Initial Commit

This commit is contained in:
skull132
2014-03-11 09:03:52 +02:00
commit a8d9450c7e
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datum/admins/proc/DB_ban_record(var/bantype, var/mob/banned_mob, var/duration = -1, var/reason, var/job = "", var/rounds = 0, var/banckey = null)
if(!check_rights(R_MOD,0) && !check_rights(R_BAN)) return
establish_db_connection()
if(!dbcon.IsConnected())
return
var/serverip = "[world.internet_address]:[world.port]"
var/bantype_pass = 0
var/bantype_str
switch(bantype)
if(BANTYPE_PERMA)
bantype_str = "PERMABAN"
duration = -1
bantype_pass = 1
if(BANTYPE_TEMP)
bantype_str = "TEMPBAN"
bantype_pass = 1
if(BANTYPE_JOB_PERMA)
bantype_str = "JOB_PERMABAN"
duration = -1
bantype_pass = 1
if(BANTYPE_JOB_TEMP)
bantype_str = "JOB_TEMPBAN"
bantype_pass = 1
if( !bantype_pass ) return
if( !istext(reason) ) return
if( !isnum(duration) ) return
var/ckey
var/computerid
var/ip
if(ismob(banned_mob))
ckey = banned_mob.ckey
if(banned_mob.client)
computerid = banned_mob.client.computer_id
ip = banned_mob.client.address
else if(banckey)
ckey = ckey(banckey)
var/DBQuery/query = dbcon.NewQuery("SELECT id FROM erro_player WHERE ckey = '[ckey]'")
query.Execute()
var/validckey = 0
if(query.NextRow())
validckey = 1
if(!validckey)
if(!banned_mob || (banned_mob && !IsGuestKey(banned_mob.key)))
message_admins("<font color='red'>[key_name_admin(usr)] attempted to ban [ckey], but [ckey] has not been seen yet. Please only ban actual players.</font>",1)
return
var/a_ckey
var/a_computerid
var/a_ip
if(src.owner && istype(src.owner, /client))
a_ckey = src.owner:ckey
a_computerid = src.owner:computer_id
a_ip = src.owner:address
var/who
for(var/client/C in clients)
if(!who)
who = "[C]"
else
who += ", [C]"
var/adminwho
for(var/client/C in admins)
if(!adminwho)
adminwho = "[C]"
else
adminwho += ", [C]"
reason = sql_sanitize_text(reason)
var/sql = "INSERT INTO erro_ban (`id`,`bantime`,`serverip`,`bantype`,`reason`,`job`,`duration`,`rounds`,`expiration_time`,`ckey`,`computerid`,`ip`,`a_ckey`,`a_computerid`,`a_ip`,`who`,`adminwho`,`edits`,`unbanned`,`unbanned_datetime`,`unbanned_ckey`,`unbanned_computerid`,`unbanned_ip`) VALUES (null, Now(), '[serverip]', '[bantype_str]', '[reason]', '[job]', [(duration)?"[duration]":"0"], [(rounds)?"[rounds]":"0"], Now() + INTERVAL [(duration>0) ? duration : 0] MINUTE, '[ckey]', '[computerid]', '[ip]', '[a_ckey]', '[a_computerid]', '[a_ip]', '[who]', '[adminwho]', '', null, null, null, null, null)"
var/DBQuery/query_insert = dbcon.NewQuery(sql)
query_insert.Execute()
usr << "\blue Ban saved to database."
message_admins("[key_name_admin(usr)] has added a [bantype_str] for [ckey] [(job)?"([job])":""] [(duration > 0)?"([duration] minutes)":""] with the reason: \"[reason]\" to the ban database.",1)
datum/admins/proc/DB_ban_unban(var/ckey, var/bantype, var/job = "")
if(!check_rights(R_BAN)) return
var/bantype_str
if(bantype)
var/bantype_pass = 0
switch(bantype)
if(BANTYPE_PERMA)
bantype_str = "PERMABAN"
bantype_pass = 1
if(BANTYPE_TEMP)
bantype_str = "TEMPBAN"
bantype_pass = 1
if(BANTYPE_JOB_PERMA)
bantype_str = "JOB_PERMABAN"
bantype_pass = 1
if(BANTYPE_JOB_TEMP)
bantype_str = "JOB_TEMPBAN"
bantype_pass = 1
if(BANTYPE_ANY_FULLBAN)
bantype_str = "ANY"
bantype_pass = 1
if( !bantype_pass ) return
var/bantype_sql
if(bantype_str == "ANY")
bantype_sql = "(bantype = 'PERMABAN' OR (bantype = 'TEMPBAN' AND expiration_time > Now() ) )"
else
bantype_sql = "bantype = '[bantype_str]'"
var/sql = "SELECT id FROM erro_ban WHERE ckey = '[ckey]' AND [bantype_sql] AND (unbanned is null OR unbanned = false)"
if(job)
sql += " AND job = '[job]'"
establish_db_connection()
if(!dbcon.IsConnected())
return
var/ban_id
var/ban_number = 0 //failsafe
var/DBQuery/query = dbcon.NewQuery(sql)
query.Execute()
while(query.NextRow())
ban_id = query.item[1]
ban_number++;
if(ban_number == 0)
usr << "\red Database update failed due to no bans fitting the search criteria. If this is not a legacy ban you should contact the database admin."
return
if(ban_number > 1)
usr << "\red Database update failed due to multiple bans fitting the search criteria. Note down the ckey, job and current time and contact the database admin."
return
if(istext(ban_id))
ban_id = text2num(ban_id)
if(!isnum(ban_id))
usr << "\red Database update failed due to a ban ID mismatch. Contact the database admin."
return
DB_ban_unban_by_id(ban_id)
datum/admins/proc/DB_ban_edit(var/banid = null, var/param = null)
if(!check_rights(R_BAN)) return
if(!isnum(banid) || !istext(param))
usr << "Cancelled"
return
var/DBQuery/query = dbcon.NewQuery("SELECT ckey, duration, reason FROM erro_ban WHERE id = [banid]")
query.Execute()
var/eckey = usr.ckey //Editing admin ckey
var/pckey //(banned) Player ckey
var/duration //Old duration
var/reason //Old reason
if(query.NextRow())
pckey = query.item[1]
duration = query.item[2]
reason = query.item[3]
else
usr << "Invalid ban id. Contact the database admin"
return
reason = sql_sanitize_text(reason)
var/value
switch(param)
if("reason")
if(!value)
value = input("Insert the new reason for [pckey]'s ban", "New Reason", "[reason]", null) as null|text
value = sql_sanitize_text(value)
if(!value)
usr << "Cancelled"
return
var/DBQuery/update_query = dbcon.NewQuery("UPDATE erro_ban SET reason = '[value]', edits = CONCAT(edits,'- [eckey] changed ban reason from <cite><b>\\\"[reason]\\\"</b></cite> to <cite><b>\\\"[value]\\\"</b></cite><BR>') WHERE id = [banid]")
update_query.Execute()
message_admins("[key_name_admin(usr)] has edited a ban for [pckey]'s reason from [reason] to [value]",1)
if("duration")
if(!value)
value = input("Insert the new duration (in minutes) for [pckey]'s ban", "New Duration", "[duration]", null) as null|num
if(!isnum(value) || !value)
usr << "Cancelled"
return
var/DBQuery/update_query = dbcon.NewQuery("UPDATE erro_ban SET duration = [value], edits = CONCAT(edits,'- [eckey] changed ban duration from [duration] to [value]<br>'), expiration_time = DATE_ADD(bantime, INTERVAL [value] MINUTE) WHERE id = [banid]")
message_admins("[key_name_admin(usr)] has edited a ban for [pckey]'s duration from [duration] to [value]",1)
update_query.Execute()
if("unban")
if(alert("Unban [pckey]?", "Unban?", "Yes", "No") == "Yes")
DB_ban_unban_by_id(banid)
return
else
usr << "Cancelled"
return
else
usr << "Cancelled"
return
datum/admins/proc/DB_ban_unban_by_id(var/id)
if(!check_rights(R_BAN)) return
var/sql = "SELECT ckey FROM erro_ban WHERE id = [id]"
establish_db_connection()
if(!dbcon.IsConnected())
return
var/ban_number = 0 //failsafe
var/pckey
var/DBQuery/query = dbcon.NewQuery(sql)
query.Execute()
while(query.NextRow())
pckey = query.item[1]
ban_number++;
if(ban_number == 0)
usr << "\red Database update failed due to a ban id not being present in the database."
return
if(ban_number > 1)
usr << "\red Database update failed due to multiple bans having the same ID. Contact the database admin."
return
if(!src.owner || !istype(src.owner, /client))
return
var/unban_ckey = src.owner:ckey
var/unban_computerid = src.owner:computer_id
var/unban_ip = src.owner:address
var/sql_update = "UPDATE erro_ban SET unbanned = 1, unbanned_datetime = Now(), unbanned_ckey = '[unban_ckey]', unbanned_computerid = '[unban_computerid]', unbanned_ip = '[unban_ip]' WHERE id = [id]"
message_admins("[key_name_admin(usr)] has lifted [pckey]'s ban.",1)
var/DBQuery/query_update = dbcon.NewQuery(sql_update)
query_update.Execute()
/client/proc/DB_ban_panel()
set category = "Admin"
set name = "Banning Panel"
set desc = "Edit admin permissions"
if(!holder)
return
holder.DB_ban_panel()
/datum/admins/proc/DB_ban_panel(var/playerckey = null, var/adminckey = null)
if(!usr.client)
return
if(!check_rights(R_BAN)) return
establish_db_connection()
if(!dbcon.IsConnected())
usr << "\red Failed to establish database connection"
return
var/output = "<div align='center'><table width='90%'><tr>"
output += "<td width='35%' align='center'>"
output += "<h1>Banning panel</h1>"
output += "</td>"
output += "<td width='65%' align='center' bgcolor='#f9f9f9'>"
output += "<form method='GET' action='?src=\ref[src]'><b>Add custom ban:</b> (ONLY use this if you can't ban through any other method)"
output += "<input type='hidden' name='src' value='\ref[src]'>"
output += "<table width='100%'><tr>"
output += "<td><b>Ban type:</b><select name='dbbanaddtype'>"
output += "<option value=''>--</option>"
output += "<option value='[BANTYPE_PERMA]'>PERMABAN</option>"
output += "<option value='[BANTYPE_TEMP]'>TEMPBAN</option>"
output += "<option value='[BANTYPE_JOB_PERMA]'>JOB PERMABAN</option>"
output += "<option value='[BANTYPE_JOB_TEMP]'>JOB TEMPBAN</option>"
output += "</select></td>"
output += "<td><b>Ckey:</b> <input type='text' name='dbbanaddckey'></td></tr>"
output += "<tr><td><b>Duration:</b> <input type='text' name='dbbaddduration'></td>"
output += "<td><b>Job:</b><select name='dbbanaddjob'>"
output += "<option value=''>--</option>"
for(var/j in get_all_jobs())
output += "<option value='[j]'>[j]</option>"
for(var/j in nonhuman_positions)
output += "<option value='[j]'>[j]</option>"
for(var/j in list("traitor","changeling","operative","revolutionary","cultist","wizard"))
output += "<option value='[j]'>[j]</option>"
output += "</select></td></tr></table>"
output += "<b>Reason:<br></b><textarea name='dbbanreason' cols='50'></textarea><br>"
output += "<input type='submit' value='Add ban'>"
output += "</form>"
output += "</td>"
output += "</tr>"
output += "</table>"
output += "<form method='GET' action='?src=\ref[src]'><b>Search:</b> "
output += "<input type='hidden' name='src' value='\ref[src]'>"
output += "<b>Ckey:</b> <input type='text' name='dbsearchckey' value='[playerckey]'>"
output += "<b>Admin ckey:</b> <input type='text' name='dbsearchadmin' value='[adminckey]'>"
output += "<input type='submit' value='search'>"
output += "</form>"
output += "Please note that all jobban bans or unbans are in-effect the following round."
if(adminckey || playerckey)
var/blcolor = "#ffeeee" //banned light
var/bdcolor = "#ffdddd" //banned dark
var/ulcolor = "#eeffee" //unbanned light
var/udcolor = "#ddffdd" //unbanned dark
output += "<table width='90%' bgcolor='#e3e3e3' cellpadding='5' cellspacing='0' align='center'>"
output += "<tr>"
output += "<th width='25%'><b>TYPE</b></th>"
output += "<th width='20%'><b>CKEY</b></th>"
output += "<th width='20%'><b>TIME APPLIED</b></th>"
output += "<th width='20%'><b>ADMIN</b></th>"
output += "<th width='15%'><b>OPTIONS</b></th>"
output += "</tr>"
adminckey = ckey(adminckey)
playerckey = ckey(playerckey)
var/adminsearch = ""
var/playersearch = ""
if(adminckey)
adminsearch = "AND a_ckey = '[adminckey]' "
if(playerckey)
playersearch = "AND ckey = '[playerckey]' "
var/DBQuery/select_query = dbcon.NewQuery("SELECT id, bantime, bantype, reason, job, duration, expiration_time, ckey, a_ckey, unbanned, unbanned_ckey, unbanned_datetime, edits FROM erro_ban WHERE 1 [playersearch] [adminsearch] ORDER BY bantime DESC")
select_query.Execute()
while(select_query.NextRow())
var/banid = select_query.item[1]
var/bantime = select_query.item[2]
var/bantype = select_query.item[3]
var/reason = select_query.item[4]
var/job = select_query.item[5]
var/duration = select_query.item[6]
var/expiration = select_query.item[7]
var/ckey = select_query.item[8]
var/ackey = select_query.item[9]
var/unbanned = select_query.item[10]
var/unbanckey = select_query.item[11]
var/unbantime = select_query.item[12]
var/edits = select_query.item[13]
var/lcolor = blcolor
var/dcolor = bdcolor
if(unbanned)
lcolor = ulcolor
dcolor = udcolor
var/typedesc =""
switch(bantype)
if("PERMABAN")
typedesc = "<font color='red'><b>PERMABAN</b></font>"
if("TEMPBAN")
typedesc = "<b>TEMPBAN</b><br><font size='2'>([duration] minutes [(unbanned) ? "" : "(<a href=\"byond://?src=\ref[src];dbbanedit=duration;dbbanid=[banid]\">Edit</a>))"]<br>Expires [expiration]</font>"
if("JOB_PERMABAN")
typedesc = "<b>JOBBAN</b><br><font size='2'>([job])"
if("JOB_TEMPBAN")
typedesc = "<b>TEMP JOBBAN</b><br><font size='2'>([job])<br>([duration] minutes<br>Expires [expiration]"
output += "<tr bgcolor='[dcolor]'>"
output += "<td align='center'>[typedesc]</td>"
output += "<td align='center'><b>[ckey]</b></td>"
output += "<td align='center'>[bantime]</td>"
output += "<td align='center'><b>[ackey]</b></td>"
output += "<td align='center'>[(unbanned) ? "" : "<b><a href=\"byond://?src=\ref[src];dbbanedit=unban;dbbanid=[banid]\">Unban</a></b>"]</td>"
output += "</tr>"
output += "<tr bgcolor='[lcolor]'>"
output += "<td align='center' colspan='5'><b>Reason: [(unbanned) ? "" : "(<a href=\"byond://?src=\ref[src];dbbanedit=reason;dbbanid=[banid]\">Edit</a>)"]</b> <cite>\"[reason]\"</cite></td>"
output += "</tr>"
if(edits)
output += "<tr bgcolor='[dcolor]'>"
output += "<td align='center' colspan='5'><b>EDITS</b></td>"
output += "</tr>"
output += "<tr bgcolor='[lcolor]'>"
output += "<td align='center' colspan='5'><font size='2'>[edits]</font></td>"
output += "</tr>"
if(unbanned)
output += "<tr bgcolor='[dcolor]'>"
output += "<td align='center' colspan='5' bgcolor=''><b>UNBANNED by admin [unbanckey] on [unbantime]</b></td>"
output += "</tr>"
output += "<tr>"
output += "<td colspan='5' bgcolor='white'>&nbsp</td>"
output += "</tr>"
output += "</table></div>"
usr << browse(output,"window=lookupbans;size=900x500")
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//Blocks an attempt to connect before even creating our client datum thing.
world/IsBanned(key,address,computer_id)
if(ckey(key) in admin_datums)
return ..()
//Guest Checking
if(!guests_allowed && IsGuestKey(key))
log_access("Failed Login: [key] - Guests not allowed")
message_admins("\blue Failed Login: [key] - Guests not allowed")
return list("reason"="guest", "desc"="\nReason: Guests not allowed. Please sign in with a byond account.")
//check if the IP address is a known TOR node
if(config && config.ToRban && ToRban_isbanned(address))
log_access("Failed Login: [src] - Banned: ToR")
message_admins("\blue Failed Login: [src] - Banned: ToR")
//ban their computer_id and ckey for posterity
AddBan(ckey(key), computer_id, "Use of ToR", "Automated Ban", 0, 0)
return list("reason"="Using ToR", "desc"="\nReason: The network you are using to connect has been banned.\nIf you believe this is a mistake, please request help at [config.banappeals]")
if(config.ban_legacy_system)
//Ban Checking
. = CheckBan( ckey(key), computer_id, address )
if(.)
log_access("Failed Login: [key] [computer_id] [address] - Banned [.["reason"]]")
message_admins("\blue Failed Login: [key] id:[computer_id] ip:[address] - Banned [.["reason"]]")
return .
return ..() //default pager ban stuff
else
var/ckeytext = ckey(key)
if(!establish_db_connection())
world.log << "Ban database connection failure. Key [ckeytext] not checked"
diary << "Ban database connection failure. Key [ckeytext] not checked"
return
var/failedcid = 1
var/failedip = 1
var/ipquery = ""
var/cidquery = ""
if(address)
failedip = 0
ipquery = " OR ip = '[address]' "
if(computer_id)
failedcid = 0
cidquery = " OR computerid = '[computer_id]' "
var/DBQuery/query = dbcon.NewQuery("SELECT ckey, ip, computerid, a_ckey, reason, expiration_time, duration, bantime, bantype FROM erro_Ban WHERE (ckey = '[ckeytext]' [ipquery] [cidquery]) AND (bantype = 'PERMABAN' OR (bantype = 'TEMPBAN' AND expiration_time > Now())) AND isnull(unbanned)")
query.Execute()
while(query.NextRow())
var/pckey = query.item[1]
//var/pip = query.item[2]
//var/pcid = query.item[3]
var/ackey = query.item[4]
var/reason = query.item[5]
var/expiration = query.item[6]
var/duration = query.item[7]
var/bantime = query.item[8]
var/bantype = query.item[9]
var/expires = ""
if(text2num(duration) > 0)
expires = " The ban is for [duration] minutes and expires on [expiration] (server time)."
var/desc = "\nReason: You, or another user of this computer or connection ([pckey]) is banned from playing here. The ban reason is:\n[reason]\nThis ban was applied by [ackey] on [bantime], [expires]"
return list("reason"="[bantype]", "desc"="[desc]")
if (failedcid)
message_admins("[key] has logged in with a blank computer id in the ban check.")
if (failedip)
message_admins("[key] has logged in with a blank ip in the ban check.")
return ..() //default pager ban stuff
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var/CMinutes = null
var/savefile/Banlist
/proc/CheckBan(var/ckey, var/id, var/address)
if(!Banlist) // if Banlist cannot be located for some reason
LoadBans() // try to load the bans
if(!Banlist) // uh oh, can't find bans!
return 0 // ABORT ABORT ABORT
. = list()
var/appeal
if(config && config.banappeals)
appeal = "\nFor more information on your ban, or to appeal, head to <a href='[config.banappeals]'>[config.banappeals]</a>"
Banlist.cd = "/base"
if( "[ckey][id]" in Banlist.dir )
Banlist.cd = "[ckey][id]"
if (Banlist["temp"])
if (!GetExp(Banlist["minutes"]))
ClearTempbans()
return 0
else
.["desc"] = "\nReason: [Banlist["reason"]]\nExpires: [GetExp(Banlist["minutes"])]\nBy: [Banlist["bannedby"]][appeal]"
else
Banlist.cd = "/base/[ckey][id]"
.["desc"] = "\nReason: [Banlist["reason"]]\nExpires: <B>PERMENANT</B>\nBy: [Banlist["bannedby"]][appeal]"
.["reason"] = "ckey/id"
return .
else
for (var/A in Banlist.dir)
Banlist.cd = "/base/[A]"
var/matches
if( ckey == Banlist["key"] )
matches += "ckey"
if( id == Banlist["id"] )
if(matches)
matches += "/"
matches += "id"
if( address == Banlist["ip"] )
if(matches)
matches += "/"
matches += "ip"
if(matches)
if(Banlist["temp"])
if (!GetExp(Banlist["minutes"]))
ClearTempbans()
return 0
else
.["desc"] = "\nReason: [Banlist["reason"]]\nExpires: [GetExp(Banlist["minutes"])]\nBy: [Banlist["bannedby"]][appeal]"
else
.["desc"] = "\nReason: [Banlist["reason"]]\nExpires: <B>PERMENANT</B>\nBy: [Banlist["bannedby"]][appeal]"
.["reason"] = matches
return .
return 0
/proc/UpdateTime() //No idea why i made this a proc.
CMinutes = (world.realtime / 10) / 60
return 1
/hook/startup/proc/loadBans()
return LoadBans()
/proc/LoadBans()
Banlist = new("data/banlist.bdb")
log_admin("Loading Banlist")
if (!length(Banlist.dir)) log_admin("Banlist is empty.")
if (!Banlist.dir.Find("base"))
log_admin("Banlist missing base dir.")
Banlist.dir.Add("base")
Banlist.cd = "/base"
else if (Banlist.dir.Find("base"))
Banlist.cd = "/base"
ClearTempbans()
return 1
/proc/ClearTempbans()
UpdateTime()
Banlist.cd = "/base"
for (var/A in Banlist.dir)
Banlist.cd = "/base/[A]"
if (!Banlist["key"] || !Banlist["id"])
RemoveBan(A)
log_admin("Invalid Ban.")
message_admins("Invalid Ban.")
continue
if (!Banlist["temp"]) continue
if (CMinutes >= Banlist["minutes"]) RemoveBan(A)
return 1
/proc/AddBan(ckey, computerid, reason, bannedby, temp, minutes, address)
var/bantimestamp
if (temp)
UpdateTime()
bantimestamp = CMinutes + minutes
Banlist.cd = "/base"
if ( Banlist.dir.Find("[ckey][computerid]") )
usr << text("\red Ban already exists.")
return 0
else
Banlist.dir.Add("[ckey][computerid]")
Banlist.cd = "/base/[ckey][computerid]"
Banlist["key"] << ckey
Banlist["id"] << computerid
Banlist["ip"] << address
Banlist["reason"] << reason
Banlist["bannedby"] << bannedby
Banlist["temp"] << temp
if (temp)
Banlist["minutes"] << bantimestamp
return 1
/proc/RemoveBan(foldername)
var/key
var/id
Banlist.cd = "/base/[foldername]"
Banlist["key"] >> key
Banlist["id"] >> id
Banlist.cd = "/base"
if (!Banlist.dir.Remove(foldername)) return 0
if(!usr)
log_admin("Ban Expired: [key]")
message_admins("Ban Expired: [key]")
else
ban_unban_log_save("[key_name_admin(usr)] unbanned [key]")
log_admin("[key_name_admin(usr)] unbanned [key]")
message_admins("[key_name_admin(usr)] unbanned: [key]")
feedback_inc("ban_unban",1)
usr.client.holder.DB_ban_unban( ckey(key), BANTYPE_ANY_FULLBAN)
for (var/A in Banlist.dir)
Banlist.cd = "/base/[A]"
if (key == Banlist["key"] /*|| id == Banlist["id"]*/)
Banlist.cd = "/base"
Banlist.dir.Remove(A)
continue
return 1
/proc/GetExp(minutes as num)
UpdateTime()
var/exp = minutes - CMinutes
if (exp <= 0)
return 0
else
var/timeleftstring
if (exp >= 1440) //1440 = 1 day in minutes
timeleftstring = "[round(exp / 1440, 0.1)] Days"
else if (exp >= 60) //60 = 1 hour in minutes
timeleftstring = "[round(exp / 60, 0.1)] Hours"
else
timeleftstring = "[exp] Minutes"
return timeleftstring
/datum/admins/proc/unbanpanel()
var/count = 0
var/dat
//var/dat = "<HR><B>Unban Player:</B> \blue(U) = Unban , (E) = Edit Ban\green (Total<HR><table border=1 rules=all frame=void cellspacing=0 cellpadding=3 >"
Banlist.cd = "/base"
for (var/A in Banlist.dir)
count++
Banlist.cd = "/base/[A]"
var/ref = "\ref[src]"
var/key = Banlist["key"]
var/id = Banlist["id"]
var/ip = Banlist["ip"]
var/reason = Banlist["reason"]
var/by = Banlist["bannedby"]
var/expiry
if(Banlist["temp"])
expiry = GetExp(Banlist["minutes"])
if(!expiry) expiry = "Removal Pending"
else expiry = "Permaban"
dat += text("<tr><td><A href='?src=[ref];unbanf=[key][id]'>(U)</A><A href='?src=[ref];unbane=[key][id]'>(E)</A> Key: <B>[key]</B></td><td>ComputerID: <B>[id]</B></td><td>IP: <B>[ip]</B></td><td> [expiry]</td><td>(By: [by])</td><td>(Reason: [reason])</td></tr>")
dat += "</table>"
dat = "<HR><B>Bans:</B> <FONT COLOR=blue>(U) = Unban , (E) = Edit Ban</FONT> - <FONT COLOR=green>([count] Bans)</FONT><HR><table border=1 rules=all frame=void cellspacing=0 cellpadding=3 >[dat]"
usr << browse(dat, "window=unbanp;size=875x400")
//////////////////////////////////// DEBUG ////////////////////////////////////
/proc/CreateBans()
UpdateTime()
var/i
var/last
for(i=0, i<1001, i++)
var/a = pick(1,0)
var/b = pick(1,0)
if(b)
Banlist.cd = "/base"
Banlist.dir.Add("trash[i]trashid[i]")
Banlist.cd = "/base/trash[i]trashid[i]"
Banlist["key"] << "trash[i]"
else
Banlist.cd = "/base"
Banlist.dir.Add("[last]trashid[i]")
Banlist.cd = "/base/[last]trashid[i]"
Banlist["key"] << last
Banlist["id"] << "trashid[i]"
Banlist["reason"] << "Trashban[i]."
Banlist["temp"] << a
Banlist["minutes"] << CMinutes + rand(1,2000)
Banlist["bannedby"] << "trashmin"
last = "trash[i]"
Banlist.cd = "/base"
/proc/ClearAllBans()
Banlist.cd = "/base"
for (var/A in Banlist.dir)
RemoveBan(A)
+88
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//By Carnwennan
//fetches an external list and processes it into a list of ip addresses.
