anchor.diff:  			W.update_label()
   			M.equip_to_slot_or_del(W, slot_wear_id)
   
  +		if("admiral")
  +			var/obj/item/clothing/under/rank/head_of_security/navyblue/X = new(M)
  +			X.name="admiral's uniform"
  +			X.desc="A uniform specifically tailored for admirals, also comes with shoulder pads."
  +			M.equip_to_slot_or_del(X, slot_w_uniform)
  +			M.equip_to_slot_or_del(new /obj/item/clothing/head/caphat/parade(M), slot_head)
  +			M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
  +			M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
  +			M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cent(M), slot_ears)
  +			M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
  +			//M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit) I'll change this once firestorm gets the sprites
  +			M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
  +			M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
  +
  +			var/obj/item/weapon/card/id/W = new(M)
  +			W.icon_state = "centcom"
  +			W.access = get_all_accesses()
  +			W.access += get_centcom_access("Admiral")
  +			W.assignment = "Admiral"
  +			W.registered_name = M.real_name
  +			W.update_label()
  +			M.equip_to_slot_or_del(W, slot_wear_id)
  +
   		if("special ops officer")
   			var/obj/item/device/radio/headset/R = new /obj/item/device/radio/headset/headset_cent(M)
   			R.set_frequency(1441)
  
positive.code: 			M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
  
  		if("soviet admiral")
  			M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
  			M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
  			M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
  			M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cent(M), slot_ears)
  			M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
  			M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
  			M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
  			M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
  
  			var/obj/item/weapon/card/id/W = new(M)
  			W.icon_state = "centcom"
  			W.access = get_all_accesses()
  			W.access += get_centcom_access("Admiral")
  			W.assignment = "Admiral"
  			W.registered_name = M.real_name
  			W.update_label()
  			M.equip_to_slot_or_del(W, slot_wear_id)
  
  		if("mobster")
  			M.equip_to_slot_or_del(new /obj/item/clothing/head/fedora(M), slot_head)
  
negative.code: // DEATH SQUADS
  		if("death commando")
  			equip_deathsquad(M)
  
  		if("chicken ops")
  			var/obj/item/device/radio/R = new /obj/item/device/radio/headset(M)
  			R.set_frequency(1441)
  			M.equip_to_slot_or_del(R, slot_ears)
  
  			M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
  			M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
  
  			var/obj/item/clothing/suit/space/deathsquad/X = new(M)
  			X.name = "chicken suit"
  			X.desc = "A suit made long ago by the ancient empire KFC."
  			X.icon_state = "chickensuit"
  			X.item_state = "chickensuit"
  			M.equip_to_slot_or_del(X, slot_wear_suit)
  
  			M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
  
  			var/obj/item/clothing/head/helmet/space/deathsquad/Y = new(M)
  			Y.name = "chicken suit head"
  			Y.desc = "Bkaw!"
  			Y.icon_state = "chickenhead"
  			Y.item_state = "chickensuit"
  			M.equip_to_slot_or_del(Y, slot_head)
  
  			var/obj/item/clothing/mask/gas/sechailer/swat/Z = new(M)
  			Z.name = "clown mask"
  			Z.desc = "honk"
  			Z.icon_state = "clown"
  			Z.item_state = "clown_hat"
  			M.equip_to_slot_or_del(Z, slot_wear_mask)
  
  			M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
  
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/clown(M), slot_back)
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
  
  			M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(M), slot_in_backpack)
  			M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack)
  			M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
  
  			M.equip_to_slot_or_del(new /obj/item/weapon/c4(M), slot_in_backpack)
  
  			M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
  			M.equip_to_slot_or_del(new /obj/item/weapon/shield/energy(M), slot_r_store)
  			M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_s_store)
  			M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
  
  			M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(M), slot_r_hand)
  
  
  			var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)//Here you go Deuryn
  			L.imp_in = M
  			L.implanted = 1
  
  			var/obj/item/weapon/card/id/W = new(M)
  			W.name = "[M.real_name]'s ID Card"
  			W.icon_state = "centcom"
  			W.access = get_all_accesses()//They get full station access.
  			W.access += get_centcom_access("Death Commando")//Let's add their alloted Centcom access.
  			W.assignment = "Death Commando"
  			W.registered_name = M.real_name
  			M.equip_to_slot_or_del(W, slot_wear_id)
  
  		if("emergency response officer")
  			equip_emergencyresponsesquad(M)
  