest made from a hard synthetic material. It's surprisingly flexible and light, despite formidable armor plating.
#Detective's vest
- type: entity
- parent: ClothingOuterArmorBasic
+ parent: [ClothingOuterArmorBasic, BaseRestrictedContraband]
id: ClothingOuterVestDetective
name: detective's vest
description: A hard-boiled private investigator's armored vest.
clothingPrototype: ClothingHeadHatHoodWinterBartender
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterCap
name: captain's winter coat
components:
clothingPrototype: ClothingHeadHatHoodWinterCargo
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterCE
name: chief engineer's winter coat
components:
clothingPrototype: ClothingHeadHatHoodWinterChem
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterCMO
name: chief medical officer's winter coat
components:
clothingPrototype: ClothingHeadHatHoodWinterSci
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterHoP
name: head of personnel's winter coat
components:
##########################################################
- type: entity
- parent: [ClothingOuterArmorHoS, ClothingOuterWinterCoatToggleable]
+ parent: [ClothingOuterArmorHoS, ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterHoS
name: head of security's armored winter coat
description: A sturdy, utilitarian winter coat designed to protect a head of security from any brig-bound threats and hypothermic events.
##########################################################
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterHoSUnarmored
name: head of security's winter coat
description: A sturdy coat, a warm coat, but not an armored coat.
clothingPrototype: ClothingHeadHatHoodWinterPara
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterQM
name: quartermaster's winter coat
components:
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseCommandContraband]
id: ClothingOuterWinterRD
name: research director's winter coat
components:
clothingPrototype: ClothingHeadHatHoodWinterSci
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseRestrictedContraband]
id: ClothingOuterWinterSec
name: security winter coat
components:
################################################################
- type: entity
- parent: [ClothingOuterArmorWarden, ClothingOuterWinterCoatToggleable]
+ parent: [ClothingOuterArmorWarden, ClothingOuterWinterCoatToggleable, BaseRestrictedContraband]
id: ClothingOuterWinterWarden
name: warden's armored winter coat
description: A sturdy, utilitarian winter coat designed to protect a warden from any brig-bound threats and hypothermic events.
################################################################
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseRestrictedContraband]
id: ClothingOuterWinterWardenUnarmored
name: warden's winter coat
description: A sturdy coat, a warm coat, but not an armored coat.
clothingPrototype: ClothingHeadHatHoodWinterWarden
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseSyndicateContraband]
id: ClothingOuterWinterSyndieCap
name: syndicate's winter coat
description: "The syndicate's winter coat is made of durable fabric, with gilded patterns, and coarse wool."
##############################################################
- type: entity
- parent: ClothingOuterWinterWarden
+ parent: [ClothingOuterWinterWarden, BaseSyndicateContraband]
id: ClothingOuterWinterSyndieCapArmored
name: syndicate's armored winter coat
description: "The syndicate's armored winter coat is made of durable fabric, with gilded patterns, and coarse wool."
##############################################################
- type: entity
- parent: ClothingOuterWinterCoatToggleable
+ parent: [ClothingOuterWinterCoatToggleable, BaseSyndicateContraband]
id: ClothingOuterWinterSyndie
name: syndicate's winter coat
description: Insulated winter coat, looks like a merch from "Syndieland".
- type: Matchbox
- type: entity
- parent: ClothingShoesMilitaryBase
+ parent: [ClothingShoesMilitaryBase, BaseRestrictedContraband]
id: ClothingShoesBootsJack
name: jackboots
description: Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time.
sprite: Clothing/Shoes/Boots/performer.rsi
- type: entity
- parent: ClothingShoesMilitaryBase
+ parent: [ClothingShoesMilitaryBase, BaseRestrictedContraband]
id: ClothingShoesBootsCombat
name: combat boots
description: Robust combat boots for combat scenarios or combat situations. All combat, all the time.
sprite: Clothing/Shoes/Boots/winterbootssci.rsi
- type: entity
- parent: [ClothingShoesBaseWinterBoots, ClothingShoesMilitaryBase]
+ parent: [ClothingShoesBaseWinterBoots, ClothingShoesMilitaryBase, BaseRestrictedContraband]
id: ClothingShoesBootsWinterSec
name: security winter boots
components:
sprite: Clothing/Shoes/Boots/winterbootssec.rsi
- type: entity
- parent: ClothingShoesBaseWinterBoots
+ parent: [ClothingShoesBaseWinterBoots, BaseSyndicateContraband]
id: ClothingShoesBootsWinterSyndicate
name: syndicate's winter boots
description: Durable heavy boots, looks like merch from "Syndieland".
- type: entity
- parent: [ClothingShoesBase, BaseToggleClothing]
+ parent: [ClothingShoesBase, BaseToggleClothing, BaseEngineeringContraband]
id: ClothingShoesBootsMag
name: magboots
description: Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.
- WhitelistChameleon
- type: entity
- parent: ClothingShoesBootsMag
+ parent: [ClothingShoesBootsMag, BaseGrandTheftContraband]
id: ClothingShoesBootsMagAdv
name: advanced magboots
description: State-of-the-art magnetic boots that do not slow down their wearer.
price: 3000
- type: entity
- parent: [ClothingShoesBootsMag, BaseJetpack]
+ parent: [ClothingShoesBootsMag, BaseJetpack, BaseSyndicateContraband]
id: ClothingShoesBootsMagSyndie
name: blood-red magboots
description: Reverse-engineered magnetic boots that have a heavy magnetic pull and integrated thrusters. It can hold 0.75 L of gas.
sprite: Clothing/Uniforms/Jumpskirt/bartender.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtCaptain
name: captain's jumpskirt
description: It's a blue jumpskirt with some gold markings denoting the rank of "Captain".
sprite: Clothing/Uniforms/Jumpskirt/cargotech.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtChiefEngineer
name: chief engineer's jumpskirt
description: It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of Chief Engineer.
sprite: Clothing/Uniforms/Jumpskirt/ce.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtChiefEngineerTurtle
name: chief engineer's turtleneck
description: A yellow turtleneck designed specifically for work in conditions of the engineering department.
sprite: Clothing/Uniforms/Jumpskirt/genetics.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtCMO
name: chief medical officer's jumpskirt
description: It's a jumpskirt worn by those with the experience to be Chief Medical Officer. It provides minor biological protection.