//It then stores the processed list into a savefile for later use
#define TORFILE "data/ToR_ban.bdb"
#define TOR_UPDATE_INTERVAL 216000 //~6 hours
/proc/ToRban_isbanned(var/ip_address)
var/savefile/F = new(TORFILE)
if(F)
if( ip_address in F.dir )
return 1
return 0
/proc/ToRban_autoupdate()
var/savefile/F = new(TORFILE)
if(F)
var/last_update
F["last_update"] >> last_update
if((last_update + TOR_UPDATE_INTERVAL) < world.realtime) //we haven't updated for a while
ToRban_update()
return
/proc/ToRban_update()
spawn(0)
diary << "Downloading updated ToR data..."
var/http[] = world.Export("http://exitlist.torproject.org/exit-addresses")
var/list/rawlist = file2list(http["CONTENT"])
if(rawlist.len)
fdel(TORFILE)
var/savefile/F = new(TORFILE)
for( var/line in rawlist )
if(!line) continue
if( copytext(line,1,12) == "ExitAddress" )
var/cleaned = copytext(line,13,length(line)-19)
if(!cleaned) continue
F[cleaned] << 1
F["last_update"] << world.realtime
diary << "ToR data updated!"
if(usr) usr << "ToRban updated."
return 1
diary << "ToR data update aborted: no data."
return 0
/client/proc/ToRban(task in list("update","toggle","show","remove","remove all","find"))
set name = "ToRban"
set category = "Server"
if(!holder) return
switch(task)
if("update")
ToRban_update()
if("toggle")
if(config)
if(config.ToRban)
config.ToRban = 0
message_admins("<font color='red'>ToR banning disabled.</font>")
else
config.ToRban = 1
message_admins("<font colot='green'>ToR banning enabled.</font>")
if("show")
var/savefile/F = new(TORFILE)
var/dat
if( length(F.dir) )
for( var/i=1, i<=length(F.dir), i++ )
dat += "<tr><td>#[i]</td><td> [F.dir[i]]</td></tr>"
dat = "<table width='100%'>[dat]</table>"
else
dat = "No addresses in list."
src << browse(dat,"window=ToRban_show")
if("remove")
var/savefile/F = new(TORFILE)
var/choice = input(src,"Please select an IP address to remove from the ToR banlist:","Remove ToR ban",null) as null|anything in F.dir
if(choice)
F.dir.Remove(choice)
src << "<b>Address removed</b>"
if("remove all")
src << "<b>[TORFILE] was [fdel(TORFILE)?"":"not "]removed.</b>"
if("find")
var/input = input(src,"Please input an IP address to search for:","Find ToR ban",null) as null|text
if(input)
if(ToRban_isbanned(input))
src << "<font color='green'><b>Address is a known ToR address</b></font>"
else
src << "<font color='red'><b>Address is not a known ToR address</b></font>"
return
#undef TORFILE
#undef TOR_UPDATE_INTERVAL
File diff suppressed because it is too large Load Diff
+50
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//By Carnwennan
//This system was made as an alternative to all the in-game lists and variables used to log stuff in-game.
//lists and variables are great. However, they have several major flaws:
//Firstly, they use memory. TGstation has one of the highest memory usage of all the ss13 branches.
//Secondly, they are usually stored in an object. This means that they aren't centralised. It also means that
//the data is lost when the object is deleted! This is especially annoying for things like the singulo engine!
#define INVESTIGATE_DIR "data/investigate/"
//SYSTEM
/proc/investigate_subject2file(var/subject)
return file("[INVESTIGATE_DIR][subject].html")
/hook/startup/proc/resetInvestigate()
investigate_reset()
return 1
/proc/investigate_reset()
if(fdel(INVESTIGATE_DIR)) return 1
return 0
/atom/proc/investigate_log(var/message, var/subject)
if(!message) return
var/F = investigate_subject2file(subject)
if(!F) return
F << "<small>[time2text(world.timeofday,"hh:mm")] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
//ADMINVERBS
/client/proc/investigate_show( subject in list("hrefs","notes","singulo","telesci") )
set name = "Investigate"
set category = "Admin"
if(!holder) return
switch(subject)
if("singulo", "telesci") //general one-round-only stuff
var/F = investigate_subject2file(subject)
if(!F)
src << "<font color='red'>Error: admin_investigate: [INVESTIGATE_DIR][subject] is an invalid path or cannot be accessed.</font>"
return
src << browse(F,"window=investigate[subject];size=800x300")
if("hrefs") //persistant logs and stuff
if(config && config.log_hrefs)
if(href_logfile)
src << browse(href_logfile,"window=investigate[subject];size=800x300")
else
src << "<font color='red'>Error: admin_investigate: No href logfile found.</font>"
return
else
src << "<font color='red'>Error: admin_investigate: Href Logging is not on.</font>"
return
+54
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#define MEMOFILE "data/memo.sav" //where the memos are saved
#define ENABLE_MEMOS 1 //using a define because screw making a config variable for it. This is more efficient and purty.
//switch verb so we don't spam up the verb lists with like, 3 verbs for this feature.
/client/proc/admin_memo(task in list("write","show","delete"))
set name = "Memo"
set category = "Server"
if(!ENABLE_MEMOS) return
if(!check_rights(0)) return
switch(task)
if("write") admin_memo_write()
if("show") admin_memo_show()
if("delete") admin_memo_delete()
//write a message
/client/proc/admin_memo_write()
var/savefile/F = new(MEMOFILE)
if(F)
var/memo = input(src,"Type your memo\n(Leaving it blank will delete your current memo):","Write Memo",null) as null|message
switch(memo)
if(null)
return
if("")
F.dir.Remove(ckey)
src << "<b>Memo removed</b>"
return
if( findtext(memo,"<script",1,0) )
return
F[ckey] << "[key] on [time2text(world.realtime,"(DDD) DD MMM hh:mm")]<br>[memo]"
message_admins("[key] set an admin memo:<br>[memo]")
//show all memos
/client/proc/admin_memo_show()
if(ENABLE_MEMOS)
var/savefile/F = new(MEMOFILE)
if(F)
for(var/ckey in F.dir)
src << "<center><span class='motd'><b>Admin Memo</b><i> by [F[ckey]]</i></span></center>"
//delete your own or somebody else's memo
/client/proc/admin_memo_delete()
var/savefile/F = new(MEMOFILE)
if(F)
var/ckey
if(check_rights(R_SERVER,0)) //high ranking admins can delete other admin's memos
ckey = input(src,"Whose memo shall we remove?","Remove Memo",null) as null|anything in F.dir
else
ckey = src.ckey
if(ckey)
F.dir.Remove(ckey)
src << "<b>Removed Memo created by [ckey].</b>"
#undef MEMOFILE
#undef ENABLE_MEMOS
+161
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var/list/admin_ranks = list() //list of all ranks with associated rights
//load our rank - > rights associations
/proc/load_admin_ranks()
admin_ranks.Cut()
var/previous_rights = 0
//load text from file
var/list/Lines = file2list("config/admin_ranks.txt")
//process each line seperately
for(var/line in Lines)
if(!length(line)) continue
if(copytext(line,1,2) == "#") continue
var/list/List = text2list(line,"+")
if(!List.len) continue
var/rank = ckeyEx(List[1])
switch(rank)
if(null,"") continue
if("Removed") continue //Reserved
var/rights = 0
for(var/i=2, i<=List.len, i++)
switch(ckey(List[i]))
if("@","prev") rights |= previous_rights
if("buildmode","build") rights |= R_BUILDMODE
if("admin") rights |= R_ADMIN
if("ban") rights |= R_BAN
if("fun") rights |= R_FUN
if("server") rights |= R_SERVER
if("debug") rights |= R_DEBUG
if("permissions","rights") rights |= R_PERMISSIONS
if("possess") rights |= R_POSSESS
if("stealth") rights |= R_STEALTH
if("rejuv","rejuvinate") rights |= R_REJUVINATE
if("varedit") rights |= R_VAREDIT
if("everything","host","all") rights |= R_HOST
if("sound","sounds") rights |= R_SOUNDS
if("spawn","create") rights |= R_SPAWN
if("mod") rights |= R_MOD
admin_ranks[rank] = rights
previous_rights = rights
#ifdef TESTING
var/msg = "Permission Sets Built:\n"
for(var/rank in admin_ranks)
msg += "\t[rank] - [admin_ranks[rank]]\n"
testing(msg)
#endif
/hook/startup/proc/loadAdmins()
load_admins()
return 1
/proc/load_admins()
//clear the datums references
admin_datums.Cut()
for(var/client/C in admins)
C.remove_admin_verbs()
C.holder = null
admins.Cut()
if(config.admin_legacy_system)
load_admin_ranks()
//load text from file
var/list/Lines = file2list("config/admins.txt")
//process each line seperately
for(var/line in Lines)
if(!length(line)) continue
if(copytext(line,1,2) == "#") continue
//Split the line at every "-"
var/list/List = text2list(line, "-")
if(!List.len) continue
//ckey is before the first "-"
var/ckey = ckey(List[1])
if(!ckey) continue
//rank follows the first "-"
var/rank = ""
if(List.len >= 2)
rank = ckeyEx(List[2])
//load permissions associated with this rank
var/rights = admin_ranks[rank]
//create the admin datum and store it for later use
var/datum/admins/D = new /datum/admins(rank, rights, ckey)
//find the client for a ckey if they are connected and associate them with the new admin datum
D.associate(directory[ckey])
else
//The current admin system uses SQL
establish_db_connection()
if(!dbcon.IsConnected())
world.log << "Failed to connect to database in load_admins(). Reverting to legacy system."
diary << "Failed to connect to database in load_admins(). Reverting to legacy system."
config.admin_legacy_system = 1
load_admins()
return
var/DBQuery/query = dbcon.NewQuery("SELECT ckey, rank, level, flags FROM erro_admin")
query.Execute()
while(query.NextRow())
var/ckey = query.item[1]
var/rank = query.item[2]
if(rank == "Removed") continue //This person was de-adminned. They are only in the admin list for archive purposes.
var/rights = query.item[4]
if(istext(rights)) rights = text2num(rights)
var/datum/admins/D = new /datum/admins(rank, rights, ckey)
//find the client for a ckey if they are connected and associate them with the new admin datum
D.associate(directory[ckey])
if(!admin_datums)
world.log << "The database query in load_admins() resulted in no admins being added to the list. Reverting to legacy system."
diary << "The database query in load_admins() resulted in no admins being added to the list. Reverting to legacy system."
config.admin_legacy_system = 1
load_admins()
return
#ifdef TESTING
var/msg = "Admins Built:\n"
for(var/ckey in admin_datums)
var/rank
var/datum/admins/D = admin_datums[ckey]
if(D) rank = D.rank
msg += "\t[ckey] - [rank]\n"
testing(msg)
#endif
#ifdef TESTING
/client/verb/changerank(newrank in admin_ranks)
if(holder)
holder.rank = newrank
holder.rights = admin_ranks[newrank]
else
holder = new /datum/admins(newrank,admin_ranks[newrank],ckey)
remove_admin_verbs()
holder.associate(src)
/client/verb/changerights(newrights as num)
if(holder)
holder.rights = newrights
else
holder = new /datum/admins("testing",newrights,ckey)
remove_admin_verbs()
holder.associate(src)
#endif
+180
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// Reports are a way to notify admins of wrongdoings that happened
// while no admin was present. They work a bit similar to news, but
// they can only be read by admins and moderators.
// a single admin report
datum/admin_report/var
ID // the ID of the report
body // the content of the report
author // key of the author
date // date on which this was created
done // whether this was handled
offender_key // store the key of the offender
offender_cid // store the cid of the offender
datum/report_topic_handler
Topic(href,href_list)
..()
var/client/C = locate(href_list["client"])
if(href_list["action"] == "show_reports")
C.display_admin_reports()
else if(href_list["action"] == "remove")
C.mark_report_done(text2num(href_list["ID"]))
else if(href_list["action"] == "edit")
C.edit_report(text2num(href_list["ID"]))
var/datum/report_topic_handler/report_topic_handler
world/New()
..()
report_topic_handler = new
// add a new news datums
proc/make_report(body, author, okey, cid)
var/savefile/Reports = new("data/reports.sav")
var/list/reports
var/lastID
Reports["reports"] >> reports
Reports["lastID"] >> lastID
if(!reports) reports = list()
if(!lastID) lastID = 0
var/datum/admin_report/created = new()
created.ID = ++lastID
created.body = body
created.author = author
created.date = world.realtime
created.done = 0
created.offender_key = okey
created.offender_cid = cid
reports.Insert(1, created)
Reports["reports"] << reports
Reports["lastID"] << lastID
// load the reports from disk
proc/load_reports()
var/savefile/Reports = new("data/reports.sav")
var/list/reports
Reports["reports"] >> reports
if(!reports) reports = list()
return reports
// check if there are any unhandled reports
client/proc/unhandled_reports()
if(!src.holder) return 0
var/list/reports = load_reports()
for(var/datum/admin_report/N in reports)
if(N.done)
continue
else return 1
return 0
// checks if the player has an unhandled report against him
client/proc/is_reported()
var/list/reports = load_reports()
for(var/datum/admin_report/N in reports) if(!N.done)
if(N.offender_key == src.key)
return 1
return 0
// display only the reports that haven't been handled
client/proc/display_admin_reports()
set category = "Admin"
set name = "Display Admin Reports"
if(!src.holder) return
var/list/reports = load_reports()
var/output = ""
if(unhandled_reports())
// load the list of unhandled reports
for(var/datum/admin_report/N in reports)
if(N.done)
continue
output += "<b>Reported player:</b> [N.offender_key](CID: [N.offender_cid])<br>"
output += "<b>Offense:</b>[N.body]<br>"
output += "<small>Occured at [time2text(N.date,"MM/DD hh:mm:ss")]</small><br>"
output += "<small>authored by <i>[N.author]</i></small><br>"
output += " <a href='?src=\ref[report_topic_handler];client=\ref[src];action=remove;ID=[N.ID]'>Flag as Handled</a>"
if(src.key == N.author)
output += " <a href='?src=\ref[report_topic_handler];client=\ref[src];action=edit;ID=[N.ID]'>Edit</a>"
output += "<br>"
output += "<br>"
else
output += "Whoops, no reports!"
usr << browse(output, "window=news;size=600x400")
client/proc/Report(mob/M as mob in world)
set category = "Admin"
if(!src.holder)
return
var/CID = "Unknown"
if(M.client)
CID = M.client.computer_id
var/body = input(src.mob, "Describe in detail what you're reporting [M] for", "Report") as null|text
if(!body) return
make_report(body, key, M.key, CID)
spawn(1)
display_admin_reports()
client/proc/mark_report_done(ID as num)
if(!src.holder || src.holder.level < 0)
return
var/savefile/Reports = new("data/reports.sav")
var/list/reports
Reports["reports"] >> reports
var/datum/admin_report/found
for(var/datum/admin_report/N in reports)
if(N.ID == ID)
found = N
if(!found) src << "<b>* An error occured, sorry.</b>"
found.done = 1
Reports["reports"] << reports
client/proc/edit_report(ID as num)
if(!src.holder || src.holder.level < 0)
src << "<b>You tried to modify the news, but you're not an admin!"
return
var/savefile/Reports = new("data/reports.sav")
var/list/reports
Reports["reports"] >> reports
var/datum/admin_report/found
for(var/datum/admin_report/N in reports)
if(N.ID == ID)
found = N
if(!found) src << "<b>* An error occured, sorry.</b>"
var/body = input(src.mob, "Enter a body for the news", "Body") as null|message
if(!body) return
found.body = body
Reports["reports"] << reports
+777
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//admin verb groups - They can overlap if you so wish. Only one of each verb will exist in the verbs list regardless
var/list/admin_verbs_default = list(
/datum/admins/proc/show_player_panel, /*shows an interface for individual players, with various links (links require additional flags*/
/client/proc/toggleadminhelpsound, /*toggles whether we hear a sound when adminhelps/PMs are used*/
/client/proc/deadmin_self, /*destroys our own admin datum so we can play as a regular player*/
/client/proc/hide_verbs, /*hides all our adminverbs*/
/client/proc/hide_most_verbs, /*hides all our hideable adminverbs*/
/client/proc/debug_variables, /*allows us to -see- the variables of any instance in the game. +VAREDIT needed to modify*/
/client/proc/check_antagonists /*shows all antags*/
// /client/proc/deadchat /*toggles deadchat on/off*/
)
var/list/admin_verbs_admin = list(
/client/proc/player_panel, /*shows an interface for all players, with links to various panels (old style)*/
/client/proc/player_panel_new, /*shows an interface for all players, with links to various panels*/
/client/proc/invisimin, /*allows our mob to go invisible/visible*/
// /datum/admins/proc/show_traitor_panel, /*interface which shows a mob's mind*/ -Removed due to rare practical use. Moved to debug verbs ~Errorage
/datum/admins/proc/toggleenter, /*toggles whether people can join the current game*/
/datum/admins/proc/toggleguests, /*toggles whether guests can join the current game*/
/datum/admins/proc/announce, /*priority announce something to all clients.*/
/client/proc/colorooc, /*allows us to set a custom colour for everythign we say in ooc*/
/client/proc/admin_ghost, /*allows us to ghost/reenter body at will*/
/client/proc/toggle_view_range, /*changes how far we can see*/
/datum/admins/proc/view_txt_log, /*shows the server log (diary) for today*/
/datum/admins/proc/view_atk_log, /*shows the server combat-log, doesn't do anything presently*/
/client/proc/cmd_admin_pm_context, /*right-click adminPM interface*/
/client/proc/cmd_admin_pm_panel, /*admin-pm list*/
/client/proc/cmd_admin_subtle_message, /*send an message to somebody as a 'voice in their head'*/
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_admin_check_contents, /*displays the contents of an instance*/
/datum/admins/proc/access_news_network, /*allows access of newscasters*/
/client/proc/giveruntimelog, /*allows us to give access to runtime logs to somebody*/
/client/proc/getruntimelog, /*allows us to access runtime logs to somebody*/
/client/proc/getserverlog, /*allows us to fetch server logs (diary) for other days*/
/client/proc/jumptocoord, /*we ghost and jump to a coordinate*/
/client/proc/Getmob, /*teleports a mob to our location*/
/client/proc/Getkey, /*teleports a mob with a certain ckey to our location*/
// /client/proc/sendmob, /*sends a mob somewhere*/ -Removed due to it needing two sorting procs to work, which were executed every time an admin right-clicked. ~Errorage
/client/proc/Jump,
/client/proc/jumptokey, /*allows us to jump to the location of a mob with a certain ckey*/
/client/proc/jumptomob, /*allows us to jump to a specific mob*/
/client/proc/jumptoturf, /*allows us to jump to a specific turf*/
/client/proc/admin_call_shuttle, /*allows us to call the emergency shuttle*/
/client/proc/admin_cancel_shuttle, /*allows us to cancel the emergency shuttle, sending it back to centcomm*/
/client/proc/cmd_admin_direct_narrate, /*send text directly to a player with no padding. Useful for narratives and fluff-text*/
/client/proc/cmd_admin_world_narrate, /*sends text to all players with no padding*/
/client/proc/cmd_admin_create_centcom_report,
/client/proc/check_words, /*displays cult-words*/
/client/proc/check_ai_laws, /*shows AI and borg laws*/
/client/proc/admin_memo, /*admin memo system. show/delete/write. +SERVER needed to delete admin memos of others*/
/client/proc/dsay, /*talk in deadchat using our ckey/fakekey*/
/client/proc/toggleprayers, /*toggles prayers on/off*/
// /client/proc/toggle_hear_deadcast, /*toggles whether we hear deadchat*/
/client/proc/toggle_hear_radio, /*toggles whether we hear the radio*/
/client/proc/investigate_show, /*various admintools for investigation. Such as a singulo grief-log*/
/client/proc/secrets,
/datum/admins/proc/toggleooc, /*toggles ooc on/off for everyone*/
/datum/admins/proc/toggleoocdead, /*toggles ooc on/off for everyone who is dead*/
/datum/admins/proc/toggledsay, /*toggles dsay on/off for everyone*/
/client/proc/game_panel, /*game panel, allows to change game-mode etc*/
/client/proc/cmd_admin_say, /*admin-only ooc chat*/
/datum/admins/proc/PlayerNotes,
/client/proc/cmd_mod_say,
/datum/admins/proc/show_player_info,
/client/proc/free_slot, /*frees slot for chosen job*/
/client/proc/cmd_admin_change_custom_event,
/client/proc/cmd_admin_rejuvenate,
/client/proc/toggleattacklogs,
/client/proc/toggledebuglogs,
/client/proc/toggleghostwriters,
/datum/admins/proc/show_skills,
/client/proc/check_customitem_activity,
/client/proc/man_up,
/client/proc/global_man_up,
/client/proc/response_team, // Response Teams admin verb
/client/proc/toggle_antagHUD_use,
/client/proc/toggle_antagHUD_restrictions,
/client/proc/allow_character_respawn /* Allows a ghost to respawn */
)
var/list/admin_verbs_ban = list(
/client/proc/unban_panel,
/client/proc/jobbans
)
var/list/admin_verbs_sounds = list(
/client/proc/play_local_sound,
/client/proc/play_sound
)
var/list/admin_verbs_fun = list(
/client/proc/object_talk,
/client/proc/cmd_admin_dress,
/client/proc/cmd_admin_gib_self,
/client/proc/drop_bomb,
/client/proc/cinematic,
/client/proc/one_click_antag,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/make_sound,
/client/proc/toggle_random_events,
/client/proc/set_ooc,
/client/proc/editappear
)
var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_atom, /*allows us to spawn instances*/
/client/proc/respawn_character
)
var/list/admin_verbs_server = list(
/client/proc/Set_Holiday,
/client/proc/ToRban,
/datum/admins/proc/startnow,
/datum/admins/proc/restart,
/datum/admins/proc/delay,
/datum/admins/proc/toggleaban,
/client/proc/toggle_log_hrefs,
/datum/admins/proc/immreboot,
/client/proc/everyone_random,
/datum/admins/proc/toggleAI,
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/datum/admins/proc/adrev,
/datum/admins/proc/adspawn,
/datum/admins/proc/adjump,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/toggle_random_events,
/client/proc/check_customitem_activity
)
var/list/admin_verbs_debug = list(
/client/proc/cmd_admin_list_open_jobs,
/client/proc/Debug2,
/client/proc/kill_air,
/client/proc/ZASSettings,
/client/proc/cmd_debug_make_powernets,
/client/proc/kill_airgroup,
/client/proc/debug_controller,
/client/proc/cmd_debug_mob_lists,
/client/proc/cmd_admin_delete,
/client/proc/cmd_debug_del_all,
/client/proc/cmd_debug_tog_aliens,
/client/proc/air_report,
/client/proc/reload_admins,
/client/proc/restart_controller,
/client/proc/enable_debug_verbs,
/client/proc/callproc,
/client/proc/toggledebuglogs,
/client/proc/SDQL_query,
/client/proc/SDQL2_query
)
var/list/admin_verbs_possess = list(
/proc/possess,
/proc/release
)
var/list/admin_verbs_permissions = list(
/client/proc/edit_admin_permissions
)
var/list/admin_verbs_rejuv = list(
/client/proc/respawn_character
)
//verbs which can be hidden - needs work
var/list/admin_verbs_hideable = list(
/client/proc/set_ooc,
/client/proc/deadmin_self,
// /client/proc/deadchat,
/client/proc/toggleprayers,
/client/proc/toggle_hear_radio,
/datum/admins/proc/show_traitor_panel,
/datum/admins/proc/toggleenter,
/datum/admins/proc/toggleguests,
/datum/admins/proc/announce,
/client/proc/colorooc,
/client/proc/admin_ghost,
/client/proc/toggle_view_range,
/datum/admins/proc/view_txt_log,
/datum/admins/proc/view_atk_log,
/client/proc/cmd_admin_subtle_message,
/client/proc/cmd_admin_check_contents,
/datum/admins/proc/access_news_network,
/client/proc/admin_call_shuttle,
/client/proc/admin_cancel_shuttle,
/client/proc/cmd_admin_direct_narrate,
/client/proc/cmd_admin_world_narrate,
/client/proc/check_words,
/client/proc/play_local_sound,
/client/proc/play_sound,
/client/proc/object_talk,
/client/proc/cmd_admin_dress,
/client/proc/cmd_admin_gib_self,
/client/proc/drop_bomb,
/client/proc/cinematic,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/cmd_admin_create_centcom_report,
/client/proc/make_sound,
/client/proc/toggle_random_events,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/Set_Holiday,
/client/proc/ToRban,
/datum/admins/proc/startnow,
/datum/admins/proc/restart,
/datum/admins/proc/delay,
/datum/admins/proc/toggleaban,
/client/proc/toggle_log_hrefs,
/datum/admins/proc/immreboot,
/client/proc/everyone_random,
/datum/admins/proc/toggleAI,
/datum/admins/proc/adrev,
/datum/admins/proc/adspawn,
/datum/admins/proc/adjump,
/client/proc/restart_controller,
/client/proc/cmd_admin_list_open_jobs,
/client/proc/callproc,
/client/proc/Debug2,
/client/proc/reload_admins,
/client/proc/kill_air,
/client/proc/cmd_debug_make_powernets,
/client/proc/kill_airgroup,
/client/proc/debug_controller,
/client/proc/startSinglo,
/client/proc/cmd_debug_mob_lists,
/client/proc/cmd_debug_del_all,
/client/proc/cmd_debug_tog_aliens,
/client/proc/air_report,
/client/proc/enable_debug_verbs,
/proc/possess,
/proc/release
)
var/list/admin_verbs_mod = list(
/client/proc/cmd_admin_pm_context, /*right-click adminPM interface*/
/client/proc/cmd_admin_pm_panel, /*admin-pm list*/
/client/proc/debug_variables, /*allows us to -see- the variables of any instance in the game.*/
/client/proc/toggledebuglogs,
/datum/admins/proc/PlayerNotes,
/client/proc/admin_ghost, /*allows us to ghost/reenter body at will*/
/client/proc/cmd_mod_say,
/datum/admins/proc/show_player_info,
/client/proc/player_panel_new,
/client/proc/dsay,
/datum/admins/proc/show_skills,
/client/proc/jobbans,
/client/proc/cmd_admin_subtle_message /*send an message to somebody as a 'voice in their head'*/
)
/client/proc/add_admin_verbs()
if(holder)
verbs += admin_verbs_default
if(holder.rights & R_BUILDMODE) verbs += /client/proc/togglebuildmodeself
if(holder.rights & R_ADMIN) verbs += admin_verbs_admin
if(holder.rights & R_BAN) verbs += admin_verbs_ban
if(holder.rights & R_FUN) verbs += admin_verbs_fun
if(holder.rights & R_SERVER) verbs += admin_verbs_server
if(holder.rights & R_DEBUG) verbs += admin_verbs_debug
if(holder.rights & R_POSSESS) verbs += admin_verbs_possess
if(holder.rights & R_PERMISSIONS) verbs += admin_verbs_permissions
if(holder.rights & R_STEALTH) verbs += /client/proc/stealth
if(holder.rights & R_REJUVINATE) verbs += admin_verbs_rejuv
if(holder.rights & R_SOUNDS) verbs += admin_verbs_sounds
if(holder.rights & R_SPAWN) verbs += admin_verbs_spawn
if(holder.rights & R_MOD) verbs += admin_verbs_mod
/client/proc/remove_admin_verbs()
verbs.Remove(
admin_verbs_default,
/client/proc/togglebuildmodeself,
admin_verbs_admin,
admin_verbs_ban,
admin_verbs_fun,
admin_verbs_server,
admin_verbs_debug,
admin_verbs_possess,
admin_verbs_permissions,
/client/proc/stealth,
admin_verbs_rejuv,
admin_verbs_sounds,
admin_verbs_spawn,
/*Debug verbs added by "show debug verbs"*/
/client/proc/Cell,
/client/proc/do_not_use_these,
/client/proc/camera_view,
/client/proc/sec_camera_report,
/client/proc/intercom_view,
/client/proc/air_status,
/client/proc/atmosscan,
/client/proc/powerdebug,
/client/proc/count_objects_on_z_level,
/client/proc/count_objects_all,
/client/proc/cmd_assume_direct_control,
/client/proc/jump_to_dead_group,
/client/proc/startSinglo,
/client/proc/ticklag,
/client/proc/cmd_admin_grantfullaccess,
/client/proc/kaboom,
/client/proc/splash,
/client/proc/cmd_admin_areatest
)
/client/proc/hide_most_verbs()//Allows you to keep some functionality while hiding some verbs
set name = "Adminverbs - Hide Most"
set category = "Admin"
verbs.Remove(/client/proc/hide_most_verbs, admin_verbs_hideable)
verbs += /client/proc/show_verbs
src << "<span class='interface'>Most of your adminverbs have been hidden.</span>"
feedback_add_details("admin_verb","HMV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/hide_verbs()
set name = "Adminverbs - Hide All"
set category = "Admin"
remove_admin_verbs()
verbs += /client/proc/show_verbs
src << "<span class='interface'>Almost all of your adminverbs have been hidden.</span>"
feedback_add_details("admin_verb","TAVVH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/show_verbs()
set name = "Adminverbs - Show"
set category = "Admin"
verbs -= /client/proc/show_verbs
add_admin_verbs()
src << "<span class='interface'>All of your adminverbs are now visible.</span>"
feedback_add_details("admin_verb","TAVVS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_ghost()
set category = "Admin"
set name = "Aghost"
if(!holder) return
if(istype(mob,/mob/dead/observer))
//re-enter
var/mob/dead/observer/ghost = mob
ghost.can_reenter_corpse = 1 //just in-case.
