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: 		"laser tag blue",
  		"pirate",
  		"space pirate",
  		"soviet admiral",
  		"tunnel clown",
  		"masked killer",
  		"assassin",
  		"mobster",
  		"death commando",
  		"chicken ops",
  //		"syndicate commando",
  		"centcom official",
  		"centcom commander",
  		"special ops officer",
  		"blue wizard",
  		"red wizard",
  
negative.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("mobster")
  			M.equip_to_slot_or_del(new /obj/item/clothing/head/fedora(M), slot_head)
  