sprite: Clothing/Uniforms/Jumpskirt/cmo.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtCMOTurtle
name: chief medical officer's turtleneck jumpskirt
description: It's a turtleneck worn by those with the experience to be Chief Medical Officer. It provides minor biological protection.
sprite: Clothing/Uniforms/Jumpskirt/engineering.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtHoP
name: head of personnel's jumpskirt
description: Rather bland and inoffensive. Perfect for vanishing off the face of the universe.
sprite: Clothing/Uniforms/Jumpskirt/hop.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtHoS
name: head of security's jumpskirt
description: It's bright red and rather crisp, much like security's victims tend to be.
sprite: Clothing/Uniforms/Jumpsuit/hos.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtHoSAlt
name: head of security's turtleneck
description: It's a turtleneck worn by those strong and disciplined enough to achieve the position of Head of Security.
sprite: Clothing/Uniforms/Jumpskirt/hos_alt.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtHoSParadeMale
name: head of security's parade uniform
description: A head of security's luxury-wear, for special occasions.
- WhitelistChameleon
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtQM
name: quartermaster's jumpskirt
description: 'What can brown do for you?'
sprite: Clothing/Uniforms/Jumpskirt/qm.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtQMTurtleneck
name: quartermasters's turtleneck
description: A sharp turtleneck made for the hardy work environment of supply.
sprite: Clothing/Uniforms/Jumpskirt/qmturtleskirt.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtResearchDirector
name: research director's turtleneck
description: It's a turtleneck worn by those with the know-how to achieve the position of Research Director. Its fabric provides minor protection from biological contaminants.
sprite: Clothing/Uniforms/Jumpskirt/roboticist.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseRestrictedContraband]
id: ClothingUniformJumpskirtSec
name: security jumpskirt
description: A jumpskirt made of strong material, providing robust protection.
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseRestrictedContraband]
id: ClothingUniformJumpskirtWarden
name: warden's uniform
description: A formal security suit for officers complete with Nanotrasen belt buckle.
sprite: Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseCommandContraband]
id: ClothingUniformJumpskirtHosFormal
name: hos's formal dress
description: A dress for special occasions.
sprite: Clothing/Uniforms/Jumpskirt/hosformaldress.rsi
- type: entity
- parent: UnsensoredClothingUniformSkirtBase
+ parent: [UnsensoredClothingUniformSkirtBase, BaseSyndicateContraband]
id: ClothingUniformJumpskirtOperative
name: operative jumpskirt
description: Uniform for elite syndicate operatives performing tactical operations in deep space.
sprite: Clothing/Uniforms/Jumpskirt/senior_physician.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseRestrictedContraband]
id: ClothingUniformJumpskirtSeniorOfficer
name: senior officer jumpskirt
description: A sign of skill and prestige within the security department.
sprite: Clothing/Uniforms/Jumpskirt/senior_officer.rsi
- type: entity
- parent: ClothingUniformSkirtBase
+ parent: [ClothingUniformSkirtBase, BaseRestrictedContraband]
id: ClothingUniformJumpskirtSecGrey
name: grey security jumpskirt
description: A tactical relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood.
sprite: Clothing/Uniforms/Jumpsuit/bartender_purple.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitCaptain
name: captain's jumpsuit
description: It's a blue jumpsuit with some gold markings denoting the rank of "Captain".
sprite: Clothing/Uniforms/Jumpsuit/salvage.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitChiefEngineer
name: chief engineer's jumpsuit
description: It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of Chief Engineer.
sprite: Clothing/Uniforms/Jumpsuit/ce.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitChiefEngineerTurtle
name: chief engineer's turtleneck
description: A yellow turtleneck designed specifically for work in conditions of the engineering department.
sprite: Clothing/Uniforms/Jumpsuit/jester2.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitCMO
name: chief medical officer's jumpsuit
description: It's a jumpsuit worn by those with the experience to be Chief Medical Officer. It provides minor biological protection.
sprite: Clothing/Uniforms/Jumpsuit/cmo.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitCMOTurtle
name: chief medical officer's turtleneck jumpsuit
description: It's a turtleneck worn by those with the experience to be Chief Medical Officer. It provides minor biological protection.
sprite: Clothing/Uniforms/Jumpsuit/engineering_hazard.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHoP
name: head of personnel's jumpsuit
description: Rather bland and inoffensive. Perfect for vanishing off the face of the universe.
sprite: Clothing/Uniforms/Jumpsuit/hop.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHoS
name: head of security's jumpsuit
description: It's bright red and rather crisp, much like security's victims tend to be.
- state: overlay-inhand-right
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHoSAlt
name: head of security's turtleneck
description: It's a turtleneck worn by those strong and disciplined enough to achieve the position of Head of Security.
sprite: Clothing/Uniforms/Jumpsuit/hos_alt.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHoSBlue
name: head of security's blue jumpsuit
description: A blue jumpsuit of Head of Security.
sprite: Clothing/Uniforms/Jumpsuit/hos_blue.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHoSGrey
name: head of security's grey jumpsuit
description: A grey jumpsuit of Head of Security, which make him look somewhat like a passenger.
sprite: Clothing/Uniforms/Jumpsuit/hos_grey.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHoSParadeMale
name: head of security's parade uniform
description: A male head of security's luxury-wear, for special occasions.