ghost.reenter_corpse()
feedback_add_details("admin_verb","P") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else if(istype(mob,/mob/new_player))
src << "<font color='red'>Error: Aghost: Can't admin-ghost whilst in the lobby. Join or Observe first.</font>"
else
//ghostize
var/mob/body = mob
body.ghostize(1)
if(body && !body.key)
body.key = "@[key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus
feedback_add_details("admin_verb","O") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/invisimin()
set name = "Invisimin"
set category = "Admin"
set desc = "Toggles ghost-like invisibility (Don't abuse this)"
if(holder && mob)
if(mob.invisibility == INVISIBILITY_OBSERVER)
mob.invisibility = initial(mob.invisibility)
mob << "\red <b>Invisimin off. Invisibility reset.</b>"
mob.alpha = max(mob.alpha + 100, 255)
else
mob.invisibility = INVISIBILITY_OBSERVER
mob << "\blue <b>Invisimin on. You are now as invisible as a ghost.</b>"
mob.alpha = max(mob.alpha - 100, 0)
/client/proc/player_panel()
set name = "Player Panel"
set category = "Admin"
if(holder)
holder.player_panel_old()
feedback_add_details("admin_verb","PP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/player_panel_new()
set name = "Player Panel New"
set category = "Admin"
if(holder)
holder.player_panel_new()
feedback_add_details("admin_verb","PPN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/check_antagonists()
set name = "Check Antagonists"
set category = "Admin"
if(holder)
holder.check_antagonists()
log_admin("[key_name(usr)] checked antagonists.") //for tsar~
feedback_add_details("admin_verb","CHA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/jobbans()
set name = "Display Job bans"
set category = "Admin"
if(holder)
if(config.ban_legacy_system)
holder.Jobbans()
else
holder.DB_ban_panel()
feedback_add_details("admin_verb","VJB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/unban_panel()
set name = "Unban Panel"
set category = "Admin"
if(holder)
if(config.ban_legacy_system)
holder.unbanpanel()
else
holder.DB_ban_panel()
feedback_add_details("admin_verb","UBP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/game_panel()
set name = "Game Panel"
set category = "Admin"
if(holder)
holder.Game()
feedback_add_details("admin_verb","GP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/secrets()
set name = "Secrets"
set category = "Admin"
if (holder)
holder.Secrets()
feedback_add_details("admin_verb","S") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/colorooc()
set category = "Fun"
set name = "OOC Text Color"
if(!holder) return
var/new_ooccolor = input(src, "Please select your OOC colour.", "OOC colour") as color|null
if(new_ooccolor)
prefs.ooccolor = new_ooccolor
prefs.save_preferences()
feedback_add_details("admin_verb","OC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/stealth()
set category = "Admin"
set name = "Stealth Mode"
if(holder)
if(holder.fakekey)
holder.fakekey = null
else
var/new_key = ckeyEx(input("Enter your desired display name.", "Fake Key", key) as text|null)
if(!new_key) return
if(length(new_key) >= 26)
new_key = copytext(new_key, 1, 26)
holder.fakekey = new_key
log_admin("[key_name(usr)] has turned stealth mode [holder.fakekey ? "ON" : "OFF"]")
message_admins("[key_name_admin(usr)] has turned stealth mode [holder.fakekey ? "ON" : "OFF"]", 1)
feedback_add_details("admin_verb","SM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
#define MAX_WARNS 3
#define AUTOBANTIME 10
/client/proc/warn(warned_ckey)
if(!check_rights(R_ADMIN)) return
if(!warned_ckey || !istext(warned_ckey)) return
if(warned_ckey in admin_datums)
usr << "<font color='red'>Error: warn(): You can't warn admins.</font>"
return
var/datum/preferences/D
var/client/C = directory[warned_ckey]
if(C) D = C.prefs
else D = preferences_datums[warned_ckey]
if(!D)
src << "<font color='red'>Error: warn(): No such ckey found.</font>"
return
if(++D.warns >= MAX_WARNS) //uh ohhhh...you'reee iiiiin trouuuubble O:)
ban_unban_log_save("[ckey] warned [warned_ckey], resulting in a [AUTOBANTIME] minute autoban.")
if(C)
message_admins("[key_name_admin(src)] has warned [key_name_admin(C)] resulting in a [AUTOBANTIME] minute ban.")
C << "<font color='red'><BIG><B>You have been autobanned due to a warning by [ckey].</B></BIG><br>This is a temporary ban, it will be removed in [AUTOBANTIME] minutes."
del(C)
else
message_admins("[key_name_admin(src)] has warned [warned_ckey] resulting in a [AUTOBANTIME] minute ban.")
AddBan(warned_ckey, D.last_id, "Autobanning due to too many formal warnings", ckey, 1, AUTOBANTIME)
feedback_inc("ban_warn",1)
else
if(C)
C << "<font color='red'><BIG><B>You have been formally warned by an administrator.</B></BIG><br>Further warnings will result in an autoban.</font>"
message_admins("[key_name_admin(src)] has warned [key_name_admin(C)]. They have [MAX_WARNS-D.warns] strikes remaining.")
else
message_admins("[key_name_admin(src)] has warned [warned_ckey] (DC). They have [MAX_WARNS-D.warns] strikes remaining.")
feedback_add_details("admin_verb","WARN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
#undef MAX_WARNS
#undef AUTOBANTIME
/client/proc/drop_bomb() // Some admin dickery that can probably be done better -- TLE
set category = "Special Verbs"
set name = "Drop Bomb"
set desc = "Cause an explosion of varying strength at your location."
var/turf/epicenter = mob.loc
var/list/choices = list("Small Bomb", "Medium Bomb", "Big Bomb", "Custom Bomb")
var/choice = input("What size explosion would you like to produce?") in choices
switch(choice)
if(null)
return 0
if("Small Bomb")
explosion(epicenter, 1, 2, 3, 3)
if("Medium Bomb")
explosion(epicenter, 2, 3, 4, 4)
if("Big Bomb")
explosion(epicenter, 3, 5, 7, 5)
if("Custom Bomb")
var/devastation_range = input("Devastation range (in tiles):") as num
var/heavy_impact_range = input("Heavy impact range (in tiles):") as num
var/light_impact_range = input("Light impact range (in tiles):") as num
var/flash_range = input("Flash range (in tiles):") as num
explosion(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range)
message_admins("\blue [ckey] creating an admin explosion at [epicenter.loc].")
feedback_add_details("admin_verb","DB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/give_spell(mob/T as mob in mob_list) // -- Urist
set category = "Fun"
set name = "Give Spell"
set desc = "Gives a spell to a mob."
var/obj/effect/proc_holder/spell/S = input("Choose the spell to give to that guy", "ABRAKADABRA") as null|anything in spells
if(!S) return
T.spell_list += new S
feedback_add_details("admin_verb","GS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] gave [key_name(T)] the spell [S].")
message_admins("\blue [key_name_admin(usr)] gave [key_name(T)] the spell [S].", 1)
/client/proc/give_disease(mob/T as mob in mob_list) // -- Giacom
set category = "Fun"
set name = "Give Disease"
set desc = "Gives a Disease to a mob."
var/datum/disease/D = input("Choose the disease to give to that guy", "ACHOO") as null|anything in diseases
if(!D) return
T.contract_disease(new D, 1)
feedback_add_details("admin_verb","GD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] gave [key_name(T)] the disease [D].")
message_admins("\blue [key_name_admin(usr)] gave [key_name(T)] the disease [D].", 1)
/client/proc/make_sound(var/obj/O in world) // -- TLE
set category = "Special Verbs"
set name = "Make Sound"
set desc = "Display a message to everyone who can hear the target"
if(O)
var/message = input("What do you want the message to be?", "Make Sound") as text|null
if(!message)
return
for (var/mob/V in hearers(O))
V.show_message(message, 2)
log_admin("[key_name(usr)] made [O] at [O.x], [O.y], [O.z]. make a sound")
message_admins("\blue [key_name_admin(usr)] made [O] at [O.x], [O.y], [O.z]. make a sound", 1)
feedback_add_details("admin_verb","MS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/togglebuildmodeself()
set name = "Toggle Build Mode Self"
set category = "Special Verbs"
if(src.mob)
togglebuildmode(src.mob)
feedback_add_details("admin_verb","TBMS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/object_talk(var/msg as text) // -- TLE
set category = "Special Verbs"
set name = "oSay"
set desc = "Display a message to everyone who can hear the target"
if(mob.control_object)
if(!msg)
return
for (var/mob/V in hearers(mob.control_object))
V.show_message("<b>[mob.control_object.name]</b> says: \"" + msg + "\"", 2)
feedback_add_details("admin_verb","OT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/kill_air() // -- TLE
set category = "Debug"
set name = "Kill Air"
set desc = "Toggle Air Processing"
if(air_processing_killed)
air_processing_killed = 0
usr << "<b>Enabled air processing.</b>"
else
air_processing_killed = 1
usr << "<b>Disabled air processing.</b>"
feedback_add_details("admin_verb","KA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] used 'kill air'.")
message_admins("\blue [key_name_admin(usr)] used 'kill air'.", 1)
/client/proc/deadmin_self()
set name = "De-admin self"
set category = "Admin"
if(holder)
if(alert("Confirm self-deadmin for the round? You can't re-admin yourself without someont promoting you.",,"Yes","No") == "Yes")
log_admin("[src] deadmined themself.")
message_admins("[src] deadmined themself.", 1)
deadmin()
src << "<span class='interface'>You are now a normal player.</span>"
feedback_add_details("admin_verb","DAS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_log_hrefs()
set name = "Toggle href logging"
set category = "Server"
if(!holder) return
if(config)
if(config.log_hrefs)
config.log_hrefs = 0
src << "<b>Stopped logging hrefs</b>"
else
config.log_hrefs = 1
src << "<b>Started logging hrefs</b>"
/client/proc/check_ai_laws()
set name = "Check AI Laws"
set category = "Admin"
if(holder)
src.holder.output_ai_laws()
//---- bs12 verbs ----
/client/proc/mod_panel()
set name = "Moderator Panel"
set category = "Admin"
/* if(holder)
holder.mod_panel()*/
// feedback_add_details("admin_verb","MP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/editappear(mob/living/carbon/human/M as mob in world)
set name = "Edit Appearance"
set category = "Fun"
if(!check_rights(R_FUN)) return
if(!istype(M, /mob/living/carbon/human))
usr << "\red You can only do this to humans!"
return
switch(alert("Are you sure you wish to edit this mob's appearance? Skrell, Unathi, Vox and Tajaran can result in unintended consequences.",,"Yes","No"))
if("No")
return
var/new_facial = input("Please select facial hair color.", "Character Generation") as color
if(new_facial)
M.r_facial = hex2num(copytext(new_facial, 2, 4))
M.g_facial = hex2num(copytext(new_facial, 4, 6))
M.b_facial = hex2num(copytext(new_facial, 6, 8))
var/new_hair = input("Please select hair color.", "Character Generation") as color
if(new_facial)
M.r_hair = hex2num(copytext(new_hair, 2, 4))
M.g_hair = hex2num(copytext(new_hair, 4, 6))
M.b_hair = hex2num(copytext(new_hair, 6, 8))
var/new_eyes = input("Please select eye color.", "Character Generation") as color
if(new_eyes)
M.r_eyes = hex2num(copytext(new_eyes, 2, 4))
M.g_eyes = hex2num(copytext(new_eyes, 4, 6))
M.b_eyes = hex2num(copytext(new_eyes, 6, 8))
var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
if (new_tone)
M.s_tone = max(min(round(text2num(new_tone)), 220), 1)
M.s_tone = -M.s_tone + 35
// hair
var/new_hstyle = input(usr, "Select a hair style", "Grooming") as null|anything in hair_styles_list
if(new_hstyle)
M.h_style = new_hstyle
// facial hair
var/new_fstyle = input(usr, "Select a facial hair style", "Grooming") as null|anything in facial_hair_styles_list
if(new_fstyle)
M.f_style = new_fstyle
var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female")
if (new_gender)
if(new_gender == "Male")
M.gender = MALE
else
M.gender = FEMALE
M.update_hair()
M.update_body()
M.check_dna(M)
/client/proc/playernotes()
set name = "Show Player Info"
set category = "Admin"
if(holder)
holder.PlayerNotes()
return
/client/proc/free_slot()
set name = "Free Job Slot"
set category = "Admin"
if(holder)
var/list/jobs = list()
for (var/datum/job/J in job_master.occupations)
if (J.current_positions >= J.total_positions && J.total_positions != -1)
jobs += J.title
if (!jobs.len)
usr << "There are no fully staffed jobs."
return
var/job = input("Please select job slot to free", "Free job slot") as null|anything in jobs
if (job)
job_master.FreeRole(job)
return
/client/proc/toggleattacklogs()
set name = "Toggle Attack Log Messages"
set category = "Preferences"
prefs.toggles ^= CHAT_ATTACKLOGS
if (prefs.toggles & CHAT_ATTACKLOGS)
usr << "You now will get attack log messages"
else
usr << "You now won't get attack log messages"
/client/proc/toggleghostwriters()
set name = "Toggle ghost writers"
set category = "Server"
if(!holder) return
if(config)
if(config.cult_ghostwriter)
config.cult_ghostwriter = 0
src << "<b>Disallowed ghost writers.</b>"
message_admins("Admin [key_name_admin(usr)] has disabled ghost writers.", 1)
else
config.cult_ghostwriter = 1
src << "<b>Enabled ghost writers.</b>"
message_admins("Admin [key_name_admin(usr)] has enabled ghost writers.", 1)
/client/proc/toggledebuglogs()
set name = "Toggle Debug Log Messages"
set category = "Preferences"
prefs.toggles ^= CHAT_DEBUGLOGS
if (prefs.toggles & CHAT_DEBUGLOGS)
usr << "You now will get debug log messages"
else
usr << "You now won't get debug log messages"
/client/proc/man_up(mob/T as mob in mob_list)
set category = "Fun"
set name = "Man Up"
set desc = "Tells mob to man up and deal with it."
T << "<span class='notice'><b><font size=3>Man up and deal with it.</font></b></span>"
T << "<span class='notice'>Move on.</span>"
log_admin("[key_name(usr)] told [key_name(T)] to man up and deal with it.")
message_admins("\blue [key_name_admin(usr)] told [key_name(T)] to man up and deal with it.", 1)
/client/proc/global_man_up()
set category = "Fun"
set name = "Man Up Global"
set desc = "Tells everyone to man up and deal with it."
for (var/mob/T as mob in mob_list)
T << "<br><center><span class='notice'><b><font size=4>Man up.<br> Deal with it.</font></b><br>Move on.</span></center><br>"
T << 'sound/voice/ManUp1.ogg'
log_admin("[key_name(usr)] told everyone to man up and deal with it.")
message_admins("\blue [key_name_admin(usr)] told everyone to man up and deal with it.", 1)
+114
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
var/jobban_runonce // Updates legacy bans with new info
var/jobban_keylist[0] //to store the keys & ranks
/proc/jobban_fullban(mob/M, rank, reason)
if (!M || !M.key) return
jobban_keylist.Add(text("[M.ckey] - [rank] ## [reason]"))
jobban_savebanfile()
/proc/jobban_client_fullban(ckey, rank)
if (!ckey || !rank) return
jobban_keylist.Add(text("[ckey] - [rank]"))
jobban_savebanfile()
//returns a reason if M is banned from rank, returns 0 otherwise
/proc/jobban_isbanned(mob/M, rank)
if(M && rank)
/*
if(_jobban_isbanned(M, rank)) return "Reason Unspecified" //for old jobban
*/
if (guest_jobbans(rank))
if(config.guest_jobban && IsGuestKey(M.key))
return "Guest Job-ban"
if(config.usewhitelist && !check_whitelist(M))
return "Whitelisted Job"
for (var/s in jobban_keylist)
if( findtext(s,"[M.ckey] - [rank]") == 1 )
var/startpos = findtext(s, "## ")+3
if(startpos && startpos<length(s))
var/text = copytext(s, startpos, 0)
if(text)
return text
return "Reason Unspecified"
return 0
/*
DEBUG
/mob/verb/list_all_jobbans()
set name = "list all jobbans"
for(var/s in jobban_keylist)
world << s
/mob/verb/reload_jobbans()
set name = "reload jobbans"
jobban_loadbanfile()
*/
/hook/startup/proc/loadJobBans()
jobban_loadbanfile()
return 1
/proc/jobban_loadbanfile()
if(config.ban_legacy_system)
var/savefile/S=new("data/job_full.ban")
S["keys[0]"] >> jobban_keylist
log_admin("Loading jobban_rank")
S["runonce"] >> jobban_runonce
if (!length(jobban_keylist))
jobban_keylist=list()
log_admin("jobban_keylist was empty")
else
if(!establish_db_connection())
world.log << "Database connection failed. Reverting to the legacy ban system."
diary << "Database connection failed. Reverting to the legacy ban system."
config.ban_legacy_system = 1
jobban_loadbanfile()
return
//Job permabans
var/DBQuery/query = dbcon.NewQuery("SELECT ckey, job FROM erro_ban WHERE bantype = 'JOB_PERMABAN' AND isnull(unbanned)")
query.Execute()
while(query.NextRow())
var/ckey = query.item[1]
var/job = query.item[2]
jobban_keylist.Add("[ckey] - [job]")
//Job tempbans
var/DBQuery/query1 = dbcon.NewQuery("SELECT ckey, job FROM erro_ban WHERE bantype = 'JOB_TEMPBAN' AND isnull(unbanned) AND expiration_time > Now()")
query1.Execute()
while(query1.NextRow())
var/ckey = query1.item[1]
var/job = query1.item[2]
jobban_keylist.Add("[ckey] - [job]")
/proc/jobban_savebanfile()
var/savefile/S=new("data/job_full.ban")
S["keys[0]"] << jobban_keylist
/proc/jobban_unban(mob/M, rank)
jobban_remove("[M.ckey] - [rank]")
jobban_savebanfile()
/proc/ban_unban_log_save(var/formatted_log)
text2file(formatted_log,"data/ban_unban_log.txt")
/proc/jobban_remove(X)
for (var/i = 1; i <= length(jobban_keylist); i++)
if( findtext(jobban_keylist[i], "[X]") )
jobban_keylist.Remove(jobban_keylist[i])
jobban_savebanfile()
return 1
return 0
+9
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/var/create_mob_html = null
/datum/admins/proc/create_mob(var/mob/user)
if (!create_mob_html)
var/mobjs = null
mobjs = list2text(typesof(/mob), ";")
create_mob_html = file2text('html/create_object.html')
create_mob_html = replacetext(create_mob_html, "null /* object types */", "\"[mobjs]\"")
user << browse(replacetext(create_mob_html, "/* ref src */", "\ref[src]"), "window=create_mob;size=425x475")
+28
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@@ -0,0 +1,28 @@
/var/create_object_html = null
/datum/admins/proc/create_object(var/mob/user)
if (!create_object_html)
var/objectjs = null
objectjs = list2text(typesof(/obj), ";")
create_object_html = file2text('html/create_object.html')
create_object_html = replacetext(create_object_html, "null /* object types */", "\"[objectjs]\"")
user << browse(replacetext(create_object_html, "/* ref src */", "\ref[src]"), "window=create_object;size=425x475")
/datum/admins/proc/quick_create_object(var/mob/user)
var/quick_create_object_html = null
var/pathtext = null
pathtext = input("Select the path of the object you wish to create.", "Path", "/obj") in list("/obj","/obj/structure","/obj/item","/obj/item/weapon","/obj/machinery")
var path = text2path(pathtext)
if (!quick_create_object_html)
var/objectjs = null
objectjs = list2text(typesof(path), ";")
quick_create_object_html = file2text('html/create_object.html')
quick_create_object_html = replacetext(quick_create_object_html, "null /* object types */", "\"[objectjs]\"")
user << browse(replacetext(quick_create_object_html, "/* ref src */", "\ref[src]"), "window=quick_create_object;size=425x475")
+9
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@@ -0,0 +1,9 @@
/var/create_turf_html = null
/datum/admins/proc/create_turf(var/mob/user)
if (!create_turf_html)
var/turfjs = null
turfjs = list2text(typesof(/turf), ";")
create_turf_html = file2text('html/create_object.html')
create_turf_html = replacetext(create_turf_html, "null /* object types */", "\"[turfjs]\"")
user << browse(replacetext(create_turf_html, "/* ref src */", "\ref[src]"), "window=create_turf;size=425x475")
+89
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var/list/admin_datums = list()
/datum/admins
var/rank = "Temporary Admin"
var/client/owner = null
var/rights = 0
var/fakekey = null
var/datum/marked_datum
var/admincaster_screen = 0 //See newscaster.dm under machinery for a full description
var/datum/feed_message/admincaster_feed_message = new /datum/feed_message //These two will act as holders.
var/datum/feed_channel/admincaster_feed_channel = new /datum/feed_channel
var/admincaster_signature //What you'll sign the newsfeeds as
/datum/admins/New(initial_rank = "Temporary Admin", initial_rights = 0, ckey)
if(!ckey)
error("Admin datum created without a ckey argument. Datum has been deleted")
del(src)
return
admincaster_signature = "Nanotrasen Officer #[rand(0,9)][rand(0,9)][rand(0,9)]"
rank = initial_rank
rights = initial_rights
admin_datums[ckey] = src
/datum/admins/proc/associate(client/C)
if(istype(C))
owner = C
owner.holder = src
owner.add_admin_verbs() //TODO
admins |= C
/datum/admins/proc/disassociate()
if(owner)
admins -= owner
owner.remove_admin_verbs()
owner.holder = null
owner = null
/*
checks if usr is an admin with at least ONE of the flags in rights_required. (Note, they don't need all the flags)
if rights_required == 0, then it simply checks if they are an admin.
if it doesn't return 1 and show_msg=1 it will prints a message explaining why the check has failed
generally it would be used like so:
proc/admin_proc()
if(!check_rights(R_ADMIN)) return
world << "you have enough rights!"
NOTE: it checks usr! not src! So if you're checking somebody's rank in a proc which they did not call
you will have to do something like if(client.holder.rights & R_ADMIN) yourself.
*/
/proc/check_rights(rights_required, show_msg=1)
if(usr && usr.client)
if(rights_required)
if(usr.client.holder)
if(rights_required & usr.client.holder.rights)
return 1
else
if(show_msg)
usr << "<font color='red'>Error: You do not have sufficient rights to do that. You require one of the following flags:[rights2text(rights_required," ")].</font>"
else
if(usr.client.holder)
return 1
else
if(show_msg)
usr << "<font color='red'>Error: You are not an admin.</font>"
return 0
//probably a bit iffy - will hopefully figure out a better solution
/proc/check_if_greater_rights_than(client/other)
if(usr && usr.client)
if(usr.client.holder)
if(!other || !other.holder)
return 1
if(usr.client.holder.rights != other.holder.rights)
if( (usr.client.holder.rights & other.holder.rights) == other.holder.rights )
return 1 //we have all the rights they have and more
usr << "<font color='red'>Error: Cannot proceed. They have more or equal rights to us.</font>"
return 0
/client/proc/deadmin()
admin_datums -= ckey
if(holder)
holder.disassociate()
del(holder)
return 1
+274
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var/savefile/Banlistjob
/proc/_jobban_isbanned(var/client/clientvar, var/rank)
if(!clientvar) return 1
ClearTempbansjob()
var/id = clientvar.computer_id
var/key = clientvar.ckey
if (guest_jobbans(rank))
if(config.guest_jobban && IsGuestKey(key))
return 1
Banlistjob.cd = "/base"
if (Banlistjob.dir.Find("[key][id][rank]"))
return 1
Banlistjob.cd = "/base"
for (var/A in Banlistjob.dir)
Banlistjob.cd = "/base/[A]"
if ((id == Banlistjob["id"] || key == Banlistjob["key"]) && rank == Banlistjob["rank"])
return 1
return 0
/proc/LoadBansjob()
Banlistjob = new("data/job_fullnew.bdb")
log_admin("Loading Banlistjob")
if (!length(Banlistjob.dir)) log_admin("Banlistjob is empty.")
if (!Banlistjob.dir.Find("base"))
log_admin("Banlistjob missing base dir.")
Banlistjob.dir.Add("base")
Banlistjob.cd = "/base"
else if (Banlistjob.dir.Find("base"))
Banlistjob.cd = "/base"
ClearTempbansjob()
return 1
/proc/ClearTempbansjob()
UpdateTime()
Banlistjob.cd = "/base"
for (var/A in Banlistjob.dir)
Banlistjob.cd = "/base/[A]"
//if (!Banlistjob["key"] || !Banlistjob["id"])
// RemoveBanjob(A, "full")
// log_admin("Invalid Ban.")
// message_admins("Invalid Ban.")
// continue
if (!Banlistjob["temp"]) continue
if (CMinutes >= Banlistjob["minutes"]) RemoveBanjob(A)
return 1
/proc/AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, rank)
UpdateTime()
var/bantimestamp
if (temp)
UpdateTime()
bantimestamp = CMinutes + minutes
if(rank == "Heads")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Personnel")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Captain")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Security")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
return 1
if(rank == "Security")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Security")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Warden")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Detective")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Security Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
return 1
if(rank == "Engineering")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Station Engineer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Atmospheric Technician")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
return 1
if(rank == "Research")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Scientist")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Geneticist")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director")
return 1
if(rank == "Medical")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Geneticist")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Medical Doctor")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chemist")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
return 1
if(rank == "CE_Station_Engineer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Station Engineer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer")
return 1
if(rank == "CE_Atmospheric_Tech")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Atmospheric Technician")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer")
return 1
if(rank == "CE_Shaft_Miner")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Shaft Miner")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer")
return 1
if(rank == "Chemist_RD_CMO")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chemist")
return 1
if(rank == "Geneticist_RD_CMO")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Geneticist")
return 1
if(rank == "MD_CMO")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Medical Doctor")
return 1
if(rank == "Scientist_RD")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Scientist")
return 1
if(rank == "AI_Cyborg")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "AI")
return 1
if(rank == "Detective_HoS")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Detective")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Security")
return 1
if(rank == "Virologist_RD_CMO")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director")
AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Virologist")
return 1
Banlistjob.cd = "/base"
if ( Banlistjob.dir.Find("[ckey][computerid][rank]") )
usr << text("\red Banjob already exists.")
return 0
else
Banlistjob.dir.Add("[ckey][computerid][rank]")
Banlistjob.cd = "/base/[ckey][computerid][rank]"
Banlistjob["key"] << ckey
Banlistjob["id"] << computerid
Banlistjob["rank"] << rank
Banlistjob["reason"] << reason
Banlistjob["bannedby"] << bannedby
Banlistjob["temp"] << temp
if (temp)
Banlistjob["minutes"] << bantimestamp
return 1
/proc/RemoveBanjob(foldername)
var/key
var/id
var/rank
Banlistjob.cd = "/base/[foldername]"
Banlistjob["key"] >> key
Banlistjob["id"] >> id
Banlistjob["rank"] >> rank
Banlistjob.cd = "/base"
if (!Banlistjob.dir.Remove(foldername)) return 0
if(!usr)
log_admin("Banjob Expired: [key]")
message_admins("Banjob Expired: [key]")
else
log_admin("[key_name_admin(usr)] unjobbanned [key] from [rank]")
message_admins("[key_name_admin(usr)] unjobbanned:[key] from [rank]")
ban_unban_log_save("[key_name_admin(usr)] unjobbanned [key] from [rank]")
feedback_inc("ban_job_unban",1)
feedback_add_details("ban_job_unban","- [rank]")
for (var/A in Banlistjob.dir)
Banlistjob.cd = "/base/[A]"
if ((key == Banlistjob["key"] || id == Banlistjob["id"]) && (rank == Banlistjob["rank"]))
Banlistjob.cd = "/base"
Banlistjob.dir.Remove(A)
continue
return 1
/proc/GetBanExpjob(minutes as num)
UpdateTime()
var/exp = minutes - CMinutes
if (exp <= 0)
return 0
else
var/timeleftstring
if (exp >= 1440) //1440 = 1 day in minutes
timeleftstring = "[round(exp / 1440, 0.1)] Days"
else if (exp >= 60) //60 = 1 hour in minutes
timeleftstring = "[round(exp / 60, 0.1)] Hours"
else
timeleftstring = "[exp] Minutes"
return timeleftstring
/datum/admins/proc/unjobbanpanel()
var/count = 0
var/dat
//var/dat = "<HR><B>Unban Player:</B> \blue(U) = Unban , (E) = Edit Ban\green (Total<HR><table border=1 rules=all frame=void cellspacing=0 cellpadding=3 >"
Banlistjob.cd = "/base"
for (var/A in Banlistjob.dir)
count++
Banlistjob.cd = "/base/[A]"
dat += text("<tr><td><A href='?src=\ref[src];unjobbanf=[Banlistjob["key"]][Banlistjob["id"]][Banlistjob["rank"]]'>(U)</A> Key: <B>[Banlistjob["key"]] </B>Rank: <B>[Banlistjob["rank"]]</B></td><td> ([Banlistjob["temp"] ? "[GetBanExpjob(Banlistjob["minutes"]) ? GetBanExpjob(Banlistjob["minutes"]) : "Removal pending" ]" : "Permaban"])</td><td>(By: [Banlistjob["bannedby"]])</td><td>(Reason: [Banlistjob["reason"]])</td></tr>")
dat += "</table>"
dat = "<HR><B>Bans:</B> <FONT COLOR=blue>(U) = Unban , </FONT> - <FONT COLOR=green>([count] Bans)</FONT><HR><table border=1 rules=all frame=void cellspacing=0 cellpadding=3 >[dat]"
usr << browse(dat, "window=unbanp;size=875x400")
/*/datum/admins/proc/permjobban(ckey, computerid, reason, bannedby, temp, minutes, rank)
if(AddBanjob(ckey, computerid, reason, usr.ckey, 0, 0, job))
M << "\red<BIG><B>You have been banned from [job] by [usr.client.ckey].\nReason: [reason].</B></BIG>"
M << "\red This is a permanent ban."
if(config.banappeals)
M << "\red To try to resolve this matter head to [config.banappeals]"
else
M << "\red No ban appeals URL has been set."
log_admin("[usr.client.ckey] has banned from [job] [ckey].\nReason: [reason]\nThis is a permanent ban.")
message_admins("\blue[usr.client.ckey] has banned from [job] [ckey].\nReason: [reason]\nThis is a permanent ban.")
/datum/admins/proc/timejobban(ckey, computerid, reason, bannedby, temp, minutes, rank)
if(AddBanjob(ckey, computerid, reason, usr.ckey, 1, mins, job))
M << "\red<BIG><B>You have been jobbanned from [job] by [usr.client.ckey].\nReason: [reason].</B></BIG>"
M << "\red This is a temporary ban, it will be removed in [mins] minutes."
if(config.banappeals)
M << "\red To try to resolve this matter head to [config.banappeals]"
else
M << "\red No ban appeals URL has been set."
log_admin("[usr.client.ckey] has jobbanned from [job] [ckey].\nReason: [reason]\nThis will be removed in [mins] minutes.")
message_admins("\blue[usr.client.ckey] has banned from [job] [ckey].\nReason: [reason]\nThis will be removed in [mins] minutes.")*/
//////////////////////////////////// DEBUG ////////////////////////////////////
/proc/CreateBansjob()
UpdateTime()
var/i
var/last
for(i=0, i<1001, i++)
var/a = pick(1,0)
var/b = pick(1,0)
if(b)
Banlistjob.cd = "/base"
Banlistjob.dir.Add("trash[i]trashid[i]")
Banlistjob.cd = "/base/trash[i]trashid[i]"
Banlistjob["key"] << "trash[i]"
else
Banlistjob.cd = "/base"
Banlistjob.dir.Add("[last]trashid[i]")
Banlistjob.cd = "/base/[last]trashid[i]"
Banlistjob["key"] << last
Banlistjob["id"] << "trashid[i]"
Banlistjob["reason"] << "Trashban[i]."
Banlistjob["temp"] << a
Banlistjob["minutes"] << CMinutes + rand(1,2000)
Banlistjob["bannedby"] << "trashmin"
last = "trash[i]"
Banlistjob.cd = "/base"
/proc/ClearAllBansjob()
Banlistjob.cd = "/base"
for (var/A in Banlistjob.dir)
RemoveBanjob(A, "full")
@@ -0,0 +1,149 @@
/client/proc/edit_admin_permissions()
set category = "Admin"
set name = "Permissions Panel"
set desc = "Edit admin permissions"
if(!check_rights(R_PERMISSIONS)) return
usr.client.holder.edit_admin_permissions()
/datum/admins/proc/edit_admin_permissions()
if(!check_rights(R_PERMISSIONS)) return
var/output = {"<!DOCTYPE html>
<html>
<head>
<title>Permissions Panel</title>
<script type='text/javascript' src='search.js'></script>
<link rel='stylesheet' type='text/css' href='panels.css'>
</head>
<body onload='selectTextField();updateSearch();'>
<div id='main'><table id='searchable' cellspacing='0'>
<tr class='title'>
<th style='width:125px;text-align:right;'>CKEY <a class='small' href='?src=\ref[src];editrights=add'>\[+\]</a></th>
<th style='width:125px;'>RANK</th><th style='width:100%;'>PERMISSIONS</th>
</tr>
"}
for(var/adm_ckey in admin_datums)
var/datum/admins/D = admin_datums[adm_ckey]
if(!D) continue
var/rank = D.rank ? D.rank : "*none*"
var/rights = rights2text(D.rights," ")
if(!rights) rights = "*none*"
output += "<tr>"
output += "<td style='text-align:right;'>[adm_ckey] <a class='small' href='?src=\ref[src];editrights=remove;ckey=[adm_ckey]'>\[-\]</a></td>"
output += "<td><a href='?src=\ref[src];editrights=rank;ckey=[adm_ckey]'>[rank]</a></td>"
output += "<td><a class='small' href='?src=\ref[src];editrights=permissions;ckey=[adm_ckey]'>[rights]</a></font></td>"
output += "</tr>"
output += {"
</table></div>
<div id='top'><b>Search:</b> <input type='text' id='filter' value='' style='width:70%;' onkeyup='updateSearch();'></div>
</body>
</html>"}
usr << browse(output,"window=editrights;size=600x500")
/datum/admins/proc/log_admin_rank_modification(var/adm_ckey, var/new_rank)
if(config.admin_legacy_system) return
if(!usr.client)
return
if(!usr.client.holder || !(usr.client.holder.rights & R_PERMISSIONS))
usr << "\red You do not have permission to do this!"
return
establish_db_connection()
if(!dbcon.IsConnected())
usr << "\red Failed to establish database connection"
return
if(!adm_ckey || !new_rank)
return
adm_ckey = ckey(adm_ckey)
if(!adm_ckey)
return
if(!istext(adm_ckey) || !istext(new_rank))
return
var/DBQuery/select_query = dbcon.NewQuery("SELECT id FROM erro_admin WHERE ckey = '[adm_ckey]'")
select_query.Execute()
var/new_admin = 1
var/admin_id
while(select_query.NextRow())
new_admin = 0
admin_id = text2num(select_query.item[1])
if(new_admin)
var/DBQuery/insert_query = dbcon.NewQuery("INSERT INTO `erro_admin` (`id`, `ckey`, `rank`, `level`, `flags`) VALUES (null, '[adm_ckey]', '[new_rank]', -1, 0)")
insert_query.Execute()
var/DBQuery/log_query = dbcon.NewQuery("INSERT INTO `test`.`erro_admin_log` (`id` ,`datetime` ,`adminckey` ,`adminip` ,`log` ) VALUES (NULL , NOW( ) , '[usr.ckey]', '[usr.client.address]', 'Added new admin [adm_ckey] to rank [new_rank]');")
log_query.Execute()
usr << "\blue New admin added."
else
if(!isnull(admin_id) && isnum(admin_id))
var/DBQuery/insert_query = dbcon.NewQuery("UPDATE `erro_admin` SET rank = '[new_rank]' WHERE id = [admin_id]")
insert_query.Execute()
var/DBQuery/log_query = dbcon.NewQuery("INSERT INTO `test`.`erro_admin_log` (`id` ,`datetime` ,`adminckey` ,`adminip` ,`log` ) VALUES (NULL , NOW( ) , '[usr.ckey]', '[usr.client.address]', 'Edited the rank of [adm_ckey] to [new_rank]');")
log_query.Execute()
usr << "\blue Admin rank changed."
/datum/admins/proc/log_admin_permission_modification(var/adm_ckey, var/new_permission)
if(config.admin_legacy_system) return
if(!usr.client)
return
if(!usr.client.holder || !(usr.client.holder.rights & R_PERMISSIONS))
usr << "\red You do not have permission to do this!"
return
establish_db_connection()
if(!dbcon.IsConnected())
usr << "\red Failed to establish database connection"
return
if(!adm_ckey || !new_permission)
return
adm_ckey = ckey(adm_ckey)
if(!adm_ckey)
return
if(istext(new_permission))
new_permission = text2num(new_permission)
if(!istext(adm_ckey) || !isnum(new_permission))
return
var/DBQuery/select_query = dbcon.NewQuery("SELECT id, flags FROM erro_admin WHERE ckey = '[adm_ckey]'")
select_query.Execute()
var/admin_id
var/admin_rights
while(select_query.NextRow())
admin_id = text2num(select_query.item[1])
admin_rights = text2num(select_query.item[2])
if(!admin_id)
return
if(admin_rights & new_permission) //This admin already has this permission, so we are removing it.
var/DBQuery/insert_query = dbcon.NewQuery("UPDATE `erro_admin` SET flags = [admin_rights & ~new_permission] WHERE id = [admin_id]")
insert_query.Execute()
var/DBQuery/log_query = dbcon.NewQuery("INSERT INTO `test`.`erro_admin_log` (`id` ,`datetime` ,`adminckey` ,`adminip` ,`log` ) VALUES (NULL , NOW( ) , '[usr.ckey]', '[usr.client.address]', 'Removed permission [rights2text(new_permission)] (flag = [new_permission]) to admin [adm_ckey]');")
log_query.Execute()
usr << "\blue Permission removed."
else //This admin doesn't have this permission, so we are adding it.
var/DBQuery/insert_query = dbcon.NewQuery("UPDATE `erro_admin` SET flags = '[admin_rights | new_permission]' WHERE id = [admin_id]")
insert_query.Execute()
var/DBQuery/log_query = dbcon.NewQuery("INSERT INTO `test`.`erro_admin_log` (`id` ,`datetime` ,`adminckey` ,`adminip` ,`log` ) VALUES (NULL , NOW( ) , '[usr.ckey]', '[usr.client.address]', 'Added permission [rights2text(new_permission)] (flag = [new_permission]) to admin [adm_ckey]')")
log_query.Execute()
usr << "\blue Permission added."
+154
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@@ -0,0 +1,154 @@
//This stuff was originally intended to be integrated into the ban-system I was working on
//but it's safe to say that'll never be finished. So I've merged it into the current player panel.
//enjoy ~Carn
/*
#define NOTESFILE "data/player_notes.sav" //where the player notes are saved
datum/admins/proc/notes_show(var/ckey)
usr << browse("<head><title>Player Notes</title></head><body>[notes_gethtml(ckey)]</body>","window=player_notes;size=700x400")
datum/admins/proc/notes_gethtml(var/ckey)
var/savefile/notesfile = new(NOTESFILE)
if(!notesfile) return "<font color='red'>Error: Cannot access [NOTESFILE]</font>"
if(ckey)
. = "<b>Notes for <a href='?src=\ref[src];notes=show'>[ckey]</a>:</b> <a href='?src=\ref[src];notes=add;ckey=[ckey]'>\[+\]</a> <a href='?src=\ref[src];notes=remove;ckey=[ckey]'>\[-\]</a><br>"
notesfile.cd = "/[ckey]"
var/index = 1
while( !notesfile.eof )
var/note
notesfile >> note
. += "[note] <a href='?src=\ref[src];notes=remove;ckey=[ckey];from=[index]'>\[-\]</a><br>"
index++
else
. = "<b>All Notes:</b> <a href='?src=\ref[src];notes=add'>\[+\]</a> <a href='?src=\ref[src];notes=remove'>\[-\]</a><br>"
notesfile.cd = "/"
for(var/dir in notesfile.dir)
. += "<a href='?src=\ref[src];notes=show;ckey=[dir]'>[dir]</a><br>"
return
//handles adding notes to the end of a ckey's buffer
//originally had seperate entries such as var/by to record who left the note and when
//but the current bansystem is a heap of dung.
/proc/notes_add(var/ckey, var/note)
if(!ckey)
ckey = ckey(input(usr,"Who would you like to add notes for?","Enter a ckey",null) as text|null)
if(!ckey) return
if(!note)
note = html_encode(input(usr,"Enter your note:","Enter some text",null) as message|null)
if(!note) return
var/savefile/notesfile = new(NOTESFILE)
if(!notesfile) return
notesfile.cd = "/[ckey]"
notesfile.eof = 1 //move to the end of the buffer
notesfile << "[time2text(world.realtime,"DD-MMM-YYYY")] | [note][(usr && usr.ckey)?" ~[usr.ckey]":""]"
return
//handles removing entries from the buffer, or removing the entire directory if no start_index is given
/proc/notes_remove(var/ckey, var/start_index, var/end_index)
var/savefile/notesfile = new(NOTESFILE)
if(!notesfile) return
if(!ckey)
notesfile.cd = "/"
ckey = ckey(input(usr,"Who would you like to remove notes for?","Enter a ckey",null) as null|anything in notesfile.dir)
if(!ckey) return
if(start_index)
notesfile.cd = "/[ckey]"
var/list/noteslist = list()
if(!end_index) end_index = start_index
var/index = 0
while( !notesfile.eof )
index++
var/temp
notesfile >> temp
if( (start_index <= index) && (index <= end_index) )
continue
noteslist += temp
notesfile.eof = -2 //Move to the start of the buffer and then erase.
for( var/note in noteslist )
notesfile << note
else
notesfile.cd = "/"
if(alert(usr,"Are you sure you want to remove all their notes?","Confirmation","No","Yes - Remove all notes") == "Yes - Remove all notes")
notesfile.dir.Remove(ckey)
return
#undef NOTESFILE
*/
//Hijacking this file for BS12 playernotes functions. I like this ^ one systemm alright, but converting sounds too bothersome~ Chinsky.
/proc/notes_add(var/key, var/note, var/mob/usr)
if (!key || !note)
return
//Loading list of notes for this key
var/savefile/info = new("data/player_saves/[copytext(key, 1, 2)]/[key]/info.sav")
var/list/infos
info >> infos
if(!infos) infos = list()
//Overly complex timestamp creation
var/modifyer = "th"
switch(time2text(world.timeofday, "DD"))
if("01","21","31")
modifyer = "st"
if("02","22",)
modifyer = "nd"
if("03","23")
modifyer = "rd"
var/day_string = "[time2text(world.timeofday, "DD")][modifyer]"
if(copytext(day_string,1,2) == "0")
day_string = copytext(day_string,2)
var/full_date = time2text(world.timeofday, "DDD, Month DD of YYYY")
var/day_loc = findtext(full_date, time2text(world.timeofday, "DD"))
var/datum/player_info/P = new
if (usr)
P.author = usr.key
P.rank = usr.client.holder.rank
else
P.author = "Adminbot"
P.rank = "Friendly Robot"
P.content = note
P.timestamp = "[copytext(full_date,1,day_loc)][day_string][copytext(full_date,day_loc+2)]"
infos += P
info << infos
message_admins("\blue [key_name_admin(usr)] has edited [key]'s notes.")
log_admin("[key_name(usr)] has edited [key]'s notes.")
del info
//Updating list of keys with notes on them
var/savefile/note_list = new("data/player_notes.sav")
var/list/note_keys
note_list >> note_keys
if(!note_keys) note_keys = list()
if(!note_keys.Find(key)) note_keys += key
note_list << note_keys
del note_list
/proc/notes_del(var/key, var/index)
var/savefile/info = new("data/player_saves/[copytext(key, 1, 2)]/[key]/info.sav")
var/list/infos
info >> infos
if(!infos || infos.len < index) return
var/datum/player_info/item = infos[index]
infos.Remove(item)
info << infos
message_admins("\blue [key_name_admin(usr)] deleted one of [key]'s notes.")
log_admin("[key_name(usr)] deleted one of [key]'s notes.")
del info
+527
View File
@@ -0,0 +1,527 @@
/datum/admins/proc/player_panel_new()//The new one
if (!usr.client.holder)
return
var/dat = "<html><head><title>Admin Player Panel</title></head>"
//javascript, the part that does most of the work~
dat += {"
<head>
<script type='text/javascript'>
var locked_tabs = new Array();
function updateSearch(){
var filter_text = document.getElementById('filter');
var filter = filter_text.value.toLowerCase();
if(complete_list != null && complete_list != ""){
var mtbl = document.getElementById("maintable_data_archive");
mtbl.innerHTML = complete_list;
}
if(filter.value == ""){
return;
}else{
var maintable_data = document.getElementById('maintable_data');
var ltr = maintable_data.getElementsByTagName("tr");
for ( var i = 0; i < ltr.length; ++i )
{
try{
var tr = ltr\[i\];
if(tr.getAttribute("id").indexOf("data") != 0){
continue;
}
var ltd = tr.getElementsByTagName("td");
var td = ltd\[0\];
var lsearch = td.getElementsByTagName("b");
var search = lsearch\[0\];
//var inner_span = li.getElementsByTagName("span")\[1\] //Should only ever contain one element.