- WhitelistChameleon
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitQM
name: quartermaster's jumpsuit
description: 'What can brown do for you?'
sprite: Clothing/Uniforms/Jumpsuit/qm.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitQMTurtleneck
name: quartermasters's turtleneck
description: A sharp turtleneck made for the hardy work environment of supply.
sprite: Clothing/Uniforms/Jumpsuit/qmturtle.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitQMFormal
name: quartermasters's formal suit
description: Inspired by the quartermasters of military's past, the perfect outfit for supplying a formal occasion.
sprite: Clothing/Uniforms/Jumpsuit/qmformal.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitResearchDirector
name: research director's turtleneck
description: It's a turtleneck worn by those with the know-how to achieve the position of Research Director. Its fabric provides minor protection from biological contaminants.
sprite: Clothing/Uniforms/Jumpsuit/roboticist.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseRestrictedContraband]
id: ClothingUniformJumpsuitSec
name: security jumpsuit
description: A jumpsuit made of strong material, providing robust protection.
sprite: Clothing/Uniforms/Jumpsuit/security_blue.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseRestrictedContraband]
id: ClothingUniformJumpsuitSecGrey
name: grey security jumpsuit
description: A tactical relic of years past before Nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood.
sprite: Clothing/Uniforms/Jumpsuit/security_grey.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseRestrictedContraband]
id: ClothingUniformJumpsuitWarden
name: warden's uniform
description: A formal security suit for officers complete with Nanotrasen belt buckle.
sprite: Clothing/Uniforms/Jumpsuit/lawyergood.rsi
- type: entity
- parent: UnsensoredClothingUniformBase
+ parent: [UnsensoredClothingUniformBase, BaseSyndicateContraband]
id: ClothingUniformJumpsuitPyjamaSyndicateBlack
name: black syndicate pyjamas
description: For those long nights in perma.
sprite: Clothing/Uniforms/Jumpsuit/pyjamasyndicateblack.rsi
- type: entity
- parent: UnsensoredClothingUniformBase
+ parent: [UnsensoredClothingUniformBase, BaseSyndicateContraband]
id: ClothingUniformJumpsuitPyjamaSyndicatePink
name: pink syndicate pyjamas
description: For those long nights in perma.
sprite: Clothing/Uniforms/Jumpsuit/pyjamasyndicatepink.rsi
- type: entity
- parent: UnsensoredClothingUniformBase
+ parent: [UnsensoredClothingUniformBase, BaseSyndicateContraband]
id: ClothingUniformJumpsuitPyjamaSyndicateRed
name: red syndicate pyjamas
description: For those long nights in perma.
sprite: Clothing/Uniforms/Jumpsuit/nanotrasen.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitCapFormal
name: captain's formal suit
description: A suit for special occasions.
sprite: Clothing/Uniforms/Jumpsuit/centcomformal.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseCommandContraband]
id: ClothingUniformJumpsuitHosFormal
name: hos's formal suit
description: A suit for special occasions.
sprite: Clothing/Uniforms/Jumpsuit/hosformal.rsi
- type: entity
- parent: UnsensoredClothingUniformBase
+ parent: [UnsensoredClothingUniformBase, BaseSyndicateContraband]
id: ClothingUniformJumpsuitOperative
name: operative jumpsuit
description: Uniform for elite syndicate operatives performing tactical operations in deep space.
sprite: Clothing/Uniforms/Jumpsuit/hawaiyellow.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseSyndicateContraband]
id: ClothingUniformJumpsuitSyndieFormal
name: syndicate formal suit
description: "The syndicate's uniform is made in an elegant style, it's even a pity to do dirty tricks in this."
sprite: Clothing/Uniforms/Jumpsuit/senior_physician.rsi
- type: entity
- parent: ClothingUniformBase
+ parent: [ClothingUniformBase, BaseRestrictedContraband]
id: ClothingUniformJumpsuitSeniorOfficer
name: senior officer jumpsuit
description: A sign of skill and prestige within the security department.
- type: entity
name: grenade penguin
- parent: [ MobPenguin, MobCombat ]
+ parent: [ MobPenguin, MobCombat, BaseSyndicateContraband ]
id: MobGrenadePenguin
description: A small penguin with a grenade strapped around its neck. Harvested by the Syndicate from icy shit-hole planets.
components:
- type: entity
id: HappyHonkNukie
- parent: HappyHonk
+ parent: [HappyHonk, BaseSyndicateContraband]
name: robust nukie meal
description: A sus meal with a potentially explosive surprise.
suffix: Toy Unsafe
- type: entity
name: prime-cut corgi meat
# can't rot since that would be very bad for syndies
- parent: FoodMeatBase
+ parent: [FoodMeatBase, BaseGrandTheftContraband]
id: FoodMeatCorgi
description: The tainted gift of an evil crime. The meat may be delicious, but at what cost?
components:
- type: entity
id: CigPackSyndicate
- parent: CigPackBase
+ parent: [CigPackBase, BaseSyndicateContraband]
name: Interdyne herbals packet
description: Elite cigarettes for elite syndicate agents. Infused with medicine for when you need to do more than calm your nerves.
components:
prototype: ComputerCrewMonitoring
- type: entity
- parent: BaseComputerCircuitboard
+ parent: [BaseComputerCircuitboard, BaseGrandTheftContraband]
id: IDComputerCircuitboard
name: ID card computer board
description: A computer printed circuit board for an ID card console.
- type: Sprite
state: cpu_science
- type: ComputerBoard
- prototype: ComputerRoboticsControl
\ No newline at end of file
+ prototype: ComputerRoboticsControl
- type: entity
name: C.H.I.M.P. handcannon upgrade chip
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: WeaponPistolCHIMPUpgradeKit
description: An experimental upgrade kit for the C.H.I.M.P.
components:
- type: entity
name: holoparasite injector
id: HoloparasiteInjector
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
description: A complex artwork of handheld machinery allowing the user to host a holoparasite guardian.
components:
- type: Sprite
- type: entity
name: holoparasite box
- parent: BoxCardboard
+ parent: [BoxCardboard, BaseSyndicateContraband]
id: BoxHoloparasite
description: A box containing a holoparasite injector.
components:
- type: entity
name: holoclown box
- parent: BoxCardboard
+ parent: [BoxCardboard, BaseSyndicateContraband]
id: BoxHoloclown
description: A box containing a holoclown injector.
components:
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
abstract: true
id: ReinforcementRadio
name: syndicate reinforcement radio
- type: entity
id: SingularityBeacon
- parent: BaseMachinePowered
+ parent: [BaseMachinePowered, BaseSyndicateContraband]
name: singularity beacon
description: A syndicate device that attracts the singularity. If it's loose and you're seeing this, run.
components:
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: ChameleonProjector
name: chameleon projector
description: Holoparasite technology used to create a hard-light replica of any object around you. Disguise is destroyed when picked up or deactivated.
- state: service_label
- type: entity
- parent: EncryptionKey
+ parent: [EncryptionKey, BaseRestrictedContraband]
id: EncryptionKeySyndie
name: blood-red encryption key
description: An encryption key used by... wait... Who is the owner of this chip?
- state: synd_label
- type: entity
- parent: EncryptionKey
+ parent: [EncryptionKey, BaseSyndicateContraband]
id: EncryptionKeyBinary
name: binary translator key
description: An encryption key that translates binary signals used by silicons.
- type: entity
id: HandTeleporter
- parent: BaseItem
+ parent: [BaseItem, BaseGrandTheftContraband]
name: hand teleporter
description: "A Nanotrasen signature item--only the finest bluespace tech. Instructions: Use once to create a portal which teleports at random. Use again to link it to a portal at your current location. Use again to clear all portals."
components:
sprite: Objects/Storage/Briefcases/briefcase_brown.rsi
- type: entity
- parent: BriefcaseBrown
+ parent: [BriefcaseBrown, BaseSyndicateContraband]
id: BriefcaseSyndie
suffix: Syndicate, Empty
components:
- type: entity
name: nuclear authentication disk
- parent: BaseItem
+ parent: [BaseItem, BaseGrandTheftContraband]
id: NukeDisk
description: A nuclear auth disk, capable of arming a nuke if used along with a code. Note from nanotrasen reads "THIS IS YOUR MOST IMPORTANT POSESSION, SECURE DAT FUKKEN DISK!"
components:
- type: entity
name: nuclear authentication disk
- parent: BaseItem
+ parent: [BaseItem, BaseGrandTheftContraband]
id: NukeDiskFake
suffix: Fake
description: A nuclear auth disk, capable of arming a nuke if used along with a code. Note from nanotrasen reads "THIS IS YOUR MOST IMPORTANT POSESSION, SECURE DAT FUKKEN DISK!"
name: handcuffs
description: Used to detain criminals and other assholes.
id: Handcuffs
- parent: BaseItem
+ parent: [BaseItem, BaseRestrictedContraband]
components:
- type: Item
size: Small
- state: idintern-service
- type: entity
- parent: IDCardStandard
+ parent: [IDCardStandard, BaseGrandTheftContraband]
id: CaptainIDCard
name: captain ID card
components:
name: implanter
description: A syringe exclusively designed for the injection and extraction of subdermal implants.
id: BaseImplanter
- parent: BaseItem
+ parent: [BaseItem, BaseRestrictedContraband]
abstract: true
components:
- type: ItemSlots
- type: entity
id: BaseImplantOnlyImplanterSyndi
- parent: BaseImplantOnlyImplanter
+ parent: [BaseImplantOnlyImplanter, BaseSyndicateContraband]
description: A compact disposable syringe exclusively designed for the injection of subdermal implants.
abstract: true
components:
- type: entity
id: BoxFolderQmClipboard
- parent: BoxFolderClipboard
+ parent: [BoxFolderClipboard, BaseGrandTheftContraband]
name: requisition digi-board
description: A bulky electric clipboard, filled with shipping orders and financing details. With so many compromising documents, you ought to keep this safe.
components:
- type: entity
name: Cybersun pen
- parent: PenEmbeddable
+ parent: [PenEmbeddable, BaseSyndicateContraband]
id: CyberPen
description: A high-tech pen straight from Cybersun's legal department, capable of refracting hard-light at impossible angles through its diamond tip in order to write. So powerful, it's even able to rewrite officially stamped documents should the need arise.
components:
- type: entity
name: syndicate rubber stamp
- parent: RubberStampBase
+ parent: [RubberStampBase, BaseSyndicateContraband]
id: RubberStampSyndicate
suffix: DO NOT MAP
components:
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseGrandTheftContraband]
id: BookSecretDocuments
name: "emergency security orders"
description: TOP SECRET. These documents specify the Emergency Orders that the HoS must carry out when ordered by Central Command.
- type: entity
id: PowerSink
- parent: BaseMachine
+ parent: [BaseMachine, BaseSyndicateContraband]
name: power sink
description: Drains immense amounts of electricity from the grid.
components:
- type: entity
name: energy shield
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: EnergyShield
description: Exotic energy shield, when folded, can even fit in your pocket.
components:
stealGroup: Bible
- type: entity
- parent: Bible
+ parent: [Bible, BaseSyndicateContraband]
name: necronomicon
description: "There's a note: Klatuu, Verata, Nikto -- Don't forget it again!"
id: BibleNecronomicon
sprite: Objects/Specific/Hydroponics/fly_amanita.rsi
- type: entity
- parent: SeedBase
+ parent: [SeedBase, BaseSyndicateContraband]
name: packet of gatfruit seeds
description: "These are no peashooters."
id: GatfruitSeeds
- type: entity
name: soap
id: SoapSyndie
- parent: Soap
+ parent: [Soap, BaseSyndicateContraband]
description: An untrustworthy bar of soap. Smells of fear.
components:
- type: Sprite
- type: entity
name: handheld crew monitor
suffix: DO NOT MAP
- parent: BaseHandheldComputer
+ parent: [ BaseHandheldComputer, BaseGrandTheftContraband ]
# CMO-only bud, don't add more.
id: HandheldCrewMonitor
description: A hand-held crew monitor displaying the status of suit sensors.
#this is where all the syringes are so i didn't know where to put it
- type: entity
name: romerol syringe
- parent: PrefilledSyringe
+ parent: [PrefilledSyringe, BaseSyndicateContraband]
id: SyringeRomerol
components:
- type: SolutionContainerManager
- type: entity
name: hyperzine syringe
- parent: PrefilledSyringe
+ parent: [PrefilledSyringe, BaseSyndicateContraband]
id: SyringeStimulants
components:
- type: SolutionContainerManager
- type: entity
name: hypospray
- parent: BaseItem
+ parent: [BaseItem, BaseGrandTheftContraband]
description: A sterile injector for rapid administration of drugs to patients.
id: Hypospray
components:
- type: entity
name: hyperzine injector
- parent: ChemicalMedipen
+ parent: [ChemicalMedipen, BaseSyndicateContraband]
id: Stimpack
description: Contains enough hyperzine for you to have the chemical's effect for 30 seconds. Use it when you're sure you're ready to throw down.