//document.write("<p>"+search.innerText+"<br>"+filter+"<br>"+search.innerText.indexOf(filter))
if ( search.innerText.toLowerCase().indexOf(filter) == -1 )
{
//document.write("a");
//ltr.removeChild(tr);
td.innerHTML = "";
i--;
}
}catch(err) { }
}
}
var count = 0;
var index = -1;
var debug = document.getElementById("debug");
locked_tabs = new Array();
}
function expand(id,job,name,real_name,image,key,ip,antagonist,ref){
clearAll();
var span = document.getElementById(id);
body = "<table><tr><td>";
body += "</td><td align='center'>";
body += "<font size='2'><b>"+job+" "+name+"</b><br><b>Real name "+real_name+"</b><br><b>Played by "+key+" ("+ip+")</b></font>"
body += "</td><td align='center'>";
body += "<a href='?src=\ref[src];adminplayeropts="+ref+"'>PP</a> - "
body += "<a href='?src=\ref[src];notes=show;mob="+ref+"'>N</a> - "
body += "<a href='?_src_=vars;Vars="+ref+"'>VV</a> - "
body += "<a href='?src=\ref[src];traitor="+ref+"'>TP</a> - "
body += "<a href='?src=\ref[usr];priv_msg=\ref"+ref+"'>PM</a> - "
body += "<a href='?src=\ref[src];subtlemessage="+ref+"'>SM</a> - "
body += "<a href='?src=\ref[src];adminplayerobservejump="+ref+"'>JMP</a><br>"
if(antagonist > 0)
body += "<font size='2'><a href='?src=\ref[src];check_antagonist=1'><font color='red'><b>Antagonist</b></font></a></font>";
body += "</td></tr></table>";
span.innerHTML = body
}
function clearAll(){
var spans = document.getElementsByTagName('span');
for(var i = 0; i < spans.length; i++){
var span = spans\[i\];
var id = span.getAttribute("id");
if(!(id.indexOf("item")==0))
continue;
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 0;
break;
}
}
if(pass != 1)
continue;
span.innerHTML = "";
}
}
function addToLocked(id,link_id,notice_span_id){
var link = document.getElementById(link_id);
var decision = link.getAttribute("name");
if(decision == "1"){
link.setAttribute("name","2");
}else{
link.setAttribute("name","1");
removeFromLocked(id,link_id,notice_span_id);
return;
}
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 0;
break;
}
}
if(!pass)
return;
locked_tabs.push(id);
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "<font color='red'>Locked</font> ";
//link.setAttribute("onClick","attempt('"+id+"','"+link_id+"','"+notice_span_id+"');");
//document.write("removeFromLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
//document.write("aa - "+link.getAttribute("onClick"));
}
function attempt(ab){
return ab;
}
function removeFromLocked(id,link_id,notice_span_id){
//document.write("a");
var index = 0;
var pass = 0;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 1;
index = j;
break;
}
}
if(!pass)
return;
locked_tabs\[index\] = "";
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "";
//var link = document.getElementById(link_id);
//link.setAttribute("onClick","addToLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
}
function selectTextField(){
var filter_text = document.getElementById('filter');
filter_text.focus();
filter_text.select();
}
</script>
</head>
"}
//body tag start + onload and onkeypress (onkeyup) javascript event calls
dat += "<body onload='selectTextField(); updateSearch();' onkeyup='updateSearch();'>"
//title + search bar
dat += {"
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable'>
<tr id='title_tr'>
<td align='center'>
<font size='5'><b>Player panel</b></font><br>
Hover over a line to see more information - <a href='?src=\ref[src];check_antagonist=1'>Check antagonists</a>
<p>
</td>
</tr>
<tr id='search_tr'>
<td align='center'>
<b>Search:</b> <input type='text' id='filter' value='' style='width:300px;'>
</td>
</tr>
</table>
"}
//player table header
dat += {"
<span id='maintable_data_archive'>
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable_data'>"}
var/list/mobs = sortmobs()
var/i = 1
for(var/mob/M in mobs)
if(M.ckey)
var/color = "#e6e6e6"
if(i%2 == 0)
color = "#f2f2f2"
var/is_antagonist = is_special_character(M)
var/M_job = ""
if(isliving(M))
if(iscarbon(M)) //Carbon stuff
if(ishuman(M))
M_job = M.job
else if(isslime(M))
M_job = "slime"
else if(ismonkey(M))
M_job = "Monkey"
else if(isalien(M)) //aliens
if(islarva(M))
M_job = "Alien larva"
else
M_job = "Alien"
else
M_job = "Carbon-based"
else if(issilicon(M)) //silicon
if(isAI(M))
M_job = "AI"
else if(ispAI(M))
M_job = "pAI"
else if(isrobot(M))
M_job = "Cyborg"
else
M_job = "Silicon-based"
else if(isanimal(M)) //simple animals
if(iscorgi(M))
M_job = "Corgi"
else
M_job = "Animal"
else
M_job = "Living"
else if(istype(M,/mob/new_player))
M_job = "New player"
else if(isobserver(M))
M_job = "Ghost"
M_job = replacetext(M_job, "'", "")
M_job = replacetext(M_job, "\"", "")
M_job = replacetext(M_job, "\\", "")
var/M_name = M.name
M_name = replacetext(M_name, "'", "")
M_name = replacetext(M_name, "\"", "")
M_name = replacetext(M_name, "\\", "")
var/M_rname = M.real_name
M_rname = replacetext(M_rname, "'", "")
M_rname = replacetext(M_rname, "\"", "")
M_rname = replacetext(M_rname, "\\", "")
var/M_key = M.key
M_key = replacetext(M_key, "'", "")
M_key = replacetext(M_key, "\"", "")
M_key = replacetext(M_key, "\\", "")
//output for each mob
dat += {"
<tr id='data[i]' name='[i]' onClick="addToLocked('item[i]','data[i]','notice_span[i]')">
<td align='center' bgcolor='[color]'>
<span id='notice_span[i]'></span>
<a id='link[i]'
onmouseover='expand("item[i]","[M_job]","[M_name]","[M_rname]","--unused--","[M_key]","[M.lastKnownIP]",[is_antagonist],"\ref[M]")'
>
<b id='search[i]'>[M_name] - [M_rname] - [M_key] ([M_job])</b>
</a>
<br><span id='item[i]'></span>
</td>
</tr>
"}
i++
//player table ending
dat += {"
</table>
</span>
<script type='text/javascript'>
var maintable = document.getElementById("maintable_data_archive");
var complete_list = maintable.innerHTML;
</script>
</body></html>
"}
usr << browse(dat, "window=players;size=600x480")
//The old one
/datum/admins/proc/player_panel_old()
if (!usr.client.holder)
return
var/dat = "<html><head><title>Player Menu</title></head>"
dat += "<body><table border=1 cellspacing=5><B><tr><th>Name</th><th>Real Name</th><th>Assigned Job</th><th>Key</th><th>Options</th><th>PM</th><th>Traitor?</th></tr></B>"
//add <th>IP:</th> to this if wanting to add back in IP checking
//add <td>(IP: [M.lastKnownIP])</td> if you want to know their ip to the lists below
var/list/mobs = sortmobs()
for(var/mob/M in mobs)
if(!M.ckey) continue
dat += "<tr><td>[M.name]</td>"
if(isAI(M))
dat += "<td>AI</td>"
else if(isrobot(M))
dat += "<td>Cyborg</td>"
else if(ishuman(M))
dat += "<td>[M.real_name]</td>"
else if(istype(M, /mob/living/silicon/pai))
dat += "<td>pAI</td>"
else if(istype(M, /mob/new_player))
dat += "<td>New Player</td>"
else if(isobserver(M))
dat += "<td>Ghost</td>"
else if(ismonkey(M))
dat += "<td>Monkey</td>"
else if(isalien(M))
dat += "<td>Alien</td>"
else
dat += "<td>Unknown</td>"
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.mind && H.mind.assigned_role)
dat += "<td>[H.mind.assigned_role]</td>"
else
dat += "<td>NA</td>"
dat += {"<td>[(M.client ? "[M.client]" : "No client")]</td>
<td align=center><A HREF='?src=\ref[src];adminplayeropts=\ref[M]'>X</A></td>
<td align=center><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>
"}
switch(is_special_character(M))
if(0)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'>Traitor?</A></td>"}
if(1)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red>Traitor?</font></A></td>"}
if(2)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red><b>Traitor?</b></font></A></td>"}
dat += "</table></body></html>"
usr << browse(dat, "window=players;size=640x480")
/datum/admins/proc/check_antagonists()
if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
var/dat = "<html><head><title>Round Status</title></head><body><h1><B>Round Status</B></h1>"
dat += "Current Game Mode: <B>[ticker.mode.name]</B><BR>"
dat += "Round Duration: <B>[round(world.time / 36000)]:[add_zero(world.time / 600 % 60, 2)]:[world.time / 100 % 6][world.time / 100 % 10]</B><BR>"
dat += "<B>Emergency shuttle</B><BR>"
if (!emergency_shuttle.online)
dat += "<a href='?src=\ref[src];call_shuttle=1'>Call Shuttle</a><br>"
else
var/timeleft = emergency_shuttle.timeleft()
switch(emergency_shuttle.location)
if(0)
dat += "ETA: <a href='?src=\ref[src];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
dat += "<a href='?src=\ref[src];call_shuttle=2'>Send Back</a><br>"
if(1)
dat += "ETA: <a href='?src=\ref[src];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
dat += "<a href='?src=\ref[src];delay_round_end=1'>[ticker.delay_end ? "End Round Normally" : "Delay Round End"]</a><br>"
if(ticker.mode.syndicates.len)
dat += "<br><table cellspacing=5><tr><td><B>Syndicates</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.syndicates)
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
else
dat += "<tr><td><i>Nuclear Operative not found!</i></td></tr>"
dat += "</table><br><table><tr><td><B>Nuclear Disk(s)</B></td></tr>"
for(var/obj/item/weapon/disk/nuclear/N in world)
dat += "<tr><td>[N.name], "
var/atom/disk_loc = N.loc
while(!istype(disk_loc, /turf))
if(istype(disk_loc, /mob))
var/mob/M = disk_loc
dat += "carried by <a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a> "
if(istype(disk_loc, /obj))
var/obj/O = disk_loc
dat += "in \a [O.name] "
disk_loc = disk_loc.loc
dat += "in [disk_loc.loc] at ([disk_loc.x], [disk_loc.y], [disk_loc.z])</td></tr>"
dat += "</table>"
if(ticker.mode.head_revolutionaries.len || ticker.mode.revolutionaries.len)
dat += "<br><table cellspacing=5><tr><td><B>Revolutionaries</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.head_revolutionaries)
var/mob/M = N.current
if(!M)
dat += "<tr><td><i>Head Revolutionary not found!</i></td></tr>"
else
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a> <b>(Leader)</b>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
for(var/datum/mind/N in ticker.mode.revolutionaries)
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
dat += "</table><table cellspacing=5><tr><td><B>Target(s)</B></td><td></td><td><B>Location</B></td></tr>"
for(var/datum/mind/N in ticker.mode.get_living_heads())
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
var/turf/mob_loc = get_turf_loc(M)
dat += "<td>[mob_loc.loc]</td></tr>"
else
dat += "<tr><td><i>Head not found!</i></td></tr>"
dat += "</table>"
if(ticker.mode.changelings.len > 0)
dat += "<br><table cellspacing=5><tr><td><B>Changelings</B></td><td></td><td></td></tr>"
for(var/datum/mind/changeling in ticker.mode.changelings)
var/mob/M = changeling.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
dat += "<td><A HREF='?src=\ref[src];traitor=\ref[M]'>Show Objective</A></td></tr>"
else
dat += "<tr><td><i>Changeling not found!</i></td></tr>"
dat += "</table>"
if(ticker.mode.wizards.len > 0)
dat += "<br><table cellspacing=5><tr><td><B>Wizards</B></td><td></td><td></td></tr>"
for(var/datum/mind/wizard in ticker.mode.wizards)
var/mob/M = wizard.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
dat += "<td><A HREF='?src=\ref[src];traitor=\ref[M]'>Show Objective</A></td></tr>"
else
dat += "<tr><td><i>Wizard not found!</i></td></tr>"
dat += "</table>"
if(ticker.mode.raiders.len > 0)
dat += "<br><table cellspacing=5><tr><td><B>Raiders</B></td><td></td><td></td></tr>"
for(var/datum/mind/raider in ticker.mode.raiders)
var/mob/M = raider.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
dat += "<td><A HREF='?src=\ref[src];traitor=\ref[M]'>Show Objective</A></td></tr>"
dat += "</table>"
if(ticker.mode.ninjas.len > 0)
dat += "<br><table cellspacing=5><tr><td><B>Ninjas</B></td><td></td><td></td></tr>"
for(var/datum/mind/ninja in ticker.mode.ninjas)
var/mob/M = ninja.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
dat += "<td><A HREF='?src=\ref[src];traitor=\ref[M]'>Show Objective</A></td></tr>"
else
dat += "<tr><td><i>Ninja not found!</i></td></tr>"
dat += "</table>"
if(ticker.mode.cult.len)
dat += "<br><table cellspacing=5><tr><td><B>Cultists</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.cult)
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
dat += "</table>"
/*if(istype(ticker.mode, /datum/game_mode/anti_revolution) && ticker.mode:heads.len) //comment out anti-revolution
dat += "<br><table cellspacing=5><tr><td><B>Corrupt Heads</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode:heads)
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
dat += "</table>"
*/
if(ticker.mode.traitors.len > 0)
dat += "<br><table cellspacing=5><tr><td><B>Traitors</B></td><td></td><td></td></tr>"
for(var/datum/mind/traitor in ticker.mode.traitors)
var/mob/M = traitor.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
dat += "<td><A HREF='?src=\ref[src];traitor=\ref[M]'>Show Objective</A></td></tr>"
else
dat += "<tr><td><i>Traitor not found!</i></td></tr>"
dat += "</table>"
dat += "</body></html>"
usr << browse(dat, "window=roundstatus;size=400x500")
else
alert("The game hasn't started yet!")
File diff suppressed because it is too large Load Diff
+36
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@@ -0,0 +1,36 @@
/proc/getbrokeninhands()
var/icon/IL = new('icons/mob/items_lefthand.dmi')
var/list/Lstates = IL.IconStates()
var/icon/IR = new('icons/mob/items_righthand.dmi')
var/list/Rstates = IR.IconStates()
var/text
for(var/A in typesof(/obj/item))
var/obj/item/O = new A( locate(1,1,1) )
if(!O) continue
var/icon/J = new(O.icon)
var/list/istates = J.IconStates()
if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.item_state))
if(O.icon_state)
text += "[O.type] is missing left hand icon called \"[O.icon_state]\".\n"
if(!Rstates.Find(O.icon_state) && !Rstates.Find(O.item_state))
if(O.icon_state)
text += "[O.type] is missing right hand icon called \"[O.icon_state]\".\n"
if(O.icon_state)
if(!istates.Find(O.icon_state))
text += "[O.type] is missing normal icon called \"[O.icon_state]\" in \"[O.icon]\".\n"
//if(O.item_state)
// if(!istates.Find(O.item_state))
// text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.item_state]\" IN \"[O.icon]\"\n"
//text+="\n"
del(O)
if(text)
var/F = file("broken_icons.txt")
fdel(F)
F << text
world << "Completeled successfully and written to [F]"
+497
View File
@@ -0,0 +1,497 @@
//Structured Datum Query Language. Basically SQL meets BYOND objects.
//Note: For use in BS12, need text_starts_with proc, and to modify the action on select to use BS12's object edit command(s).
/client/proc/SDQL_query(query_text as message)
set category = "Admin"
if(!check_rights(R_DEBUG)) //Shouldn't happen... but just to be safe.
message_admins("\red ERROR: Non-admin [usr.key] attempted to execute a SDQL query!")
log_admin("Non-admin [usr.key] attempted to execute a SDQL query!")
var/list/query_list = SDQL_tokenize(query_text)
if(query_list.len < 2)
if(query_list.len > 0)
usr << "\red SDQL: Too few discrete tokens in query \"[query_text]\". Please check your syntax and try again."
return
if(!(lowertext(query_list[1]) in list("select", "delete", "update")))
usr << "\red SDQL: Unknown query type: \"[query_list[1]]\" in query \"[query_text]\". Please check your syntax and try again."
return
var/list/types = list()
var/i
for(i = 2; i <= query_list.len; i += 2)
types += query_list[i]
if(i + 1 >= query_list.len || query_list[i + 1] != ",")
break
i++
var/list/from = list()
if(i <= query_list.len)
if(lowertext(query_list[i]) in list("from", "in"))
for(i++; i <= query_list.len; i += 2)
from += query_list[i]
if(i + 1 >= query_list.len || query_list[i + 1] != ",")
break
i++
if(from.len < 1)
from += "world"
var/list/set_vars = list()
if(lowertext(query_list[1]) == "update")
if(i <= query_list.len && lowertext(query_list[i]) == "set")
for(i++; i <= query_list.len; i++)
if(i + 2 <= query_list.len && query_list[i + 1] == "=")
set_vars += query_list[i]
set_vars[query_list[i]] = query_list[i + 2]
else
usr << "\red SDQL: Invalid set parameter in query \"[query_text]\". Please check your syntax and try again."
return
i += 3
if(i >= query_list.len || query_list[i] != ",")
break
if(set_vars.len < 1)
usr << "\red SDQL: Invalid or missing set in query \"[query_text]\". Please check your syntax and try again."
return
var/list/where = list()
if(i <= query_list.len && lowertext(query_list[i]) == "where")
where = query_list.Copy(i + 1)
var/list/from_objs = list()
if("world" in from)
from_objs += world
else
for(var/f in from)
if(copytext(f, 1, 2) == "'" || copytext(f, 1, 2) == "\"")
from_objs += locate(copytext(f, 2, length(f)))
else if(copytext(f, 1, 2) != "/")
from_objs += locate(f)
else
var/f2 = text2path(f)
if(text_starts_with(f, "/mob"))
for(var/mob/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf/space"))
for(var/turf/space/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf/simulated"))
for(var/turf/simulated/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf/unsimulated"))
for(var/turf/unsimulated/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf"))
for(var/turf/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/area"))
for(var/area/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/obj/item"))
for(var/obj/item/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/obj/machinery"))
for(var/obj/machinery/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/obj"))
for(var/obj/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/atom"))
for(var/atom/m in world)
if(istype(m, f2))
from_objs += m
/*
else
for(var/datum/m in world)
if(istype(m, f2))
from_objs += m
*/
var/list/objs = list()
for(var/from_obj in from_objs)
if("*" in types)
objs += from_obj:contents
else
for(var/f in types)
if(copytext(f, 1, 2) == "'" || copytext(f, 1, 2) == "\"")
objs += locate(copytext(f, 2, length(f))) in from_obj
else if(copytext(f, 1, 2) != "/")
objs += locate(f) in from_obj
else
var/f2 = text2path(f)
if(text_starts_with(f, "/mob"))
for(var/mob/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf/space"))
for(var/turf/space/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf/simulated"))
for(var/turf/simulated/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf/unsimulated"))
for(var/turf/unsimulated/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf"))
for(var/turf/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/area"))
for(var/area/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/obj/item"))
for(var/obj/item/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/obj/machinery"))
for(var/obj/machinery/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/obj"))
for(var/obj/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/atom"))
for(var/atom/m in from_obj)
if(istype(m, f2))
objs += m
else
for(var/datum/m in from_obj)
if(istype(m, f2))
objs += m
for(var/datum/t in objs)
var/currently_false = 0
for(i = 1, i - 1 < where.len, i++)
var/v = where[i++]
var/compare_op = where[i++]
if(!(compare_op in list("==", "=", "<>", "<", ">", "<=", ">=", "!=")))
usr << "\red SDQL: Unknown comparison operator [compare_op] in where clause following [v] in query \"[query_text]\". Please check your syntax and try again."
return
var/j
for(j = i, j <= where.len, j++)
if(lowertext(where[j]) in list("and", "or", ";"))
break
if(!currently_false)
var/value = SDQL_text2value(t, v)
var/result = SDQL_evaluate(t, where.Copy(i, j))
switch(compare_op)
if("=", "==")
currently_false = !(value == result)
if("!=", "<>")
currently_false = !(value != result)
if("<")
currently_false = !(value < result)
if(">")
currently_false = !(value > result)
if("<=")
currently_false = !(value <= result)
if(">=")
currently_false = !(value >= result)
if(j > where.len || lowertext(where[j]) == ";")
break
else if(lowertext(where[j]) == "or")
if(currently_false)
currently_false = 0
else
break
i = j
if(currently_false)
objs -= t
usr << "\blue SQDL Query: [query_text]"
message_admins("[usr] executed SDQL query: \"[query_text]\".")
/*
for(var/t in types)
usr << "Type: [t]"
for(var/t in from)
usr << "From: [t]"
for(var/t in set_vars)
usr << "Set: [t] = [set_vars[t]]"
if(where.len)
var/where_str = ""
for(var/t in where)
where_str += "[t] "
usr << "Where: [where_str]"
usr << "From objects:"
for(var/datum/t in from_objs)
usr << t
usr << "Objects:"
for(var/datum/t in objs)
usr << t
*/
switch(lowertext(query_list[1]))
if("delete")
for(var/datum/t in objs)
del t
if("update")
for(var/datum/t in objs)
objs[t] = list()
for(var/v in set_vars)
if(v in t.vars)
objs[t][v] = SDQL_text2value(t, set_vars[v])
for(var/datum/t in objs)
for(var/v in objs[t])
t.vars[v] = objs[t][v]
if("select")
var/text = ""
for(var/datum/t in objs)
if(istype(t, /atom))
var/atom/a = t
if(a.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] at ([a.x], [a.y], [a.z])<br>"
else if(a.loc && a.loc.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] in [a.loc] at ([a.loc.x], [a.loc.y], [a.loc.z])<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
//text += "[t]<br>"
usr << browse(text, "window=sdql_result")
/client/Topic(href,href_list[],hsrc)
if(href_list["SDQL_select"])
debug_variables(locate(href_list["SDQL_select"]))
..()
/proc/SDQL_evaluate(datum/object, list/equation)
if(equation.len == 0)
return null
else if(equation.len == 1)
return SDQL_text2value(object, equation[1])
else if(equation[1] == "!")
return !SDQL_evaluate(object, equation.Copy(2))
else if(equation[1] == "-")
return -SDQL_evaluate(object, equation.Copy(2))
else
usr << "\red SDQL: Sorry, equations not yet supported :("
return null
/proc/SDQL_text2value(datum/object, text)
if(text2num(text) != null)
return text2num(text)
else if(text == "null")
return null
else if(copytext(text, 1, 2) == "'" || copytext(text, 1, 2) == "\"" )
return copytext(text, 2, length(text))
else if(copytext(text, 1, 2) == "/")
return text2path(text)
else
if(findtext(text, "."))
var/split = findtext(text, ".")
var/v = copytext(text, 1, split)
if((v in object.vars) && istype(object.vars[v], /datum))
return SDQL_text2value(object.vars[v], copytext(text, split + 1))
else
return null
else
if(text in object.vars)
return object.vars[text]
else
return null
/proc/text_starts_with(text, start)
if(copytext(text, 1, length(start) + 1) == start)
return 1
else
return 0
/proc/SDQL_tokenize(query_text)
var/list/whitespace = list(" ", "\n", "\t")
var/list/single = list("(", ")", ",", "+", "-")
var/list/multi = list(
"=" = list("", "="),
"<" = list("", "=", ">"),
">" = list("", "="),
"!" = list("", "="))
var/word = ""
var/list/query_list = list()
var/len = length(query_text)
for(var/i = 1, i <= len, i++)
var/char = copytext(query_text, i, i + 1)
if(char in whitespace)
if(word != "")
query_list += word
word = ""
else if(char in single)
if(word != "")
query_list += word
word = ""
query_list += char
else if(char in multi)
if(word != "")
query_list += word
word = ""
var/char2 = copytext(query_text, i + 1, i + 2)
if(char2 in multi[char])
query_list += "[char][char2]"
i++
else
query_list += char
else if(char == "'")
if(word != "")
usr << "\red SDQL: You have an error in your SDQL syntax, unexpected ' in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "'"
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "'")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "'"
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL: You have an error in your SDQL syntax, unmatched ' in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]'"
word = ""
else if(char == "\"")
if(word != "")
usr << "\red SDQL: You have an error in your SDQL syntax, unexpected \" in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "\""
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "\"")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "\""
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL: You have an error in your SDQL syntax, unmatched \" in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]\""
word = ""
else
word += char
if(word != "")
query_list += word
return query_list
+426
View File
@@ -0,0 +1,426 @@
/client/proc/SDQL2_query(query_text as message)
set category = "Admin"
if(!check_rights(R_DEBUG)) //Shouldn't happen... but just to be safe.
message_admins("\red ERROR: Non-admin [usr.key] attempted to execute a SDQL query!")
log_admin("Non-admin [usr.key] attempted to execute a SDQL query!")
if(!query_text || length(query_text) < 1)
return
//world << query_text
var/list/query_list = SDQL2_tokenize(query_text)
if(!query_list || query_list.len < 1)
return
var/list/query_tree = SDQL_parse(query_list)
if(query_tree.len < 1)
return
var/list/from_objs = list()
var/list/select_types = list()
switch(query_tree[1])
if("explain")
SDQL_testout(query_tree["explain"])
return
if("call")
if("on" in query_tree)
select_types = query_tree["on"]
else
return
if("select", "delete", "update")
select_types = query_tree[query_tree[1]]
from_objs = SDQL_from_objs(query_tree["from"])
var/list/objs = list()
for(var/type in select_types)
var/char = copytext(type, 1, 2)
if(char == "/" || char == "*")
for(var/from in from_objs)
objs += SDQL_get_all(type, from)
else if(char == "'" || char == "\"")
objs += locate(copytext(type, 2, length(type)))
if("where" in query_tree)
var/objs_temp = objs
objs = list()
for(var/datum/d in objs_temp)
if(SDQL_expression(d, query_tree["where"]))
objs += d
//usr << "Query: [query_text]"
message_admins("[usr] executed SDQL query: \"[query_text]\".")
switch(query_tree[1])
if("delete")
for(var/datum/d in objs)
del d
if("select")
var/text = ""
for(var/datum/t in objs)
if(istype(t, /atom))
var/atom/a = t
if(a.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] at ([a.x], [a.y], [a.z])<br>"
else if(a.loc && a.loc.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] in [a.loc] at ([a.loc.x], [a.loc.y], [a.loc.z])<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
usr << browse(text, "window=SDQL-result")
if("update")
if("set" in query_tree)
var/list/set_list = query_tree["set"]
for(var/datum/d in objs)
var/list/vals = list()
for(var/v in set_list)
if(v in d.vars)
vals += v
vals[v] = SDQL_expression(d, set_list[v])
if(istype(d, /turf))
for(var/v in vals)
if(v == "x" || v == "y" || v == "z")
continue
d.vars[v] = vals[v]
else
for(var/v in vals)
d.vars[v] = vals[v]
/proc/SDQL_parse(list/query_list)
var/datum/SDQL_parser/parser = new(query_list)
var/list/query_tree = parser.parse()
del(parser)
return query_tree
/proc/SDQL_testout(list/query_tree, indent = 0)
var/spaces = ""
for(var/s = 0, s < indent, s++)
spaces += " "
for(var/item in query_tree)
if(istype(item, /list))
world << "[spaces]("
SDQL_testout(item, indent + 1)
world << "[spaces])"
else
world << "[spaces][item]"
if(!isnum(item) && query_tree[item])
if(istype(query_tree[item], /list))
world << "[spaces] ("
SDQL_testout(query_tree[item], indent + 2)
world << "[spaces] )"
else
world << "[spaces] [query_tree[item]]"
/proc/SDQL_from_objs(list/tree)
if("world" in tree)
return list(world)
var/list/out = list()
for(var/type in tree)
var/char = copytext(type, 1, 2)
if(char == "/")
out += SDQL_get_all(type, world)
else if(char == "'" || char == "\"")
out += locate(copytext(type, 2, length(type)))
return out
/proc/SDQL_get_all(type, location)
var/list/out = list()
if(type == "*")
for(var/datum/d in location)
out += d
return out
type = text2path(type)
if(ispath(type, /mob))
for(var/mob/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /turf))
for(var/turf/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /obj))
for(var/obj/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /area))
for(var/area/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /atom))
for(var/atom/d in location)
if(istype(d, type))
out += d
else
for(var/datum/d in location)
if(istype(d, type))
out += d
return out
/proc/SDQL_expression(datum/object, list/expression, start = 1)
var/result = 0
var/val
for(var/i = start, i <= expression.len, i++)
var/op = ""
if(i > start)
op = expression[i]
i++
var/list/ret = SDQL_value(object, expression, i)
val = ret["val"]
i = ret["i"]
if(op != "")
switch(op)
if("+")
result += val
if("-")
result -= val
if("*")
result *= val
if("/")
result /= val
if("&")
result &= val
if("|")
result |= val
if("^")
result ^= val
if("=", "==")
result = (result == val)
if("!=", "<>")
result = (result != val)
if("<")
result = (result < val)
if("<=")
result = (result <= val)
if(">")
result = (result > val)
if(">=")
result = (result >= val)
if("and", "&&")
result = (result && val)
if("or", "||")
result = (result || val)
else
usr << "\red SDQL2: Unknown op [op]"
result = null
else
result = val
return result
/proc/SDQL_value(datum/object, list/expression, start = 1)
var/i = start
var/val = null
if(i > expression.len)
return list("val" = null, "i" = i)
if(istype(expression[i], /list))
val = SDQL_expression(object, expression[i])
else if(expression[i] == "!")
var/list/ret = SDQL_value(object, expression, i + 1)
val = !ret["val"]
i = ret["i"]
else if(expression[i] == "~")
var/list/ret = SDQL_value(object, expression, i + 1)
val = ~ret["val"]
i = ret["i"]
else if(expression[i] == "-")
var/list/ret = SDQL_value(object, expression, i + 1)
val = -ret["val"]
i = ret["i"]
else if(expression[i] == "null")
val = null
else if(isnum(expression[i]))
val = expression[i]
else if(copytext(expression[i], 1, 2) in list("'", "\""))
val = copytext(expression[i], 2, length(expression[i]))
else
val = SDQL_var(object, expression, i)
i = expression.len
return list("val" = val, "i" = i)
/proc/SDQL_var(datum/object, list/expression, start = 1)
if(expression[start] in object.vars)
if(start < expression.len && expression[start + 1] == ".")
return SDQL_var(object.vars[expression[start]], expression[start + 2])
else
return object.vars[expression[start]]
else
return null
/proc/SDQL2_tokenize(query_text)
var/list/whitespace = list(" ", "\n", "\t")
var/list/single = list("(", ")", ",", "+", "-", ".")
var/list/multi = list(
"=" = list("", "="),
"<" = list("", "=", ">"),
">" = list("", "="),
"!" = list("", "="))
var/word = ""
var/list/query_list = list()
var/len = length(query_text)
for(var/i = 1, i <= len, i++)
var/char = copytext(query_text, i, i + 1)
if(char in whitespace)
if(word != "")
query_list += word
word = ""
else if(char in single)
if(word != "")
query_list += word
word = ""
query_list += char
else if(char in multi)
if(word != "")
query_list += word
word = ""
var/char2 = copytext(query_text, i + 1, i + 2)
if(char2 in multi[char])
query_list += "[char][char2]"
i++
else
query_list += char
else if(char == "'")
if(word != "")
usr << "\red SDQL2: You have an error in your SDQL syntax, unexpected ' in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "'"
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "'")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "'"
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL2: You have an error in your SDQL syntax, unmatched ' in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]'"
word = ""
else if(char == "\"")
if(word != "")
usr << "\red SDQL2: You have an error in your SDQL syntax, unexpected \" in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "\""
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "\"")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "\""
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL2: You have an error in your SDQL syntax, unmatched \" in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]\""
word = ""
else
word += char
if(word != "")
query_list += word
return query_list
+531
View File
@@ -0,0 +1,531 @@
//I'm pretty sure that this is a recursive [s]descent[/s] ascent parser.