components:
- type: entity
name: hyperzine microinjector
- parent: ChemicalMedipen
+ parent: [ChemicalMedipen, BaseSyndicateContraband]
id: StimpackMini
description: A microinjector of hyperzine that give you about fifteen seconds of the chemical's effects.
components:
- type: entity
name: combat medipen
- parent: ChemicalMedipen
+ parent: [ChemicalMedipen, BaseSyndicateContraband]
id: CombatMedipen
description: A single-use medipen containing chemicals that regenerate most types of damage.
components:
#syndicate modules
- type: entity
id: BorgModuleSyndicateWeapon
- parent: [ BaseBorgModule, BaseProviderBorgModule ]
+ parent: [ BaseBorgModule, BaseProviderBorgModule, BaseSyndicateContraband ]
name: weapon cyborg module
components:
- type: Sprite
- type: entity
id: BorgModuleMartyr
- parent: [ BaseBorgModule, BaseProviderBorgModule ]
+ parent: [ BaseBorgModule, BaseProviderBorgModule, BaseSyndicateContraband ]
name: martyr cyborg module
description: "A module that comes with an explosive you probably don't want to handle yourself."
components:
id: NocturineChemistryBottle
name: nocturine bottle
description: This will make someone fall down almost immediately. Hard to overdose on.
- parent: BaseChemistryBottleFilled
+ parent: [BaseChemistryBottleFilled, BaseSyndicateContraband]
components:
- type: SolutionContainerManager
solutions:
- MobAbomination
- type: entity
- parent: PlushieCarp
+ parent: [PlushieCarp, BaseSyndicateContraband]
id: DehydratedSpaceCarp
name: dehydrated space carp
description: Looks like a plush toy carp, but just add water and it becomes a real-life space carp!
+
- type: entity
name: telecrystal
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: Telecrystal
suffix: 20 TC
description: It seems to be pulsing with suspiciously enticing energies.
# Uplinks
- type: entity
- parent: [ BaseItem, StorePresetUplink ]
+ parent: [BaseItem, StorePresetUplink, BaseSyndicateContraband]
id: BaseUplinkRadio
name: syndicate uplink
description: Suspiciously looking old radio...
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: EmagUnlimited
suffix: Unlimited
name: cryptographic sequencer
- type: entity
name: radio jammer
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: RadioJammer
description: This device will disrupt any nearby outgoing radio communication as well as suit sensors when activated.
components:
- type: entity
name: syndicate jaws of life
- parent: JawsOfLife
+ parent: [JawsOfLife, BaseSyndicateContraband]
id: SyndicateJawsOfLife
description: Useful for entering the station or its departments.
components:
#Empty black
- type: entity
id: JetpackBlack
- parent: BaseJetpack
+ parent: [BaseJetpack, BaseSyndicateContraband]
name: jetpack
suffix: Empty
components:
#Empty captain
- type: entity
id: JetpackCaptain
- parent: BaseJetpack
+ parent: [BaseJetpack, BaseGrandTheftContraband]
name: captain's jetpack
suffix: Empty
components:
- Flashlight
- type: entity
- parent: Lantern
+ parent: [Lantern, BaseSyndicateContraband]
id: LanternFlash
suffix: Flash
components:
- type: entity
name: suspicious toolbox
- parent: ToolboxBase
+ parent: [ToolboxBase, BaseSyndicateContraband]
id: ToolboxSyndicate
description: A sinister looking toolbox filled with elite syndicate tools.
components:
handle: false # don't want the sound to stop the explosion from triggering
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: PenExplodingBox
name: exploding pen box
description: A small box containing an exploding pen. Packaging disintegrates when opened, leaving no evidence behind.
- type: entity
name: composition C-4
description: Used to put holes in specific areas without too much extra hole. A saboteur's favorite.
- parent: BasePlasticExplosive
+ parent: [BasePlasticExplosive, BaseSyndicateContraband]
id: C4
components:
- type: Sprite
- type: entity
name: proto-kinetic accelerator
id: WeaponProtoKineticAccelerator
- parent: WeaponProtoKineticAcceleratorBase
+ parent: [WeaponProtoKineticAcceleratorBase, BaseCargoContraband]
description: Fires low-damage kinetic bolts at a short range.
components:
- type: Sprite
- type: entity
name: disabler
- parent: BaseWeaponBatterySmall
+ parent: [ BaseWeaponBatterySmall, BaseSecurityCommandContraband ]
id: WeaponDisabler
description: A self-defense weapon that exhausts organic targets, weakening them until they collapse.
components:
- type: entity
name: disabler SMG
- parent: BaseWeaponBattery
+ parent: [ BaseWeaponBattery, BaseRestrictedContraband ]
id: WeaponDisablerSMG
description: Advanced weapon that exhausts organic targets, weakening them until they collapse.
components:
- type: entity
name: taser
- parent: BaseWeaponBatterySmall
+ parent: [ BaseWeaponBatterySmall, BaseRestrictedContraband ]
id: WeaponTaser
description: A low-capacity, energy-based stun gun used by security teams to subdue targets at range.
components:
- type: entity
name: antique laser pistol
- parent: BaseWeaponBatterySmall
+ parent: [BaseWeaponBatterySmall, BaseGrandTheftContraband]
id: WeaponAntiqueLaser
description: This is an antique laser pistol. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy.
components:
- type: entity
name: C.H.I.M.P. handcannon
- parent: BaseWeaponBatterySmall
+ parent: [BaseWeaponBatterySmall, BaseScienceContraband]
id: WeaponPistolCHIMP
description: Just because it's a little C.H.I.M.P. doesn't mean it can't punch like an A.P.E.
components:
- type: entity
name: experimental C.H.I.M.P. handcannon
- parent: WeaponPistolCHIMP
+ parent: [WeaponPistolCHIMP, BaseSyndicateContraband]
id: WeaponPistolCHIMPUpgraded
description: This C.H.I.M.P. seems to have a greater punch than is usual...
components:
- type: entity
name: bow
- parent: BaseItem
+ parent: [BaseItem, BaseMinorContraband]
id: BaseBow
description: The original rooty tooty point and shooty.
abstract: true
- type: entity
name: L6 SAW
id: WeaponLightMachineGunL6
- parent: BaseWeaponLightMachineGun
+ parent: [BaseWeaponLightMachineGun, BaseSyndicateContraband]
description: A rather traditionally made LMG with a pleasantly lacquered wooden pistol grip. Uses .30 rifle ammo.
components:
- type: Sprite
- type: entity
name: china lake
- parent: [BaseWeaponLauncher, BaseGunWieldable]
+ parent: [BaseWeaponLauncher, BaseGunWieldable, BaseSyndicateContraband]
id: WeaponLauncherChinaLake
description: PLOOP.
components:
- type: entity
name: viper
- parent: BaseWeaponPistol
+ parent: [BaseWeaponPistol, BaseSyndicateContraband]
id: WeaponPistolViper
description: A small, easily concealable, but somewhat underpowered gun. Retrofitted with a fully automatic receiver. Uses .35 auto ammo.
components:
- type: entity
name: mk 58
- parent: BaseWeaponPistol
+ parent: [BaseWeaponPistol, BaseRestrictedContraband]
id: WeaponPistolMk58
description: A cheap, ubiquitous sidearm, produced by a NanoTrasen subsidiary. Uses .35 auto ammo.
components:
- type: entity
name: N1984
- parent: BaseWeaponPistol
+ parent: [BaseWeaponPistol, BaseRestrictedContraband]
id: WeaponPistolN1984 # the spaces in description are for formatting.
description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
components:
- type: entity
name: Deckard
- parent: BaseWeaponRevolver
+ parent: [BaseWeaponRevolver, BaseRestrictedContraband]
id: WeaponRevolverDeckard
description: A rare, custom-built revolver. Use when there is no time for Voight-Kampff test. Uses .45 magnum ammo.
components:
- type: entity
name: Inspector
- parent: BaseWeaponRevolver
+ parent: [BaseWeaponRevolver, BaseRestrictedContraband]
id: WeaponRevolverInspector
description: A detective's best friend. Uses .45 magnum ammo.
components:
- type: entity
name: Mateba
- parent: BaseWeaponRevolver
+ parent: [BaseWeaponRevolver, BaseMinorContraband]
id: WeaponRevolverMateba
description: The iconic sidearm of the dreaded death squads. Uses .45 magnum ammo.
components:
- type: entity
name: Python
- parent: BaseWeaponRevolver
+ parent: [BaseWeaponRevolver, BaseSyndicateContraband]
id: WeaponRevolverPython
description: A robust revolver favoured by Syndicate agents. Uses .45 magnum ammo.
components:
- type: entity
name: pirate revolver
- parent: BaseWeaponRevolver
+ parent: [BaseWeaponRevolver, BaseMinorContraband]
id: WeaponRevolverPirate
description: An odd, old-looking revolver, favoured by pirate crews. Uses .45 magnum ammo.
components:
- type: entity
name: AKMS
- parent: BaseWeaponRifle
+ parent: [BaseWeaponRifle, BaseMinorContraband]
id: WeaponRifleAk
description: An iconic weapon of war. Uses .30 rifle ammo.
components:
- type: entity
name: M-90gl
- parent: BaseWeaponRifle
+ parent: [BaseWeaponRifle, BaseSyndicateContraband]
id: WeaponRifleM90GrenadeLauncher
description: An older bullpup carbine model, with an attached underbarrel grenade launcher. Uses .20 rifle ammo.
components:
- type: entity
name: Lecter
- parent: BaseWeaponRifle
+ parent: [BaseWeaponRifle, BaseRestrictedContraband]
id: WeaponRifleLecter
description: A high end military grade assault rifle. Uses .20 rifle ammo.
components:
- type: entity
name: Atreides
- parent: BaseWeaponSubMachineGun
+ parent: [BaseWeaponSubMachineGun, BaseMinorContraband]
id: WeaponSubMachineGunAtreides
description: Pla-ket-ket-ket-ket! Uses .35 auto ammo.
components:
- type: entity
name: C-20r sub machine gun
- parent: BaseWeaponSubMachineGun
+ parent: [BaseWeaponSubMachineGun, BaseSyndicateContraband]
id: WeaponSubMachineGunC20r
description: A firearm that is often used by the infamous nuclear operatives. Uses .35 auto ammo.
components:
- type: entity
name: Bulldog
# Don't parent to BaseWeaponShotgun because it differs significantly
- parent: [BaseItem, BaseGunWieldable]
+ parent: [BaseItem, BaseGunWieldable, BaseSyndicateContraband]
id: WeaponShotgunBulldog
description: It's a magazine-fed shotgun designed for close quarters combat. Uses .50 shotgun shells.
components:
- type: entity
name: double-barreled shotgun
- parent: [BaseWeaponShotgun, BaseGunWieldable]
+ parent: [BaseWeaponShotgun, BaseGunWieldable, BaseMinorContraband]
id: WeaponShotgunDoubleBarreled
description: An immortal classic. Uses .50 shotgun shells.
components:
- type: entity
name: Enforcer
- parent: [BaseWeaponShotgun, BaseGunWieldable]
+ parent: [BaseWeaponShotgun, BaseGunWieldable, BaseRestrictedContraband]
id: WeaponShotgunEnforcer
description: A premium combat shotgun based on the Kammerer design, featuring an upgraded clip capacity. .50 shotgun shells.
components:
- type: entity
name: Kammerer
- parent: [BaseWeaponShotgun, BaseGunWieldable]
+ parent: [BaseWeaponShotgun, BaseGunWieldable, BaseRestrictedContraband]
id: WeaponShotgunKammerer
description: When an old Remington design meets modern materials, this is the result. A favourite weapon of militia forces throughout many worlds. Uses .50 shotgun shells.
components:
- type: entity
name: handmade pistol
- parent: BaseWeaponShotgun
+ parent: [BaseWeaponShotgun, BaseMinorContraband]
id: WeaponShotgunHandmade
description: Looks unreliable. Uses .50 shotgun shells.
components:
- type: entity
name: blunderbuss
- parent: [BaseWeaponShotgun, BaseGunWieldable]
+ parent: [BaseWeaponShotgun, BaseGunWieldable, BaseMinorContraband]
id: WeaponShotgunBlunderbuss
suffix: Pirate
description: Deadly at close range.