//Spec
//////////
//
// query : select_query | delete_query | update_query | call_query | explain
// explain : 'EXPLAIN' query
//
// select_query : 'SELECT' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
// delete_query : 'DELETE' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
// update_query : 'UPDATE' select_list [('FROM' | 'IN') from_list] 'SET' assignments ['WHERE' bool_expression]
// call_query : 'CALL' call_function ['ON' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]]
//
// select_list : select_item [',' select_list]
// select_item : '*' | select_function | object_type
// select_function : count_function
// count_function : 'COUNT' '(' '*' ')' | 'COUNT' '(' object_types ')'
//
// from_list : from_item [',' from_list]
// from_item : 'world' | object_type
//
// call_function : <function name> ['(' [arguments] ')']
// arguments : expression [',' arguments]
//
// object_type : <type path> | string
//
// assignments : assignment, [',' assignments]
// assignment : <variable name> '=' expression
// variable : <variable name> | <variable name> '.' variable
//
// bool_expression : expression comparitor expression [bool_operator bool_expression]
// expression : ( unary_expression | '(' expression ')' | value ) [binary_operator expression]
// unary_expression : unary_operator ( unary_expression | value | '(' expression ')' )
// comparitor : '=' | '==' | '!=' | '<>' | '<' | '<=' | '>' | '>='
// value : variable | string | number | 'null'
// unary_operator : '!' | '-' | '~'
// binary_operator : comparitor | '+' | '-' | '/' | '*' | '&' | '|' | '^'
// bool_operator : 'AND' | '&&' | 'OR' | '||'
//
// string : ''' <some text> ''' | '"' <some text > '"'
// number : <some digits>
//
//////////
/datum/SDQL_parser
var/query_type
var/error = 0
var/list/query
var/list/tree
var/list/select_functions = list("count")
var/list/boolean_operators = list("and", "or", "&&", "||")
var/list/unary_operators = list("!", "-", "~")
var/list/binary_operators = list("+", "-", "/", "*", "&", "|", "^")
var/list/comparitors = list("=", "==", "!=", "<>", "<", "<=", ">", ">=")
/datum/SDQL_parser/New(query_list)
query = query_list
/datum/SDQL_parser/proc/parse_error(error_message)
error = 1
usr << "\red SQDL2 Parsing Error: [error_message]"
return query.len + 1
/datum/SDQL_parser/proc/parse()
tree = list()
query(1, tree)
if(error)
return list()
else
return tree
/datum/SDQL_parser/proc/token(i)
if(i <= query.len)
return query[i]
else
return null
/datum/SDQL_parser/proc/tokens(i, num)
if(i + num <= query.len)
return query.Copy(i, i + num)
else
return null
/datum/SDQL_parser/proc/tokenl(i)
return lowertext(token(i))
/datum/SDQL_parser/proc
//query: select_query | delete_query | update_query
query(i, list/node)
query_type = tokenl(i)
switch(query_type)
if("select")
select_query(i, node)
if("delete")
delete_query(i, node)
if("update")
update_query(i, node)
if("call")
call_query(i, node)
if("explain")
node += "explain"
node["explain"] = list()
query(i + 1, node["explain"])
// select_query: 'SELECT' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
select_query(i, list/node)
var/list/select = list()
i = select_list(i + 1, select)
node += "select"
node["select"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//delete_query: 'DELETE' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
delete_query(i, list/node)
var/list/select = list()
i = select_list(i + 1, select)
node += "delete"
node["delete"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//update_query: 'UPDATE' select_list [('FROM' | 'IN') from_list] 'SET' assignments ['WHERE' bool_expression]
update_query(i, list/node)
var/list/select = list()
i = select_list(i + 1, select)
node += "update"
node["update"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) != "set")
i = parse_error("UPDATE has misplaced SET")
var/list/set_assignments = list()
i = assignments(i + 1, set_assignments)
node += "set"
node["set"] = set_assignments
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//call_query: 'CALL' call_function ['ON' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]]
call_query(i, list/node)
var/list/func = list()
i = call_function(i + 1, func)
node += "call"
node["call"] = func
if(tokenl(i) != "on")
return i
var/list/select = list()
i = select_list(i + 1, select)
node += "on"
node["on"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//select_list: select_item [',' select_list]
select_list(i, list/node)
i = select_item(i, node)
if(token(i) == ",")
i = select_list(i + 1, node)
return i
//from_list: from_item [',' from_list]
from_list(i, list/node)
i = from_item(i, node)
if(token(i) == ",")
i = from_list(i + 1, node)
return i
//assignments: assignment, [',' assignments]
assignments(i, list/node)
i = assignment(i, node)
if(token(i) == ",")
i = assignments(i + 1, node)
return i
//select_item: '*' | select_function | object_type
select_item(i, list/node)
if(token(i) == "*")
node += "*"
i++
else if(tokenl(i) in select_functions)
i = select_function(i, node)
else
i = object_type(i, node)
return i
//from_item: 'world' | object_type
from_item(i, list/node)
if(token(i) == "world")
node += "world"
i++
else
i = object_type(i, node)
return i
//bool_expression: expression [bool_operator bool_expression]
bool_expression(i, list/node)
var/list/bool = list()
i = expression(i, bool)
node[++node.len] = bool
if(tokenl(i) in boolean_operators)
i = bool_operator(i, node)
i = bool_expression(i, node)
return i
//assignment: <variable name> '=' expression
assignment(i, list/node)
node += token(i)
if(token(i + 1) == "=")
var/varname = token(i)
node[varname] = list()
i = expression(i + 2, node[varname])
else
parse_error("Assignment expected, but no = found")
return i
//variable: <variable name> | <variable name> '.' variable
variable(i, list/node)
var/list/L = list(token(i))
node[++node.len] = L
if(token(i + 1) == ".")
L += "."
i = variable(i + 2, L)
else
i++
return i
//object_type: <type path> | string
object_type(i, list/node)
if(copytext(token(i), 1, 2) == "/")
node += token(i)
else
i = string(i, node)
return i + 1
//comparitor: '=' | '==' | '!=' | '<>' | '<' | '<=' | '>' | '>='
comparitor(i, list/node)
if(token(i) in list("=", "==", "!=", "<>", "<", "<=", ">", ">="))
node += token(i)
else
parse_error("Unknown comparitor [token(i)]")
return i + 1
//bool_operator: 'AND' | '&&' | 'OR' | '||'
bool_operator(i, list/node)
if(tokenl(i) in list("and", "or", "&&", "||"))
node += token(i)
else
parse_error("Unknown comparitor [token(i)]")
return i + 1
//string: ''' <some text> ''' | '"' <some text > '"'
string(i, list/node)
if(copytext(token(i), 1, 2) in list("'", "\""))
node += token(i)
else
parse_error("Expected string but found '[token(i)]'")
return i + 1
//call_function: <function name> ['(' [arguments] ')']
call_function(i, list/node)
parse_error("Sorry, function calls aren't available yet")
return i
//select_function: count_function
select_function(i, list/node)
parse_error("Sorry, function calls aren't available yet")
return i
//expression: ( unary_expression | '(' expression ')' | value ) [binary_operator expression]
expression(i, list/node)
if(token(i) in unary_operators)
i = unary_expression(i, node)
else if(token(i) == "(")
var/list/expr = list()
i = expression(i + 1, expr)
if(token(i) != ")")
parse_error("Missing ) at end of expression.")
else
i++
node[++node.len] = expr
else
i = value(i, node)
if(token(i) in binary_operators)
i = binary_operator(i, node)
i = expression(i, node)
else if(token(i) in comparitors)
i = binary_operator(i, node)
var/list/rhs = list()
i = expression(i, rhs)
node[++node.len] = rhs
return i
//unary_expression: unary_operator ( unary_expression | value | '(' expression ')' )
unary_expression(i, list/node)
if(token(i) in unary_operators)
var/list/unary_exp = list()
unary_exp += token(i)
i++
if(token(i) in unary_operators)
i = unary_expression(i, unary_exp)
else if(token(i) == "(")
var/list/expr = list()
i = expression(i + 1, expr)
if(token(i) != ")")
parse_error("Missing ) at end of expression.")
else
i++
unary_exp[++unary_exp.len] = expr
else
i = value(i, unary_exp)
node[++node.len] = unary_exp
else
parse_error("Expected unary operator but found '[token(i)]'")
return i
//binary_operator: comparitor | '+' | '-' | '/' | '*' | '&' | '|' | '^'
binary_operator(i, list/node)
if(token(i) in (binary_operators + comparitors))
node += token(i)
else
parse_error("Unknown binary operator [token(i)]")
return i + 1
//value: variable | string | number | 'null'
value(i, list/node)
if(token(i) == "null")
node += "null"
i++
else if(isnum(text2num(token(i))))
node += text2num(token(i))
i++
else if(copytext(token(i), 1, 2) in list("'", "\""))
i = string(i, node)
else
i = variable(i, node)
return i
/*EXPLAIN SELECT * WHERE 42 = 6 * 9 OR val = - 5 == 7*/
+115
View File
@@ -0,0 +1,115 @@
//This is a list of words which are ignored by the parser when comparing message contents for names. MUST BE IN LOWER CASE!
var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","alien","as")
/client/verb/adminhelp(msg as text)
set category = "Admin"
set name = "Adminhelp"
if(say_disabled) //This is here to try to identify lag problems
usr << "\red Speech is currently admin-disabled."
return
//handle muting and automuting
if(prefs.muted & MUTE_ADMINHELP)
src << "<font color='red'>Error: Admin-PM: You cannot send adminhelps (Muted).</font>"
return
if(src.handle_spam_prevention(msg,MUTE_ADMINHELP))
return
/**src.verbs -= /client/verb/adminhelp
spawn(1200)
src.verbs += /client/verb/adminhelp // 2 minute cool-down for adminhelps
src.verbs += /client/verb/adminhelp // 2 minute cool-down for adminhelps//Go to hell
**/
//clean the input msg
if(!msg) return
msg = sanitize(copytext(msg,1,MAX_MESSAGE_LEN))
if(!msg) return
var/original_msg = msg
//explode the input msg into a list
var/list/msglist = text2list(msg, " ")
//generate keywords lookup
var/list/surnames = list()
var/list/forenames = list()
var/list/ckeys = list()
for(var/mob/M in mob_list)
var/list/indexing = list(M.real_name, M.name)
if(M.mind) indexing += M.mind.name
for(var/string in indexing)
var/list/L = text2list(string, " ")
var/surname_found = 0
//surnames
for(var/i=L.len, i>=1, i--)
var/word = ckey(L[i])
if(word)
surnames[word] = M
surname_found = i
break
//forenames
for(var/i=1, i<surname_found, i++)
var/word = ckey(L[i])
if(word)
forenames[word] = M
//ckeys
ckeys[M.ckey] = M
var/ai_found = 0
msg = ""
var/list/mobs_found = list()
for(var/original_word in msglist)
var/word = ckey(original_word)
if(word)
if(!(word in adminhelp_ignored_words))
if(word == "ai")
ai_found = 1
else
var/mob/found = ckeys[word]
if(!found)
found = surnames[word]
if(!found)
found = forenames[word]
if(found)
if(!(found in mobs_found))
mobs_found += found
if(!ai_found && isAI(found))
ai_found = 1
msg += "<b><font color='black'>[original_word] (<A HREF='?_src_=holder;adminmoreinfo=\ref[found]'>?</A>)</font></b> "
continue
msg += "[original_word] "
if(!mob) return //this doesn't happen
var/ref_mob = "\ref[mob]"
msg = "\blue <b><font color=red>HELP: </font>[key_name(src, 1)] (<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[ref_mob]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=[ref_mob]'>JMP</A>) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) [ai_found ? " (<A HREF='?_src_=holder;adminchecklaws=[ref_mob]'>CL</A>)" : ""]:</b> [msg]"
//send this msg to all admins
var/admin_number_afk = 0
for(var/client/X in admins)
if((R_ADMIN|R_MOD) & X.holder.rights)
if(X.is_afk())
admin_number_afk++
if(X.prefs.toggles & SOUND_ADMINHELP)
X << 'sound/effects/adminhelp.ogg'
X << msg
//show it to the person adminhelping too
src << "<font color='blue'>PM to-<b>Admins</b>: [original_msg]</font>"
var/admin_number_present = admins.len - admin_number_afk
log_admin("HELP: [key_name(src)]: [original_msg] - heard by [admin_number_present] non-AFK admins.")
if(admin_number_present <= 0)
if(!admin_number_afk)
send2adminirc("ADMINHELP from [key_name(src)]: [original_msg] - !!No admins online!!")
else
send2adminirc("ADMINHELP from [key_name(src)]: [original_msg] - !!All admins AFK ([admin_number_afk])!!")
else
send2adminirc("ADMINHELP from [key_name(src)]: [original_msg]")
feedback_add_details("admin_verb","AH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
+157
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/client/proc/Jump(var/area/A in return_sorted_areas())
set name = "Jump to Area"
set desc = "Area to jump to"
set category = "Admin"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
usr.loc = pick(get_area_turfs(A))
log_admin("[key_name(usr)] jumped to [A]")
message_admins("[key_name_admin(usr)] jumped to [A]", 1)
feedback_add_details("admin_verb","JA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else
alert("Admin jumping disabled")
/client/proc/jumptoturf(var/turf/T in world)
set name = "Jump to Turf"
set category = "Admin"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
log_admin("[key_name(usr)] jumped to [T.x],[T.y],[T.z] in [T.loc]")
message_admins("[key_name_admin(usr)] jumped to [T.x],[T.y],[T.z] in [T.loc]", 1)
usr.loc = T
feedback_add_details("admin_verb","JT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else
alert("Admin jumping disabled")
return
/client/proc/jumptomob(var/mob/M in mob_list)
set category = "Admin"
set name = "Jump to Mob"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
log_admin("[key_name(usr)] jumped to [key_name(M)]")
message_admins("[key_name_admin(usr)] jumped to [key_name_admin(M)]", 1)
if(src.mob)
var/mob/A = src.mob
var/turf/T = get_turf(M)
if(T && isturf(T))
feedback_add_details("admin_verb","JM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
A.loc = T
else
A << "This mob is not located in the game world."
else
alert("Admin jumping disabled")
/client/proc/jumptocoord(tx as num, ty as num, tz as num)
set category = "Admin"
set name = "Jump to Coordinate"
if (!holder)
src << "Only administrators may use this command."
return
if (config.allow_admin_jump)
if(src.mob)
var/mob/A = src.mob
A.x = tx
A.y = ty
A.z = tz
feedback_add_details("admin_verb","JC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
message_admins("[key_name_admin(usr)] jumped to coordinates [tx], [ty], [tz]")
else
alert("Admin jumping disabled")
/client/proc/jumptokey()
set category = "Admin"
set name = "Jump to Key"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
var/list/keys = list()
for(var/mob/M in player_list)
keys += M.client
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in sortKey(keys)
if(!selection)
src << "No keys found."
return
var/mob/M = selection:mob
log_admin("[key_name(usr)] jumped to [key_name(M)]")
message_admins("[key_name_admin(usr)] jumped to [key_name_admin(M)]", 1)
usr.loc = M.loc
feedback_add_details("admin_verb","JK") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else
alert("Admin jumping disabled")
/client/proc/Getmob(var/mob/M in mob_list)
set category = "Admin"
set name = "Get Mob"
set desc = "Mob to teleport"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
log_admin("[key_name(usr)] teleported [key_name(M)]")
message_admins("[key_name_admin(usr)] teleported [key_name_admin(M)]", 1)
M.loc = get_turf(usr)
feedback_add_details("admin_verb","GM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else
alert("Admin jumping disabled")
/client/proc/Getkey()
set category = "Admin"
set name = "Get Key"
set desc = "Key to teleport"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
var/list/keys = list()
for(var/mob/M in player_list)
keys += M.client
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in sortKey(keys)
if(!selection)
return
var/mob/M = selection:mob
if(!M)
return
log_admin("[key_name(usr)] teleported [key_name(M)]")
message_admins("[key_name_admin(usr)] teleported [key_name(M)]", 1)
if(M)
M.loc = get_turf(usr)
feedback_add_details("admin_verb","GK") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else
alert("Admin jumping disabled")
/client/proc/sendmob(var/mob/M in sortmobs())
set category = "Admin"
set name = "Send Mob"
if(!src.holder)
src << "Only administrators may use this command."
return
var/area/A = input(usr, "Pick an area.", "Pick an area") in return_sorted_areas()
if(A)
if(config.allow_admin_jump)
M.loc = pick(get_area_turfs(A))
feedback_add_details("admin_verb","SMOB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] teleported [key_name(M)] to [A]")
message_admins("[key_name_admin(usr)] teleported [key_name_admin(M)] to [A]", 1)
else
alert("Admin jumping disabled")
+184
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//allows right clicking mobs to send an admin PM to their client, forwards the selected mob's client to cmd_admin_pm
/client/proc/cmd_admin_pm_context(mob/M as mob in mob_list)
set category = null
set name = "Admin PM Mob"
if(!holder)
src << "<font color='red'>Error: Admin-PM-Context: Only administrators may use this command.</font>"
return
if( !ismob(M) || !M.client ) return
cmd_admin_pm(M.client,null)
feedback_add_details("admin_verb","APMM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//shows a list of clients we could send PMs to, then forwards our choice to cmd_admin_pm
/client/proc/cmd_admin_pm_panel()
set category = "Admin"
set name = "Admin PM"
if(!holder)
src << "<font color='red'>Error: Admin-PM-Panel: Only administrators may use this command.</font>"
return
var/list/client/targets[0]
for(var/client/T)
if(T.mob)
if(istype(T.mob, /mob/new_player))
targets["(New Player) - [T]"] = T
else if(istype(T.mob, /mob/dead/observer))
targets["[T.mob.name](Ghost) - [T]"] = T
else
targets["[T.mob.real_name](as [T.mob.name]) - [T]"] = T
else
targets["(No Mob) - [T]"] = T
var/list/sorted = sortList(targets)
var/target = input(src,"To whom shall we send a message?","Admin PM",null) in sorted|null
cmd_admin_pm(targets[target],null)
feedback_add_details("admin_verb","APM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//takes input from cmd_admin_pm_context, cmd_admin_pm_panel or /client/Topic and sends them a PM.
//Fetching a message if needed. src is the sender and C is the target client
/client/proc/cmd_admin_pm(var/client/C, var/msg)
if(prefs.muted & MUTE_ADMINHELP)
src << "<font color='red'>Error: Private-Message: You are unable to use PM-s (muted).</font>"
return
if(!istype(C,/client))
if(holder) src << "<font color='red'>Error: Private-Message: Client not found.</font>"
else adminhelp(msg) //admin we are replying to left. adminhelp instead
return
/*if(C && C.last_pm_recieved + config.simultaneous_pm_warning_timeout > world.time && holder)
//send a warning to admins, but have a delay popup for mods
if(holder.rights & R_ADMIN)
src << "\red <b>Simultaneous PMs warning:</b> that player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]"
else
if(alert("That player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]","Simultaneous PMs warning","Continue","Cancel") == "Cancel")
return*/
//get message text, limit it's length.and clean/escape html
if(!msg)
msg = input(src,"Message:", "Private message to [key_name(C, 0, holder ? 1 : 0)]") as text|null
if(!msg) return
if(!C)
if(holder) src << "<font color='red'>Error: Admin-PM: Client not found.</font>"
else adminhelp(msg) //admin we are replying to has vanished, adminhelp instead
return
if (src.handle_spam_prevention(msg,MUTE_ADMINHELP))
return
//clean the message if it's not sent by a high-rank admin
if(!check_rights(R_SERVER|R_DEBUG,0))
msg = sanitize(copytext(msg,1,MAX_MESSAGE_LEN))
if(!msg) return
var/recieve_color = "purple"
var/send_pm_type = " "
var/recieve_pm_type = "Player"
if(holder)
//mod PMs are maroon
//PMs sent from admins and mods display their rank
if(holder)
if( holder.rights & R_ADMIN )
recieve_color = "red"
else
recieve_color = "maroon"
send_pm_type = holder.rank + " "
recieve_pm_type = holder.rank
else if(!C.holder)
src << "<font color='red'>Error: Admin-PM: Non-admin to non-admin PM communication is forbidden.</font>"
return
var/recieve_message = ""
if(holder && !C.holder)
recieve_message = "<font color='[recieve_color]' size='4'><b>-- Administrator private message --</b></font>\n"
//AdminPM popup for ApocStation and anybody else who wants to use it. Set it with POPUP_ADMIN_PM in config.txt ~Carn
if(config.popup_admin_pm)
spawn(0) //so we don't hold the caller proc up
var/sender = src
var/sendername = key
var/reply = input(C, msg,"[recieve_pm_type] PM from-[sendername]", "") as text|null //show message and await a reply
if(C && reply)
if(sender)
C.cmd_admin_pm(sender,reply) //sender is still about, let's reply to them
else
adminhelp(reply) //sender has left, adminhelp instead
return
recieve_message = "<font color='[recieve_color]'>[recieve_pm_type] PM from-<b>[key_name(src, C, C.holder ? 1 : 0)]</b>: [msg]</font>"
C << recieve_message
src << "<font color='blue'>[send_pm_type]PM to-<b>[key_name(C, src, holder ? 1 : 0)]</b>: [msg]</font>"
/*if(holder && !C.holder)
C.last_pm_recieved = world.time
C.ckey_last_pm = ckey*/
//play the recieving admin the adminhelp sound (if they have them enabled)
//non-admins shouldn't be able to disable this
if(C.prefs.toggles & SOUND_ADMINHELP)
C << 'sound/effects/adminhelp.ogg'
/*
if(C.holder)
if(holder) //both are admins
if(holder.rank == "Moderator") //If moderator
C << "<font color='maroon'>Mod PM from-<b>[key_name(src, C, 1)]</b>: [msg]</font>"
src << "<font color='blue'>Mod PM to-<b>[key_name(C, src, 1)]</b>: [msg]</font>"
else
C << "<font color='red'>Admin PM from-<b>[key_name(src, C, 1)]</b>: [msg]</font>"
src << "<font color='blue'>Admin PM to-<b>[key_name(C, src, 1)]</b>: [msg]</font>"
else //recipient is an admin but sender is not
C << "<font color='red'>Reply PM from-<b>[key_name(src, C, 1)]</b>: [msg]</font>"
src << "<font color='blue'>PM to-<b>Admins</b>: [msg]</font>"
//play the recieving admin the adminhelp sound (if they have them enabled)
if(C.prefs.toggles & SOUND_ADMINHELP)
C << 'sound/effects/adminhelp.ogg'
else
if(holder) //sender is an admin but recipient is not. Do BIG RED TEXT
if(holder.rank == "Moderator")
C << "<font color='maroon'>Mod PM from-<b>[key_name(src, C, 0)]</b>: [msg]</font>"
C << "<font color='maroon'><i>Click on the moderators's name to reply.</i></font>"
src << "<font color='blue'>Mod PM to-<b>[key_name(C, src, 1)]</b>: [msg]</font>"
else
C << "<font color='red' size='4'><b>-- Administrator private message --</b></font>"
C << "<font color='red'>Admin PM from-<b>[key_name(src, C, 0)]</b>: [msg]</font>"
C << "<font color='red'><i>Click on the administrator's name to reply.</i></font>"
src << "<font color='blue'>Admin PM to-<b>[key_name(C, src, 1)]</b>: [msg]</font>"
//always play non-admin recipients the adminhelp sound
C << 'sound/effects/adminhelp.ogg'
//AdminPM popup for ApocStation and anybody else who wants to use it. Set it with POPUP_ADMIN_PM in config.txt ~Carn
if(config.popup_admin_pm)
spawn() //so we don't hold the caller proc up
var/sender = src
var/sendername = key
var/reply = input(C, msg,"Admin PM from-[sendername]", "") as text|null //show message and await a reply
if(C && reply)
if(sender)
C.cmd_admin_pm(sender,reply) //sender is still about, let's reply to them
else
adminhelp(reply) //sender has left, adminhelp instead
return
else //neither are admins
src << "<font color='red'>Error: Admin-PM: Non-admin to non-admin PM communication is forbidden.</font>"
return
*/
log_admin("PM: [key_name(src)]->[key_name(C)]: [msg]")
//we don't use message_admins here because the sender/receiver might get it too
for(var/client/X in admins)
//check client/X is an admin and isn't the sender or recipient
if(X == C || X == src)
continue
if(X.key!=key && X.key!=C.key && (X.holder.rights & R_ADMIN) || (X.holder.rights & R_MOD) )
X << "<B><font color='blue'>PM: [key_name(src, X, 0)]-&gt;[key_name(C, X, 0)]:</B> \blue [msg]</font>" //inform X
+37
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/client/proc/cmd_admin_say(msg as text)
set category = "Special Verbs"
set name = "Asay" //Gave this shit a shorter name so you only have to time out "asay" rather than "admin say" to use it --NeoFite
set hidden = 1
if(!check_rights(R_ADMIN)) return
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
if(!msg) return
log_admin("[key_name(src)] : [msg]")
if(check_rights(R_ADMIN,0))
msg = "<span class='adminsay'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, 1)]</EM> (<a href='?_src_=holder;adminplayerobservejump=\ref[mob]'>JMP</A>): <span class='message'>[msg]</span></span>"
for(var/client/C in admins)
if(R_ADMIN & C.holder.rights)
C << msg
feedback_add_details("admin_verb","M") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_mod_say(msg as text)
set category = "Special Verbs"
set name = "Msay"
set hidden = 1
if(!check_rights(R_ADMIN|R_MOD)) return
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
log_admin("MOD: [key_name(src)] : [msg]")
if (!msg)
return
var/color = "mod"
if (check_rights(R_ADMIN,0))
color = "adminmod"
for(var/client/C in admins)
if((R_ADMIN|R_MOD) & C.holder.rights)
C << "<span class='[color]'><span class='prefix'>MOD:</span> <EM>[key_name(src,1)]</EM> (<A HREF='?src=\ref[C.holder];adminplayerobservejump=\ref[mob]'>JMP</A>): <span class='message'>[msg]</span></span>"
+41
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/client/proc/atmosscan()
set category = "Mapping"
set name = "Check Plumbing"
if(!src.holder)
src << "Only administrators may use this command."
return
feedback_add_details("admin_verb","CP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//all plumbing - yes, some things might get stated twice, doesn't matter.
for (var/obj/machinery/atmospherics/plumbing in world)
if (plumbing.nodealert)
usr << "Unconnected [plumbing.name] located at [plumbing.x],[plumbing.y],[plumbing.z] ([get_area(plumbing.loc)])"
//Manifolds
for (var/obj/machinery/atmospherics/pipe/manifold/pipe in world)
if (!pipe.node1 || !pipe.node2 || !pipe.node3)
usr << "Unconnected [pipe.name] located at [pipe.x],[pipe.y],[pipe.z] ([get_area(pipe.loc)])"
//Pipes
for (var/obj/machinery/atmospherics/pipe/simple/pipe in world)
if (!pipe.node1 || !pipe.node2)
usr << "Unconnected [pipe.name] located at [pipe.x],[pipe.y],[pipe.z] ([get_area(pipe.loc)])"
/client/proc/powerdebug()
set category = "Mapping"
set name = "Check Power"
if(!src.holder)
src << "Only administrators may use this command."
return
feedback_add_details("admin_verb","CPOW") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for (var/datum/powernet/PN in powernets)
if (!PN.nodes || !PN.nodes.len)
if(PN.cables && (PN.cables.len > 1))
var/obj/structure/cable/C = PN.cables[1]
usr << "Powernet with no nodes! (number [PN.number]) - example cable at [C.x], [C.y], [C.z] in area [get_area(C.loc)]"
if (!PN.cables || (PN.cables.len < 10))
if(PN.cables && (PN.cables.len > 1))
var/obj/structure/cable/C = PN.cables[1]
usr << "Powernet with fewer than 10 cables! (number [PN.number]) - example cable at [C.x], [C.y], [C.z] in area [get_area(C.loc)]"
@@ -0,0 +1,85 @@
var/checked_for_inactives = 0
var/inactive_keys = "None<br>"
/client/proc/check_customitem_activity()
set category = "Admin"
set name = "Check activity of players with custom items"
var/dat = "<b>Inactive players with custom items</b><br>"
dat += "<br>"
dat += "The list below contains players with custom items that have not logged\
in for the past two months, or have not logged in since this system was implemented.\
This system requires the feedback SQL database to be properly setup and linked.<br>"
dat += "<br>"
dat += "Populating this list is done automatically, but must be manually triggered on a per\
round basis. Populating the list may cause a lag spike, so use it sparingly.<br>"
dat += "<hr>"
if(checked_for_inactives)
dat += inactive_keys
dat += "<hr>"
dat += "This system was implemented on March 1 2013, and the database a few days before that. Root server access is required to add or disable access to specific custom items.<br>"
else
dat += "<a href='?src=\ref[src];_src_=holder;populate_inactive_customitems=1'>Populate list (requires an active database connection)</a><br>"
usr << browse(dat, "window=inactive_customitems;size=600x480")
/proc/populate_inactive_customitems_list(var/client/C)
set background = 1
if(checked_for_inactives)
return
establish_db_connection()
if(!dbcon.IsConnected())
return
//grab all ckeys associated with custom items
var/list/ckeys_with_customitems = list()
var/file = file2text("config/custom_items.txt")
var/lines = text2list(file, "\n")
for(var/line in lines)
// split & clean up
var/list/Entry = text2list(line, ":")
for(var/i = 1 to Entry.len)
Entry[i] = trim(Entry[i])
if(Entry.len < 1)
continue
var/cur_key = Entry[1]
if(!ckeys_with_customitems.Find(cur_key))
ckeys_with_customitems.Add(cur_key)
//run a query to get all ckeys inactive for over 2 months
var/list/inactive_ckeys = list()
if(ckeys_with_customitems.len)
var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey, lastseen FROM erro_player WHERE datediff(Now(), lastseen) > 60")
query_inactive.Execute()
while(query_inactive.NextRow())
var/cur_ckey = query_inactive.item[1]
//if the ckey has a custom item attached, output it
if(ckeys_with_customitems.Find(cur_ckey))
ckeys_with_customitems.Remove(cur_ckey)
inactive_ckeys[cur_ckey] = "last seen on [query_inactive.item[2]]"
//if there are ckeys left over, check whether they have a database entry at all
if(ckeys_with_customitems.len)
for(var/cur_ckey in ckeys_with_customitems)
var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey FROM erro_player WHERE ckey = '[cur_ckey]'")
query_inactive.Execute()
if(!query_inactive.RowCount())
inactive_ckeys += cur_ckey
if(inactive_ckeys.len)
inactive_keys = ""
for(var/cur_key in inactive_ckeys)
if(inactive_ckeys[cur_key])
inactive_keys += "<b>[cur_key]</b> - [inactive_ckeys[cur_key]]<br>"
else
inactive_keys += "[cur_key] - no database entry<br>"
checked_for_inactives = 1
if(C)
C.check_customitem_activity()
+18
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/client/proc/cinematic(var/cinematic as anything in list("explosion",null))
set name = "cinematic"
set category = "Fun"
set desc = "Shows a cinematic." // Intended for testing but I thought it might be nice for events on the rare occasion Feel free to comment it out if it's not wanted.
set hidden = 1
if(alert("Are you sure you want to run [cinematic]?","Confirmation","Yes","No")=="No") return
if(!ticker) return
switch(cinematic)
if("explosion")
var/parameter = input(src,"station_missed = ?","Enter Parameter",0) as num
var/override
switch(parameter)
if(1)
override = input(src,"mode = ?","Enter Parameter",null) as anything in list("nuclear emergency","no override")
if(0)
override = input(src,"mode = ?","Enter Parameter",null) as anything in list("blob","nuclear emergency","AI malfunction","no override")
ticker.station_explosion_cinematic(parameter,override)
return
+40
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@@ -0,0 +1,40 @@
// verb for admins to set custom event
/client/proc/cmd_admin_change_custom_event()
set category = "Fun"
set name = "Change Custom Event"
if(!holder)
src << "Only administrators may use this command."
return
var/input = input(usr, "Enter the description of the custom event. Be descriptive. To cancel the event, make this blank or hit cancel.", "Custom Event", custom_event_msg) as message|null
if(!input || input == "")
custom_event_msg = null
log_admin("[usr.key] has cleared the custom event text.")
message_admins("[key_name_admin(usr)] has cleared the custom event text.")
return
log_admin("[usr.key] has changed the custom event text.")
message_admins("[key_name_admin(usr)] has changed the custom event text.")
custom_event_msg = input
world << "<h1 class='alert'>Custom Event</h1>"
world << "<h2 class='alert'>A custom event is starting. OOC Info:</h2>"
world << "<span class='alert'>[html_encode(custom_event_msg)]</span>"
world << "<br>"
// normal verb for players to view info
/client/verb/cmd_view_custom_event()
set category = "OOC"
set name = "Custom Event Info"
if(!custom_event_msg || custom_event_msg == "")
src << "There currently is no known custom event taking place."
src << "Keep in mind: it is possible that an admin has not properly set this."
return
src << "<h1 class='alert'>Custom Event</h1>"
src << "<h2 class='alert'>A custom event is taking place. OOC Info:</h2>"
src << "<span class='alert'>[html_encode(custom_event_msg)]</span>"
src << "<br>"
+47
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/client/proc/dsay(msg as text)
set category = "Special Verbs"
set name = "Dsay" //Gave this shit a shorter name so you only have to time out "dsay" rather than "dead say" to use it --NeoFite
set hidden = 1
if(!src.holder)
src << "Only administrators may use this command."
return
if(!src.mob)
return
if(prefs.muted & MUTE_DEADCHAT)
src << "\red You cannot send DSAY messages (muted)."
return
if(!(prefs.toggles & CHAT_DEAD))
src << "\red You have deadchat muted."
return
if (src.handle_spam_prevention(msg,MUTE_DEADCHAT))
return
var/stafftype = null
if (src.holder.rights & R_MOD)
stafftype = "MOD"
if (src.holder.rights & R_ADMIN)
stafftype = "ADMIN"
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
log_admin("[key_name(src)] : [msg]")
if (!msg)
return
var/rendered = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <span class='name'>[stafftype]([src.holder.fakekey ? pick("BADMIN", "hornigranny", "TLF", "scaredforshadows", "KSI", "Silnazi", "HerpEs", "BJ69", "SpoofedEdd", "Uhangay", "Wario90900", "Regarity", "MissPhareon", "LastFish", "unMportant", "Deurpyn", "Fatbeaver") : src.key])</span> says, <span class='message'>\"[msg]\"</span></span>"
for (var/mob/M in player_list)
if (istype(M, /mob/new_player))
continue
if(M.client && M.client.holder && (M.client.prefs.toggles & CHAT_DEAD)) // show the message to admins who have deadchat toggled on
M.show_message(rendered, 2)
else if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_DEAD)) // show the message to regular ghosts who have deadchat toggled on
M.show_message(rendered, 2)
feedback_add_details("admin_verb","D") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
File diff suppressed because it is too large Load Diff
+209
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/client/proc/air_report()
set category = "Debug"
set name = "Show Air Report"
if(!master_controller || !air_master)
alert(usr,"Master_controller or air_master not found.","Air Report")
return
var/active_groups = air_master.active_zones.len
var/inactive_groups = air_master.zones.len - active_groups
var/hotspots = 0
for(var/obj/fire/hotspot in world)
hotspots++
var/active_on_main_station = 0
var/inactive_on_main_station = 0
for(var/zone/zone in air_master.zones)
var/turf/simulated/turf = locate() in zone.contents
if(turf && turf.z == 1)
if(zone.status)
active_on_main_station++
else
inactive_on_main_station++
var/output = {"<B>AIR SYSTEMS REPORT</B><HR>
<B>General Processing Data</B><BR>
Cycle: [air_master.current_cycle]<br>
Groups: [air_master.zones.len]<BR>
---- <I>Active:</I> [active_groups]<BR>
---- <I>Inactive:</I> [inactive_groups]<BR><br>
---- <I>Active on station:</i> [active_on_main_station]<br>
---- <i>Inactive on station:</i> [inactive_on_main_station]<br>
<BR>
<B>Special Processing Data</B><BR>
Hotspot Processing: [hotspots]<BR>
<br>
<B>Geometry Processing Data</B><BR>
Tile Update: [air_master.tiles_to_update.len]<BR>
"}
usr << browse(output,"window=airreport")
/client/proc/air_status(turf/target as turf)
set category = "Debug"
set name = "Display Air Status"
/*(!isturf(target))
return
var/datum/gas_mixture/GM = target.return_air()
var/burning = 0
if(istype(target, /turf/simulated))
var/turf/simulated/T = target
if(T.active_hotspot)
burning = 1
usr << "\blue @[target.x],[target.y] ([GM.group_multiplier]): O:[GM.oxygen] T:[GM.toxins] N:[GM.nitrogen] C:[GM.carbon_dioxide] w [GM.temperature] Kelvin, [GM.return_pressure()] kPa [(burning)?("\red BURNING"):(null)]"
for(var/datum/gas/trace_gas in GM.trace_gases)
usr << "[trace_gas.type]: [trace_gas.moles]"
feedback_add_details("admin_verb","DAST") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
*/
/client/proc/fix_next_move()
set category = "Debug"
set name = "Unfreeze Everyone"
var/largest_move_time = 0
var/largest_click_time = 0
var/mob/largest_move_mob = null
var/mob/largest_click_mob = null
for(var/mob/M in world)
if(!M.client)
continue
if(M.next_move >= largest_move_time)
largest_move_mob = M
if(M.next_move > world.time)
largest_move_time = M.next_move - world.time
else
largest_move_time = 1
if(M.next_click >= largest_click_time)
largest_click_mob = M
if(M.next_click > world.time)
largest_click_time = M.next_click - world.time
else
largest_click_time = 0
log_admin("DEBUG: [key_name(M)] next_move = [M.next_move] next_click = [M.next_click] world.time = [world.time]")
M.next_move = 1
M.next_click = 0
message_admins("[key_name_admin(largest_move_mob)] had the largest move delay with [largest_move_time] frames / [largest_move_time/10] seconds!", 1)
message_admins("[key_name_admin(largest_click_mob)] had the largest click delay with [largest_click_time] frames / [largest_click_time/10] seconds!", 1)
message_admins("world.time = [world.time]", 1)
feedback_add_details("admin_verb","UFE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/radio_report()
set category = "Debug"
set name = "Radio report"
var/filters = list(
"1" = "RADIO_TO_AIRALARM",
"2" = "RADIO_FROM_AIRALARM",
"3" = "RADIO_CHAT",
"4" = "RADIO_ATMOSIA",
"5" = "RADIO_NAVBEACONS",
"6" = "RADIO_AIRLOCK",
"7" = "RADIO_SECBOT",
"8" = "RADIO_MULEBOT",
"_default" = "NO_FILTER"
)
var/output = "<b>Radio Report</b><hr>"
for (var/fq in radio_controller.frequencies)
output += "<b>Freq: [fq]</b><br>"
var/list/datum/radio_frequency/fqs = radio_controller.frequencies[fq]
if (!fqs)
output += "&nbsp;&nbsp;<b>ERROR</b><br>"
continue
for (var/filter in fqs.devices)
var/list/f = fqs.devices[filter]
if (!f)
output += "&nbsp;&nbsp;[filters[filter]]: ERROR<br>"
continue
output += "&nbsp;&nbsp;[filters[filter]]: [f.len]<br>"
for (var/device in f)
if (isobj(device))
output += "&nbsp;&nbsp;&nbsp;&nbsp;[device] ([device:x],[device:y],[device:z] in area [get_area(device:loc)])<br>"
else
output += "&nbsp;&nbsp;&nbsp;&nbsp;[device]<br>"
usr << browse(output,"window=radioreport")
feedback_add_details("admin_verb","RR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/reload_admins()
set name = "Reload Admins"
set category = "Debug"
if(!check_rights(R_SERVER)) return
message_admins("[usr] manually reloaded admins")
load_admins()
feedback_add_details("admin_verb","RLDA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//todo:
/client/proc/jump_to_dead_group()
set name = "Jump to dead group"
set category = "Debug"
/*
if(!holder)
src << "Only administrators may use this command."
return
if(!air_master)
usr << "Cannot find air_system"
return
var/datum/air_group/dead_groups = list()
for(var/datum/air_group/group in air_master.air_groups)
if (!group.group_processing)
dead_groups += group
var/datum/air_group/dest_group = pick(dead_groups)
usr.loc = pick(dest_group.members)
feedback_add_details("admin_verb","JDAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
*/
/client/proc/kill_airgroup()
set name = "Kill Local Airgroup"
set desc = "Use this to allow manual manupliation of atmospherics."
set category = "Debug"
/*
if(!holder)
src << "Only administrators may use this command."
return
if(!air_master)
usr << "Cannot find air_system"
return
var/turf/T = get_turf(usr)
if(istype(T, /turf/simulated))
var/datum/air_group/AG = T:parent
AG.next_check = 30
AG.group_processing = 0
else
usr << "Local airgroup is unsimulated!"
feedback_add_details("admin_verb","KLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
*/
/client/proc/print_jobban_old()
set name = "Print Jobban Log"
set desc = "This spams all the active jobban entries for the current round to standard output."
set category = "Debug"
usr << "<b>Jobbans active in this round.</b>"
for(var/t in jobban_keylist)
usr << "[t]"
/client/proc/print_jobban_old_filter()
set name = "Search Jobban Log"
set desc = "This searches all the active jobban entries for the current round and outputs the results to standard output."
set category = "Debug"
var/filter = input("Contains what?","Filter") as text|null
if(!filter)
return
usr << "<b>Jobbans active in this round.</b>"
for(var/t in jobban_keylist)
if(findtext(t, filter))
usr << "[t]"
+111
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/*
HOW DO I LOG RUNTIMES?
Firstly, start dreamdeamon if it isn't already running. Then select "world>Log Session" (or press the F3 key)
navigate the popup window to the data/logs/runtime/ folder from where your tgstation .dmb is located.
(you may have to make this folder yourself)
OPTIONAL: you can select the little checkbox down the bottom to make dreamdeamon save the log everytime you
start a world. Just remember to repeat these steps with a new name when you update to a new revision!
Save it with the name of the revision your server uses (e.g. r3459.txt).
Game Masters will now be able to grant access any runtime logs you have archived this way!
This will allow us to gather information on bugs across multiple servers and make maintaining the TG
codebase for the entire /TG/station commuity a TONNE easier :3 Thanks for your help!
*/
//This proc allows Game Masters to grant a client access to the .getruntimelog verb
//Permissions expire at the end of each round.
//Runtimes can be used to meta or spot game-crashing exploits so it's advised to only grant coders that
//you trust access. Also, it may be wise to ensure that they are not going to play in the current round.
/client/proc/giveruntimelog()
set name = ".giveruntimelog"
set desc = "Give somebody access to any session logfiles saved to the /log/runtime/ folder."
set category = null
if(!src.holder)
src << "<font color='red'>Only Admins may use this command.</font>"
return
var/client/target = input(src,"Choose somebody to grant access to the server's runtime logs (permissions expire at the end of each round):","Grant Permissions",null) as null|anything in clients
if(!istype(target,/client))
src << "<font color='red'>Error: giveruntimelog(): Client not found.</font>"
return
target.verbs |= /client/proc/getruntimelog
target << "<font color='red'>You have been granted access to runtime logs. Please use them responsibly or risk being banned.</font>"
return
//This proc allows download of runtime logs saved within the data/logs/ folder by dreamdeamon.
//It works similarly to show-server-log.
/client/proc/getruntimelog()
set name = ".getruntimelog"
set desc = "Retrieve any session logfiles saved by dreamdeamon."
set category = null
var/path = browse_files("data/logs/runtime/")
if(!path)
return
if(file_spam_check())
return
message_admins("[key_name_admin(src)] accessed file: [path]")
src << run( file(path) )
src << "Attempting to send file, this may take a fair few minutes if the file is very large."
return
//This proc allows download of past server logs saved within the data/logs/ folder.
//It works similarly to show-server-log.
/client/proc/getserverlog()
set name = ".getserverlog"
set desc = "Fetch logfiles from data/logs"
set category = null
var/path = browse_files("data/logs/")
if(!path)
return
if(file_spam_check())
return
message_admins("[key_name_admin(src)] accessed file: [path]")
src << run( file(path) )
src << "Attempting to send file, this may take a fair few minutes if the file is very large."
return
//Other log stuff put here for the sake of organisation
//Shows today's server log
/datum/admins/proc/view_txt_log()
set category = "Admin"
set name = "Show Server Log"
set desc = "Shows today's server log."
var/path = "data/logs/[time2text(world.realtime,"YYYY/MM-Month/DD-Day")].log"
if( fexists(path) )
src << run( file(path) )
else
src << "<font color='red'>Error: view_txt_log(): File not found/Invalid path([path]).</font>"
return
feedback_add_details("admin_verb","VTL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
//Shows today's attack log
/datum/admins/proc/view_atk_log()
set category = "Admin"
set name = "Show Server Attack Log"
set desc = "Shows today's server attack log."
var/path = "data/logs/[time2text(world.realtime,"YYYY/MM-Month/DD-Day")] Attack.log"
if( fexists(path) )
src << run( file(path) )
else
src << "<font color='red'>Error: view_atk_log(): File not found/Invalid path([path]).</font>"
return
usr << run( file(path) )
feedback_add_details("admin_verb","SSAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
+413
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//- Are all the floors with or without air, as they should be? (regular or airless)
//- Does the area have an APC?
//- Does the area have an Air Alarm?
//- Does the area have a Request Console?
//- Does the area have lights?
//- Does the area have a light switch?
//- Does the area have enough intercoms?
//- Does the area have enough security cameras? (Use the 'Camera Range Display' verb under Debug)
//- Is the area connected to the scrubbers air loop?
//- Is the area connected to the vent air loop? (vent pumps)
//- Is everything wired properly?
//- Does the area have a fire alarm and firedoors?
//- Do all pod doors work properly?
//- Are accesses set properly on doors, pod buttons, etc.
//- Are all items placed properly? (not below vents, scrubbers, tables)
//- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
//- Check for any misplaced or stacked piece of pipe (air and disposal)
//- Check for any misplaced or stacked piece of wire
//- Identify how hard it is to break into the area and where the weak points are
//- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.
var/camera_range_display_status = 0
var/intercom_range_display_status = 0
/obj/effect/debugging/camera_range
icon = 'icons/480x480.dmi'
icon_state = "25percent"
New()
src.pixel_x = -224
src.pixel_y = -224
/obj/effect/debugging/marker
icon = 'icons/turf/areas.dmi'
icon_state = "yellow"
/obj/effect/debugging/marker/Move()
return 0
/client/proc/do_not_use_these()
set category = "Mapping"
set name = "-None of these are for ingame use!!"
..()
/client/proc/camera_view()
set category = "Mapping"
set name = "Camera Range Display"
if(camera_range_display_status)
camera_range_display_status = 0
else
camera_range_display_status = 1
for(var/obj/effect/debugging/camera_range/C in world)
del(C)
if(camera_range_display_status)
for(var/obj/machinery/camera/C in cameranet.cameras)
new/obj/effect/debugging/camera_range(C.loc)
feedback_add_details("admin_verb","mCRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/sec_camera_report()
set category = "Mapping"
set name = "Camera Report"
if(!master_controller)
alert(usr,"Master_controller not found.","Sec Camera Report")
return 0
var/list/obj/machinery/camera/CL = list()
for(var/obj/machinery/camera/C in cameranet.cameras)
CL += C
var/output = {"<B>CAMERA ANNOMALITIES REPORT</B><HR>
<B>The following annomalities have been detected. The ones in red need immediate attention: Some of those in black may be intentional.</B><BR><ul>"}
for(var/obj/machinery/camera/C1 in CL)
for(var/obj/machinery/camera/C2 in CL)
if(C1 != C2)
if(C1.c_tag == C2.c_tag)
output += "<li><font color='red'>c_tag match for sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) and \[[C2.x], [C2.y], [C2.z]\] ([C2.loc.loc]) - c_tag is [C1.c_tag]</font></li>"
if(C1.loc == C2.loc && C1.dir == C2.dir && C1.pixel_x == C2.pixel_x && C1.pixel_y == C2.pixel_y)
output += "<li><font color='red'>FULLY overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
if(C1.loc == C2.loc)
output += "<li>overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
var/turf/T = get_step(C1,turn(C1.dir,180))
if(!T || !isturf(T) || !T.density )
if(!(locate(/obj/structure/grille,T)))
var/window_check = 0
for(var/obj/structure/window/W in T)
if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
window_check = 1
break
if(!window_check)
output += "<li><font color='red'>Camera not connected to wall at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Network: [C1.network]</color></li>"
output += "</ul>"
usr << browse(output,"window=airreport;size=1000x500")
feedback_add_details("admin_verb","mCRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/intercom_view()
set category = "Mapping"
set name = "Intercom Range Display"
if(intercom_range_display_status)
intercom_range_display_status = 0
else
intercom_range_display_status = 1
for(var/obj/effect/debugging/marker/M in world)
del(M)
if(intercom_range_display_status)
for(var/obj/item/device/radio/intercom/I in world)
for(var/turf/T in orange(7,I))
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if (!(F in view(7,I.loc)))
del(F)
feedback_add_details("admin_verb","mIRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
var/list/debug_verbs = list (
/client/proc/do_not_use_these
,/client/proc/camera_view
,/client/proc/sec_camera_report
,/client/proc/intercom_view
,/client/proc/air_status
,/client/proc/Cell
,/client/proc/atmosscan
,/client/proc/powerdebug
,/client/proc/count_objects_on_z_level
,/client/proc/count_objects_all
,/client/proc/cmd_assume_direct_control
,/client/proc/jump_to_dead_group
,/client/proc/startSinglo
,/client/proc/ticklag
,/client/proc/cmd_admin_grantfullaccess
,/client/proc/kaboom
,/client/proc/splash
,/client/proc/cmd_admin_areatest
,/client/proc/cmd_admin_rejuvenate
,/datum/admins/proc/show_traitor_panel
,/client/proc/print_jobban_old
,/client/proc/print_jobban_old_filter
,/client/proc/forceEvent
,/client/proc/break_all_air_groups
,/client/proc/regroup_all_air_groups
,/client/proc/kill_pipe_processing
,/client/proc/kill_air_processing
,/client/proc/disable_communication
,/client/proc/disable_movement
,/client/proc/Zone_Info
,/client/proc/Test_ZAS_Connection
,/client/proc/ZoneTick
,/client/proc/TestZASRebuild
,/client/proc/hide_debug_verbs
,/client/proc/testZAScolors
,/client/proc/testZAScolors_remove
)
/client/proc/enable_debug_verbs()
set category = "Debug"
set name = "Debug verbs"
if(!check_rights(R_DEBUG)) return
verbs += debug_verbs
feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/hide_debug_verbs()
set category = "Debug"
set name = "Hide Debug verbs"
if(!check_rights(R_DEBUG)) return
verbs -= debug_verbs
feedback_add_details("admin_verb","hDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/var/list/testZAScolors_turfs = list()
/client/var/list/testZAScolors_zones = list()
/client/var/usedZAScolors = 0
/client/var/list/image/ZAScolors = list()
/client/proc/recurse_zone(var/zone/Z, var/recurse_level =1)
testZAScolors_zones += Z
if(recurse_level > 10)
return
var/icon/yellow = new('icons/misc/debug_group.dmi', "yellow")
for(var/turf/T in Z.contents)
images += image(yellow, T, "zasdebug", TURF_LAYER)
testZAScolors_turfs += T
for(var/zone/connected in Z.connected_zones)
if(connected in testZAScolors_zones)
continue
recurse_zone(connected,recurse_level+1)
/client/proc/testZAScolors()
set category = "ZAS"
set name = "Check ZAS connections"
if(!check_rights(R_DEBUG)) return
testZAScolors_remove()
var/turf/location = get_turf(usr)
if(!istype(location, /turf/simulated)) // We're in space, let's not cause runtimes.
usr << "\red this debug tool cannot be used from space"
return
var/icon/red = new('icons/misc/debug_group.dmi', "red") //created here so we don't have to make thousands of these.
var/icon/green = new('icons/misc/debug_group.dmi', "green")
var/icon/blue = new('icons/misc/debug_group.dmi', "blue")
if(!usedZAScolors)
usr << "ZAS Test Colors"
usr << "Green = Zone you are standing in"
usr << "Blue = Connected zone to the zone you are standing in"
usr << "Yellow = A zone that is connected but not one adjacent to your connected zone"
usr << "Red = Not connected"
usedZAScolors = 1
testZAScolors_zones += location.zone
for(var/turf/T in location.zone.contents)
images += image(green, T,"zasdebug", TURF_LAYER)
testZAScolors_turfs += T
for(var/zone/Z in location.zone.connected_zones)
testZAScolors_zones += Z
for(var/turf/T in Z.contents)
images += image(blue, T,"zasdebug",TURF_LAYER)
testZAScolors_turfs += T
for(var/zone/connected in Z.connected_zones)
if(connected in testZAScolors_zones)
continue
recurse_zone(connected,1)
for(var/turf/T in range(25,location))
if(!istype(T))
continue
if(T in testZAScolors_turfs)
continue
images += image(red, T, "zasdebug", TURF_LAYER)
testZAScolors_turfs += T
/client/proc/testZAScolors_remove()
set category = "ZAS"
set name = "Remove ZAS connection colors"
testZAScolors_turfs.Cut()
testZAScolors_zones.Cut()
if(images.len)
for(var/image/i in images)
if(i.icon_state == "zasdebug")
images.Remove(i)
/client/proc/count_objects_on_z_level()
set category = "Mapping"
set name = "Count Objects On Level"
var/level = input("Which z-level?","Level?") as text
if(!level) return
var/num_level = text2num(level)
if(!num_level) return
if(!isnum(num_level)) return
var/type_text = input("Which type path?","Path?") as text
if(!type_text) return
var/type_path = text2path(type_text)
if(!type_path) return
var/count = 1
var/list/atom/atom_list = list()
for(var/atom/A in world)
if(istype(A,type_path))
var/atom/B = A
while(!(isturf(B.loc)))
if(B && B.loc)
B = B.loc
else
break
if(B)
if(B.z == num_level)
count++
atom_list += A
/*
var/atom/temp_atom
for(var/i = 0; i <= (atom_list.len/10); i++)
var/line = ""
for(var/j = 1; j <= 10; j++)
if(i*10+j <= atom_list.len)
temp_atom = atom_list[i*10+j]
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
world << line*/
world << "There are [count] objects of type [type_path] on z-level [num_level]"
feedback_add_details("admin_verb","mOBJZ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/count_objects_all()
set category = "Mapping"
set name = "Count Objects All"
var/type_text = input("Which type path?","") as text
if(!type_text) return
var/type_path = text2path(type_text)
if(!type_path) return
var/count = 0
for(var/atom/A in world)
if(istype(A,type_path))
count++
/*
var/atom/temp_atom
for(var/i = 0; i <= (atom_list.len/10); i++)
var/line = ""
for(var/j = 1; j <= 10; j++)
if(i*10+j <= atom_list.len)
temp_atom = atom_list[i*10+j]
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
world << line*/
world << "There are [count] objects of type [type_path] in the game world"
feedback_add_details("admin_verb","mOBJ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
var/global/prevent_airgroup_regroup = 0
/client/proc/break_all_air_groups()
set category = "Mapping"
set name = "Break All Airgroups"
/*prevent_airgroup_regroup = 1
for(var/datum/air_group/AG in air_master.air_groups)
AG.suspend_group_processing()
message_admins("[src.ckey] used 'Break All Airgroups'")*/
/client/proc/regroup_all_air_groups()
set category = "Mapping"
set name = "Regroup All Airgroups Attempt"
usr << "\red Proc disabled."