- type: entity
name: improvised shotgun
- parent: [BaseWeaponShotgun, BaseGunWieldable]
+ parent: [BaseWeaponShotgun, BaseGunWieldable, BaseMinorContraband]
id: WeaponShotgunImprovised
description: A shitty, hand-made shotgun that uses .50 shotgun shells. It can only hold one round in the chamber.
components:
- type: entity
name: Kardashev-Mosin
- parent: [BaseWeaponSniper, BaseGunWieldable]
+ parent: [BaseWeaponSniper, BaseGunWieldable, BaseSyndicateContraband]
id: WeaponSniperMosin
description: A weapon for hunting, or endless trench warfare. Uses .30 rifle ammo.
components:
- type: entity
name: Hristov
- parent: [BaseWeaponSniper, BaseGunWieldable]
+ parent: [BaseWeaponSniper, BaseGunWieldable, BaseSyndicateContraband]
id: WeaponSniperHristov
description: A portable anti-materiel rifle. Fires armor piercing 14.5mm shells. Uses .60 anti-materiel ammo.
components:
- type: entity
name: musket
- parent: [BaseWeaponSniper, BaseGunWieldable]
+ parent: [ BaseWeaponSniper, BaseGunWieldable, BaseMinorContraband ]
id: Musket
description: This should've been in a museum long before you were born. Uses .60 anti-materiel ammo.
components:
- type: entity
name: flintlock pistol
- parent: BaseWeaponSniper
+ parent: [BaseWeaponSniper, BaseMinorContraband]
id: WeaponPistolFlintlock
description: A pirate's companion. Yarrr! Uses .60 anti-materiel ammo.
components:
- type: entity
name: improvised pneumatic cannon
- parent: BaseStorageItem
+ parent: [BaseStorageItem, BaseMinorContraband]
id: WeaponImprovisedPneumaticCannon
description: Improvised using nothing but a pipe, some zipties, and a pneumatic cannon. Doesn't accept tanks without enough gas.
components:
context: "human"
- type: entity
- parent: BaseWeaponTurret
+ parent: [BaseWeaponTurret, BaseSyndicateContraband]
id: WeaponTurretSyndicate
suffix: Syndicate
components:
- type: entity
name: baseball bat
- parent: BaseItem
+ parent: [BaseItem, BaseMinorContraband]
id: BaseBallBat
description: A robust baseball bat.
components:
- type: entity
name: cane blade
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: CaneBlade
description: A sharp blade with a cane shaped hilt.
components:
- type: entity
name: energy sword
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: EnergySword
description: A very loud & dangerous sword with a beam made of pure, concentrated plasma. Cuts through unarmored targets like butter.
components:
- Write
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: EnergyDaggerBox
name: e-dagger box
suffix: E-Dagger
- type: entity
name: fireaxe
- parent: BaseItem
+ parent: [BaseItem, BaseEngineeringContraband]
id: FireAxe
description: Truly, the weapon of a madman. Who would think to fight fire with an axe?
components:
- type: entity
name: combat knife
- parent: BaseKnife
+ parent: [BaseKnife, BaseRestrictedContraband]
id: CombatKnife
description: A deadly knife intended for melee confrontations.
components:
- type: entity
name: survival knife
- parent: CombatKnife
+ parent: [CombatKnife, BaseSecurityCargoContraband]
id: SurvivalKnife
description: Weapon of first and last resort for combatting space carp.
components:
- type: entity
name: kukri knife
- parent: CombatKnife
+ parent: [CombatKnife, BaseMinorContraband]
id: KukriKnife
description: Professionals have standards. Be polite. Be efficient. Have a plan to kill everyone you meet.
components:
sprite: Objects/Weapons/Melee/kukri_knife.rsi
- type: entity
- parent: ClothingHeadHatGreyFlatcap
+ parent: [ClothingHeadHatGreyFlatcap, BaseSyndicateContraband]
id: BladedFlatcapGrey
name: grey flatcap
description: Fashionable for both the working class and old man Jenkins. It has glass shards hidden in the brim.
- type: entity
name: shiv
- parent: BaseKnife
+ parent: [BaseKnife, BaseMinorContraband]
id: Shiv
description: A crude weapon fashioned from a piece of cloth and a glass shard.
components:
- type: entity
name: throwing knife
- parent: BaseKnife
+ parent: [BaseKnife, BaseSyndicateContraband]
id: ThrowingKnife
description: This bloodred knife is very aerodynamic and easy to throw, but good luck trying to fight someone hand-to-hand.
components:
radius: 4
- type: entity
- parent: BaseWeaponCrusher
+ parent: [BaseWeaponCrusher, BaseSecurityCargoContraband]
id: WeaponCrusher
components:
- type: Tag
- type: entity
name: spear
- parent: BaseItem
+ parent: [BaseItem, BaseMinorContraband]
id: Spear
description: Definition of a Classic. Keeping murder affordable since 200,000 BCE.
components:
- type: entity
name: stun prod
- parent: BaseItem
+ parent: [BaseItem, BaseMinorContraband]
id: Stunprod
description: A stun prod for illegal incapacitation.
components:
- type: entity
name: captain's sabre
- parent: BaseSword
+ parent: [ BaseSword, BaseCommandContraband ]
id: CaptainSabre
description: A ceremonial weapon belonging to the captain of the station.
components:
- type: entity
name: katana
- parent: BaseSword
+ parent: [ BaseSword, BaseMinorContraband ]
id: Katana
description: Ancient craftwork made with not so ancient plasteel.
components:
- type: entity
name: machete
- parent: BaseSword
+ parent: [ BaseSword, BaseMinorContraband ]
id: Machete
description: A large, vicious looking blade.
components:
- type: entity
name: claymore
- parent: BaseSword
+ parent: [ BaseSword, BaseMinorContraband ]
id: Claymore
description: An ancient war blade.
components:
- type: entity
name: cutlass
- parent: BaseSword
+ parent: [ BaseSword, BaseMinorContraband ]
id: Cutlass
description: A wickedly curved blade, often seen in the hands of space pirates.
components:
- type: entity
name: Throngler
- parent: BaseSword
+ parent: [ BaseSword, BaseMinorContraband ]
id: Throngler
description: Why would you make this?
components:
- type: entity
name: bola
- parent: BaseItem
+ parent: [BaseItem, BaseRestrictedContraband]
id: Bola
description: Linked together with some spare cuffs and metal.
components:
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseRestrictedContraband]
id: ClusterBang
name: clusterbang
description: Can be used only with flashbangs. Explodes several times.
cluster-payload: !type:Container
- type: entity
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: ClusterGrenade
name: clustergrenade
description: Why use one grenade when you can use three at once!
cluster-payload: !type:Container
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseSyndicateContraband]
id: ClusterBananaPeel
name: cluster banana peel
description: Splits into 6 explosive banana peels after throwing, guaranteed fun!
cluster-payload: !type:Container
- type: entity
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: GrenadeStinger
name: stinger grenade
description: Nothing to see here, please disperse.
cluster-payload: !type:Container
- type: entity
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: GrenadeIncendiary
name: incendiary grenade
description: Guaranteed to light up the mood.
cluster-payload: !type:Container
- type: entity
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: GrenadeShrapnel
name: shrapnel grenade
description: Releases a deadly spray of shrapnel that causes severe bleeding.
- type: entity
name: explosive grenade
description: Grenade that creates a small but devastating explosion.
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: ExGrenade
components:
- type: ExplodeOnTrigger
- type: entity
name: syndicate minibomb
description: A syndicate-manufactured explosive used to stow destruction and cause chaos.
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: SyndieMiniBomb
components:
- type: Sprite
- type: entity
name: supermatter grenade
description: Grenade that simulates delamination of the supermatter engine, pulling things in a heap and exploding after some time.
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: SupermatterGrenade
components:
- type: Sprite
- type: entity
name: EMP grenade
description: A grenade designed to wreak havoc on electronic systems.
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: EmpGrenade
components:
- type: Sprite
- type: entity
name: holy hand grenade
description: O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.
- parent: GrenadeBase
+ parent: [GrenadeBase, BaseSyndicateContraband]
id: HolyHandGrenade
components:
- type: Sprite
- type: entity
name: syndicate trickybomb
description: A syndicate-manufactured explosive used to make an excellent distraction.
- parent: GrenadeDummy
+ parent: [GrenadeDummy, BaseSyndicateContraband]
id: SyndieTrickyBomb
components:
- type: Sprite
- type: entity
- parent: BaseItem
+ parent: [BaseItem, BaseMinorContraband]
id: ThrowingStar
name: throwing star
description: An ancient weapon still used to this day, due to its ease of lodging itself into its victim's body parts.
- type: entity
name: stun baton
- parent: BaseItem
+ parent: [BaseItem, BaseRestrictedContraband]
id: Stunbaton
description: A stun baton for incapacitating people with. Actively harming with this is considered bad tone.
components:
- type: entity
name: truncheon
- parent: BaseItem
+ parent: [BaseItem, BaseRestrictedContraband]
id: Truncheon
description: A rigid, steel-studded baton, meant to harm.
components:
- type: entity
name: flash
- parent: BaseItem
+ parent: [BaseItem, BaseSecurityScienceCommandContraband]
id: Flash
description: An ultrabright flashbulb with a trigger, which causes the victim to be dazed and lose their eyesight for a moment. Useless when burnt out.
components:
- type: entity
name: portable flasher
- parent: BaseMachine
+ parent: [BaseMachine, BaseRestrictedContraband]
id: PortableFlasher
description: An ultrabright flashbulb with a proximity trigger, useful for making an area security-only.
components:
--- /dev/null
+# non-stealth syndicate stuff
+- type: entity
+ id: BaseSyndicateContraband
+ abstract: true
+ components:
+ - type: Contraband
+ severity: Syndicate
+ # no one should be carrying this around visibly!
+ allowedDepartments: null
+
+# minor contraband not departmentally restricted -- improvised weapons etc
+- type: entity
+ id: BaseMinorContraband
+ abstract: true
+ components:
+ - type: Contraband
+ severity: Minor
+ # according to space law no dept is authorized to have
+ allowedDepartments: null
+
+# minor contraband by default restricted to security only
+- type: entity
+ id: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ severity: Restricted
+
+# departmentally restricted contraband -- this covers every configuration currently listed in space law
+- type: entity
+ id: BaseCommandContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Command ]
+
+- type: entity
+ id: BaseSecurityCommandContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Security, Command ]
+
+- type: entity
+ id: BaseSecurityScienceCommandContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Security, Science, Command ]
+
+- type: entity
+ id: BaseEngineeringContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Engineering ]
+
+- type: entity
+ id: BaseScienceContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Science ]
+
+- type: entity
+ id: BaseSecurityCargoContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Security, Cargo ]
+
+- type: entity
+ id: BaseCargoContraband
+ parent: BaseRestrictedContraband
+ abstract: true
+ components:
+ - type: Contraband
+ allowedDepartments: [ Cargo ]
+
+# for ~objective items
+- type: entity
+ id: BaseGrandTheftContraband
+ abstract: true
+ components:
+ - type: Contraband
+ severity: GrandTheft
+ allowedDepartments: [ Command ]
disposable: false
- type: entity
- parent: BaseHardBomb
+ parent: [BaseHardBomb, BaseSyndicateContraband]
id: SyndicateBomb
name: syndicate bomb
description: A bomb for Syndicate operatives and agents alike. The real deal, no more training, get to it!
--- /dev/null
+# Improvised weapons/gear, etc. Not departmentally restricted per se, but you shouldn't really have it around
+# as non-sec without a valid reason.
+- type: contrabandSeverity
+ id: Minor
+ examineText: contraband-examine-text-Minor
+
+# Having this without a good reason might get you yelled at by security. (spears, shivs, etc).
+# or, Having this as a regular crew member, not the department it was made for, is considered theft IC. (rcd, sec gear, etc)
+- type: contrabandSeverity
+ id: Restricted
+ examineText: contraband-examine-text-Restricted
+ showDepartments: true
+
+# Having this as a regular crew member is considered grand theft. (nuke disk, captain's gear, objective items, etc)
+- type: contrabandSeverity
+ id: GrandTheft
+ examineText: contraband-examine-text-GrandTheft
+
+# This is clear syndicate contraband and is illegal to own IC.
+- type: contrabandSeverity
+ id: Syndicate
+ examineText: contraband-examine-text-Syndicate