/*prevent_airgroup_regroup = 0
for(var/datum/air_group/AG in air_master.air_groups)
AG.check_regroup()
message_admins("[src.ckey] used 'Regroup All Airgroups Attempt'")*/
/client/proc/kill_pipe_processing()
set category = "Mapping"
set name = "Kill pipe processing"
usr << "\red Proc disabled."
/*pipe_processing_killed = !pipe_processing_killed
if(pipe_processing_killed)
message_admins("[src.ckey] used 'kill pipe processing', stopping all pipe processing.")
else
message_admins("[src.ckey] used 'kill pipe processing', restoring all pipe processing.")*/
/client/proc/kill_air_processing()
set category = "Mapping"
set name = "Kill air processing"
usr << "\red Proc disabled."
/*air_processing_killed = !air_processing_killed
if(air_processing_killed)
message_admins("[src.ckey] used 'kill air processing', stopping all air processing.")
else
message_admins("[src.ckey] used 'kill air processing', restoring all air processing.")*/
//This proc is intended to detect lag problems relating to communication procs
var/global/say_disabled = 0
/client/proc/disable_communication()
set category = "Mapping"
set name = "Disable all communication verbs"
usr << "\red Proc disabled."
/*say_disabled = !say_disabled
if(say_disabled)
message_admins("[src.ckey] used 'Disable all communication verbs', killing all communication methods.")
else
message_admins("[src.ckey] used 'Disable all communication verbs', restoring all communication methods.")*/
//This proc is intended to detect lag problems relating to movement
var/global/movement_disabled = 0
var/global/movement_disabled_exception //This is the client that calls the proc, so he can continue to run around to gauge any change to lag.
/client/proc/disable_movement()
set category = "Mapping"
set name = "Disable all movement"
usr << "\red Proc disabled."
/*movement_disabled = !movement_disabled
if(movement_disabled)
message_admins("[src.ckey] used 'Disable all movement', killing all movement.")
movement_disabled_exception = usr.ckey
else
message_admins("[src.ckey] used 'Disable all movement', restoring all movement.")*/
+375
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/client/proc/cmd_mass_modify_object_variables(atom/A, var/var_name)
set category = "Debug"
set name = "Mass Edit Variables"
set desc="(target) Edit all instances of a target item's variables"
var/method = 0 //0 means strict type detection while 1 means this type and all subtypes (IE: /obj/item with this set to 1 will set it to ALL itms)
if(!check_rights(R_VAREDIT)) return
if(A && A.type)
if(typesof(A.type))
switch(input("Strict object type detection?") as null|anything in list("Strictly this type","This type and subtypes", "Cancel"))
if("Strictly this type")
method = 0
if("This type and subtypes")
method = 1
if("Cancel")
return
if(null)
return
src.massmodify_variables(A, var_name, method)
feedback_add_details("admin_verb","MEV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/massmodify_variables(var/atom/O, var/var_name = "", var/method = 0)
if(!check_rights(R_VAREDIT)) return
var/list/locked = list("vars", "key", "ckey", "client")
for(var/p in forbidden_varedit_object_types)
if( istype(O,p) )
usr << "\red It is forbidden to edit this object's variables."
return
var/list/names = list()
for (var/V in O.vars)
names += V
names = sortList(names)
var/variable = ""
if(!var_name)
variable = input("Which var?","Var") as null|anything in names
else
variable = var_name
if(!variable) return
var/default
var/var_value = O.vars[variable]
var/dir
if(variable == "holder" || (variable in locked))
if(!check_rights(R_DEBUG)) return
if(isnull(var_value))
usr << "Unable to determine variable type."
else if(isnum(var_value))
usr << "Variable appears to be <b>NUM</b>."
default = "num"
dir = 1
else if(istext(var_value))
usr << "Variable appears to be <b>TEXT</b>."
default = "text"
else if(isloc(var_value))
usr << "Variable appears to be <b>REFERENCE</b>."
default = "reference"
else if(isicon(var_value))
usr << "Variable appears to be <b>ICON</b>."
var_value = "\icon[var_value]"
default = "icon"
else if(istype(var_value,/atom) || istype(var_value,/datum))
usr << "Variable appears to be <b>TYPE</b>."
default = "type"
else if(istype(var_value,/list))
usr << "Variable appears to be <b>LIST</b>."
default = "list"
else if(istype(var_value,/client))
usr << "Variable appears to be <b>CLIENT</b>."
default = "cancel"
else
usr << "Variable appears to be <b>FILE</b>."
default = "file"
usr << "Variable contains: [var_value]"
if(dir)
switch(var_value)
if(1)
dir = "NORTH"
if(2)
dir = "SOUTH"
if(4)
dir = "EAST"
if(8)
dir = "WEST"
if(5)
dir = "NORTHEAST"
if(6)
dir = "SOUTHEAST"
if(9)
dir = "NORTHWEST"
if(10)
dir = "SOUTHWEST"
else
dir = null
if(dir)
usr << "If a direction, direction is: [dir]"
var/class = input("What kind of variable?","Variable Type",default) as null|anything in list("text",
"num","type","icon","file","edit referenced object","restore to default")
if(!class)
return
var/original_name
if (!istype(O, /atom))
original_name = "\ref[O] ([O])"
else
original_name = O:name
switch(class)
if("restore to default")
O.vars[variable] = initial(O.vars[variable])
if(method)
if(istype(O, /mob))
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else
if(istype(O, /mob))
for(var/mob/M in mob_list)
if (M.type == O.type)
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
if("edit referenced object")
return .(O.vars[variable])
if("text")
var/new_value = input("Enter new text:","Text",O.vars[variable]) as text|null
if(new_value == null) return
O.vars[variable] = new_value
if(method)
if(istype(O, /mob))
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else
if(istype(O, /mob))
for(var/mob/M in mob_list)
if (M.type == O.type)
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
if("num")
var/new_value = input("Enter new number:","Num",\
O.vars[variable]) as num|null
if(new_value == null) return
if(variable=="luminosity")
O.SetLuminosity(new_value)
else
O.vars[variable] = new_value
if(method)
if(istype(O, /mob))
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
if(variable=="luminosity")
M.SetLuminosity(new_value)
else
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if ( istype(A , O.type) )
if(variable=="luminosity")
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if ( istype(A , O.type) )
if(variable=="luminosity")
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
else
if(istype(O, /mob))
for(var/mob/M in mob_list)
if (M.type == O.type)
if(variable=="luminosity")
M.SetLuminosity(new_value)
else
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if (A.type == O.type)
if(variable=="luminosity")
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if (A.type == O.type)
if(variable=="luminosity")
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
if("type")
var/new_value
new_value = input("Enter type:","Type",O.vars[variable]) as null|anything in typesof(/obj,/mob,/area,/turf)
if(new_value == null) return
O.vars[variable] = new_value
if(method)
if(istype(O, /mob))
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else
if(istype(O, /mob))
for(var/mob/M in mob_list)
if (M.type == O.type)
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
if("file")
var/new_value = input("Pick file:","File",O.vars[variable]) as null|file
if(new_value == null) return
O.vars[variable] = new_value
if(method)
if(istype(O, /mob))
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
M.vars[variable] = O.vars[variable]
else if(istype(O.type, /obj))
for(var/obj/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else if(istype(O.type, /turf))
for(var/turf/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else
if(istype(O, /mob))
for(var/mob/M in mob_list)
if (M.type == O.type)
M.vars[variable] = O.vars[variable]
else if(istype(O.type, /obj))
for(var/obj/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
else if(istype(O.type, /turf))
for(var/turf/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
if("icon")
var/new_value = input("Pick icon:","Icon",O.vars[variable]) as null|icon
if(new_value == null) return
O.vars[variable] = new_value
if(method)
if(istype(O, /mob))
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if ( istype(A , O.type) )
A.vars[variable] = O.vars[variable]
else
if(istype(O, /mob))
for(var/mob/M in mob_list)
if (M.type == O.type)
M.vars[variable] = O.vars[variable]
else if(istype(O, /obj))
for(var/obj/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
else if(istype(O, /turf))
for(var/turf/A in world)
if (A.type == O.type)
A.vars[variable] = O.vars[variable]
log_admin("[key_name(src)] mass modified [original_name]'s [variable] to [O.vars[variable]]")
message_admins("[key_name_admin(src)] mass modified [original_name]'s [variable] to [O.vars[variable]]", 1)
+501
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@@ -0,0 +1,501 @@
var/list/forbidden_varedit_object_types = list(
/datum/admins, //Admins editing their own admin-power object? Yup, sounds like a good idea.
/obj/machinery/blackbox_recorder, //Prevents people messing with feedback gathering
/datum/feedback_variable //Prevents people messing with feedback gathering
)
/*
/client/proc/cmd_modify_object_variables(obj/O as obj|mob|turf|area in world)
set category = "Debug"
set name = "Edit Variables"
set desc="(target) Edit a target item's variables"
src.modify_variables(O)
feedback_add_details("admin_verb","EDITV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
*/
/client/proc/cmd_modify_ticker_variables()
set category = "Debug"
set name = "Edit Ticker Variables"
if (ticker == null)
src << "Game hasn't started yet."
else
src.modify_variables(ticker)
feedback_add_details("admin_verb","ETV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/mod_list_add_ass() //haha
var/class = "text"
if(src.holder && src.holder.marked_datum)
class = input("What kind of variable?","Variable Type") as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default","marked datum ([holder.marked_datum.type])")
else
class = input("What kind of variable?","Variable Type") as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default")
if(!class)
return
if(holder.marked_datum && class == "marked datum ([holder.marked_datum.type])")
class = "marked datum"
var/var_value = null
switch(class)
if("text")
var_value = input("Enter new text:","Text") as null|text
if("num")
var_value = input("Enter new number:","Num") as null|num
if("type")
var_value = input("Enter type:","Type") as null|anything in typesof(/obj,/mob,/area,/turf)
if("reference")
var_value = input("Select reference:","Reference") as null|mob|obj|turf|area in world
if("mob reference")
var_value = input("Select reference:","Reference") as null|mob in world
if("file")
var_value = input("Pick file:","File") as null|file
if("icon")
var_value = input("Pick icon:","Icon") as null|icon
if("marked datum")
var_value = holder.marked_datum
if(!var_value) return
return var_value
/client/proc/mod_list_add(var/list/L)
var/class = "text"
if(src.holder && src.holder.marked_datum)
class = input("What kind of variable?","Variable Type") as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default","marked datum ([holder.marked_datum.type])")
else
class = input("What kind of variable?","Variable Type") as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default")
if(!class)
return
if(holder.marked_datum && class == "marked datum ([holder.marked_datum.type])")
class = "marked datum"
var/var_value = null
switch(class)
if("text")
var_value = input("Enter new text:","Text") as text
if("num")
var_value = input("Enter new number:","Num") as num
if("type")
var_value = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
if("reference")
var_value = input("Select reference:","Reference") as mob|obj|turf|area in world
if("mob reference")
var_value = input("Select reference:","Reference") as mob in world
if("file")
var_value = input("Pick file:","File") as file
if("icon")
var_value = input("Pick icon:","Icon") as icon
if("marked datum")
var_value = holder.marked_datum
if(!var_value) return
switch(alert("Would you like to associate a var with the list entry?",,"Yes","No"))
if("Yes")
L += var_value
L[var_value] = mod_list_add_ass() //haha
if("No")
L += var_value
/client/proc/mod_list(var/list/L)
if(!check_rights(R_VAREDIT)) return
if(!istype(L,/list)) src << "Not a List."
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine", "poo", "icon", "icon_state")
var/list/names = sortList(L)
var/variable = input("Which var?","Var") as null|anything in names + "(ADD VAR)"
if(variable == "(ADD VAR)")
mod_list_add(L)
return
if(!variable)
return
var/default
var/dir
if(variable in locked)
if(!check_rights(R_DEBUG)) return
if(isnull(variable))
usr << "Unable to determine variable type."
else if(isnum(variable))
usr << "Variable appears to be <b>NUM</b>."
default = "num"
dir = 1
else if(istext(variable))
usr << "Variable appears to be <b>TEXT</b>."
default = "text"
else if(isloc(variable))
usr << "Variable appears to be <b>REFERENCE</b>."
default = "reference"
else if(isicon(variable))
usr << "Variable appears to be <b>ICON</b>."
variable = "\icon[variable]"
default = "icon"
else if(istype(variable,/atom) || istype(variable,/datum))
usr << "Variable appears to be <b>TYPE</b>."
default = "type"
else if(istype(variable,/list))
usr << "Variable appears to be <b>LIST</b>."
default = "list"
else if(istype(variable,/client))
usr << "Variable appears to be <b>CLIENT</b>."
default = "cancel"
else
usr << "Variable appears to be <b>FILE</b>."
default = "file"
usr << "Variable contains: [variable]"
if(dir)
switch(variable)
if(1)
dir = "NORTH"
if(2)
dir = "SOUTH"
if(4)
dir = "EAST"
if(8)
dir = "WEST"
if(5)
dir = "NORTHEAST"
if(6)
dir = "SOUTHEAST"
if(9)
dir = "NORTHWEST"
if(10)
dir = "SOUTHWEST"
else
dir = null
if(dir)
usr << "If a direction, direction is: [dir]"
var/class = "text"
if(src.holder && src.holder.marked_datum)
class = input("What kind of variable?","Variable Type",default) as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default","marked datum ([holder.marked_datum.type])", "DELETE FROM LIST")
else
class = input("What kind of variable?","Variable Type",default) as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default", "DELETE FROM LIST")
if(!class)
return
if(holder.marked_datum && class == "marked datum ([holder.marked_datum.type])")
class = "marked datum"
switch(class) //Spits a runtime error if you try to modify an entry in the contents list. Dunno how to fix it, yet.
if("list")
mod_list(variable)
if("restore to default")
L[L.Find(variable)]=initial(variable)
if("edit referenced object")
modify_variables(variable)
if("DELETE FROM LIST")
L -= variable
return
if("text")
L[L.Find(variable)] = input("Enter new text:","Text") as text
if("num")
L[L.Find(variable)] = input("Enter new number:","Num") as num
if("type")
L[L.Find(variable)] = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
if("reference")
L[L.Find(variable)] = input("Select reference:","Reference") as mob|obj|turf|area in world
if("mob reference")
L[L.Find(variable)] = input("Select reference:","Reference") as mob in world
if("file")
L[L.Find(variable)] = input("Pick file:","File") as file
if("icon")
L[L.Find(variable)] = input("Pick icon:","Icon") as icon
if("marked datum")
L[L.Find(variable)] = holder.marked_datum
/client/proc/modify_variables(var/atom/O, var/param_var_name = null, var/autodetect_class = 0)
if(!check_rights(R_VAREDIT)) return
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "cuffed", "ka", "last_eaten", "icon", "icon_state", "mutantrace")
for(var/p in forbidden_varedit_object_types)
if( istype(O,p) )
usr << "\red It is forbidden to edit this object's variables."
return
var/class
var/variable
var/var_value
if(param_var_name)
if(!param_var_name in O.vars)
src << "A variable with this name ([param_var_name]) doesn't exist in this atom ([O])"
return
if(param_var_name == "holder" || (param_var_name in locked))
if(!check_rights(R_DEBUG)) return
variable = param_var_name
var_value = O.vars[variable]
if(autodetect_class)
if(isnull(var_value))
usr << "Unable to determine variable type."
class = null
autodetect_class = null
else if(isnum(var_value))
usr << "Variable appears to be <b>NUM</b>."
class = "num"
dir = 1
else if(istext(var_value))
usr << "Variable appears to be <b>TEXT</b>."
class = "text"
else if(isloc(var_value))
usr << "Variable appears to be <b>REFERENCE</b>."
class = "reference"
else if(isicon(var_value))
usr << "Variable appears to be <b>ICON</b>."
var_value = "\icon[var_value]"
class = "icon"
else if(istype(var_value,/atom) || istype(var_value,/datum))
usr << "Variable appears to be <b>TYPE</b>."
class = "type"
else if(istype(var_value,/list))
usr << "Variable appears to be <b>LIST</b>."
class = "list"
else if(istype(var_value,/client))
usr << "Variable appears to be <b>CLIENT</b>."
class = "cancel"
else
usr << "Variable appears to be <b>FILE</b>."
class = "file"
else
var/list/names = list()
for (var/V in O.vars)
names += V
names = sortList(names)
variable = input("Which var?","Var") as null|anything in names
if(!variable) return
var_value = O.vars[variable]
if(variable == "holder" || (variable in locked))
if(!check_rights(R_DEBUG)) return
if(!autodetect_class)
var/dir
var/default
if(isnull(var_value))
usr << "Unable to determine variable type."
else if(isnum(var_value))
usr << "Variable appears to be <b>NUM</b>."
default = "num"
dir = 1
else if(istext(var_value))
usr << "Variable appears to be <b>TEXT</b>."
default = "text"
else if(isloc(var_value))
usr << "Variable appears to be <b>REFERENCE</b>."
default = "reference"
else if(isicon(var_value))
usr << "Variable appears to be <b>ICON</b>."
var_value = "\icon[var_value]"
default = "icon"
else if(istype(var_value,/atom) || istype(var_value,/datum))
usr << "Variable appears to be <b>TYPE</b>."
default = "type"
else if(istype(var_value,/list))
usr << "Variable appears to be <b>LIST</b>."
default = "list"
else if(istype(var_value,/client))
usr << "Variable appears to be <b>CLIENT</b>."
default = "cancel"
else
usr << "Variable appears to be <b>FILE</b>."
default = "file"
usr << "Variable contains: [var_value]"
if(dir)
switch(var_value)
if(1)
dir = "NORTH"
if(2)
dir = "SOUTH"
if(4)
dir = "EAST"
if(8)
dir = "WEST"
if(5)
dir = "NORTHEAST"
if(6)
dir = "SOUTHEAST"
if(9)
dir = "NORTHWEST"
if(10)
dir = "SOUTHWEST"
else
dir = null
if(dir)
usr << "If a direction, direction is: [dir]"
if(src.holder && src.holder.marked_datum)
class = input("What kind of variable?","Variable Type",default) as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default","marked datum ([holder.marked_datum.type])")
else
class = input("What kind of variable?","Variable Type",default) as null|anything in list("text",
"num","type","reference","mob reference", "icon","file","list","edit referenced object","restore to default")
if(!class)
return
var/original_name
if (!istype(O, /atom))
original_name = "\ref[O] ([O])"
else
original_name = O:name
if(holder.marked_datum && class == "marked datum ([holder.marked_datum.type])")
class = "marked datum"
switch(class)
if("list")
mod_list(O.vars[variable])
return
if("restore to default")
O.vars[variable] = initial(O.vars[variable])
if("edit referenced object")
return .(O.vars[variable])
if("text")
var/var_new = input("Enter new text:","Text",O.vars[variable]) as null|text
if(var_new==null) return
O.vars[variable] = var_new
if("num")
if(variable=="luminosity")
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
if(var_new == null) return
O.SetLuminosity(var_new)
else if(variable=="stat")
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
if(var_new == null) return
if((O.vars[variable] == 2) && (var_new < 2))//Bringing the dead back to life
dead_mob_list -= O
living_mob_list += O
if((O.vars[variable] < 2) && (var_new == 2))//Kill he
living_mob_list -= O
dead_mob_list += O
O.vars[variable] = var_new
else
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
if(var_new==null) return
O.vars[variable] = var_new
if("type")
var/var_new = input("Enter type:","Type",O.vars[variable]) as null|anything in typesof(/obj,/mob,/area,/turf)
if(var_new==null) return
O.vars[variable] = var_new
if("reference")
var/var_new = input("Select reference:","Reference",O.vars[variable]) as null|mob|obj|turf|area in world
if(var_new==null) return
O.vars[variable] = var_new
if("mob reference")
var/var_new = input("Select reference:","Reference",O.vars[variable]) as null|mob in world
if(var_new==null) return
O.vars[variable] = var_new
if("file")
var/var_new = input("Pick file:","File",O.vars[variable]) as null|file
if(var_new==null) return
O.vars[variable] = var_new
if("icon")
var/var_new = input("Pick icon:","Icon",O.vars[variable]) as null|icon
if(var_new==null) return
O.vars[variable] = var_new
if("marked datum")
O.vars[variable] = holder.marked_datum
world.log << "### VarEdit by [src]: [O.type] [variable]=[html_encode("[O.vars[variable]]")]"
log_admin("[key_name(src)] modified [original_name]'s [variable] to [O.vars[variable]]")
message_admins("[key_name_admin(src)] modified [original_name]'s [variable] to [O.vars[variable]]", 1)
+525
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@@ -0,0 +1,525 @@
client/proc/one_click_antag()
set name = "Create Antagonist"
set desc = "Auto-create an antagonist of your choice"
set category = "Admin"
if(holder)
holder.one_click_antag()
return
/datum/admins/proc/one_click_antag()
var/dat = {"<B>One-click Antagonist</B><br>
<a href='?src=\ref[src];makeAntag=1'>Make Traitors</a><br>
<a href='?src=\ref[src];makeAntag=2'>Make Changlings</a><br>
<a href='?src=\ref[src];makeAntag=3'>Make Revs</a><br>
<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
<a href='?src=\ref[src];makeAntag=5'>Make Malf AI</a><br>
<a href='?src=\ref[src];makeAntag=6'>Make Wizard (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=11'>Make Vox Raiders (Requires Ghosts)</a><br>
"}
/* These dont work just yet
Ninja, aliens and deathsquad I have not looked into yet
Nuke team is getting a null mob returned from makebody() (runtime error: null.mind. Line 272)
<a href='?src=\ref[src];makeAntag=7'>Make Nuke Team (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=8'>Make Space Ninja (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=9'>Make Aliens (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=10'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br>
"}
*/
usr << browse(dat, "window=oneclickantag;size=400x400")
return
/datum/admins/proc/makeMalfAImode()
var/list/mob/living/silicon/AIs = list()
var/mob/living/silicon/malfAI = null
var/datum/mind/themind = null
for(var/mob/living/silicon/ai/ai in player_list)
if(ai.client)
AIs += ai
if(AIs.len)
malfAI = pick(AIs)
if(malfAI)
themind = malfAI.mind
themind.make_AI_Malf()
return 1
return 0
/datum/admins/proc/makeTraitors()
var/datum/game_mode/traitor/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
if(applicant.client.prefs.be_special & BE_TRAITOR)
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "traitor") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numTratiors = min(candidates.len, 3)
for(var/i = 0, i<numTratiors, i++)
H = pick(candidates)
H.mind.make_Tratior()
candidates.Remove(H)
return 1
return 0
/datum/admins/proc/makeChanglings()
var/datum/game_mode/changeling/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
if(applicant.client.prefs.be_special & BE_CHANGELING)
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "changeling") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numChanglings = min(candidates.len, 3)
for(var/i = 0, i<numChanglings, i++)
H = pick(candidates)
H.mind.make_Changling()
candidates.Remove(H)
return 1
return 0
/datum/admins/proc/makeRevs()
var/datum/game_mode/revolution/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
if(applicant.client.prefs.be_special & BE_REV)
if(applicant.stat == CONSCIOUS)
if(applicant.mind)
if(!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "revolutionary") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numRevs = min(candidates.len, 3)
for(var/i = 0, i<numRevs, i++)
H = pick(candidates)
H.mind.make_Rev()
candidates.Remove(H)
return 1
return 0
/datum/admins/proc/makeWizard()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
if(candidates.len)
shuffle(candidates)
for(var/mob/i in candidates)
if(!i || !i.client) continue //Dont bother removing them from the list since we only grab one wizard
theghost = i
break
if(theghost)
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Wizard()
return 1
return 0
/datum/admins/proc/makeCult()
var/datum/game_mode/cult/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
if(applicant.client.prefs.be_special & BE_CULTIST)
if(applicant.stat == CONSCIOUS)
if(applicant.mind)
if(!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "cultist") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
candidates += applicant
if(candidates.len)
var/numCultists = min(candidates.len, 4)
for(var/i = 0, i<numCultists, i++)
H = pick(candidates)
H.mind.make_Cultist()
candidates.Remove(H)
temp.grant_runeword(H)
return 1
return 0
/datum/admins/proc/makeNukeTeam()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "operative") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G,"Do you wish to be considered for a nuke team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
if(candidates.len)
var/numagents = 5
var/agentcount = 0
for(var/i = 0, i<numagents,i++)
shuffle(candidates) //More shuffles means more randoms
for(var/mob/j in candidates)
if(!j || !j.client)
candidates.Remove(j)
continue
theghost = candidates
candidates.Remove(theghost)
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Nuke()
agentcount++
if(agentcount < 1)
return 0
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
var/nuke_code = "[rand(10000, 99999)]"
if(nuke_spawn)
var/obj/item/weapon/paper/P = new
P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code and instructions"
P.loc = nuke_spawn.loc
if(closet_spawn)
new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
if (A.name == "Syndicate-Gear-Closet")
new /obj/structure/closet/syndicate/personal(A.loc)
del(A)
continue
if (A.name == "Syndicate-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
del(A)
continue
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/image/I in synd_mind.current.client.images)
if(I.icon_state == "synd")
del(I)
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/datum/mind/synd_mind_1 in ticker.mode.syndicates)
if(synd_mind_1.current)
var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
synd_mind.current.client.images += I
for (var/obj/machinery/nuclearbomb/bomb in world)
bomb.r_code = nuke_code // All the nukes are set to this code.
return 1
/datum/admins/proc/makeAliens()
alien_infestation(3)
return 1
/datum/admins/proc/makeSpaceNinja()
space_ninja_arrival()
return 1
/datum/admins/proc/makeDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/input = "Purify the station."
if(prob(10))
input = "Save Runtime and any other cute things on the station."
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 6
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
if(numagents<=0)
break
if (L.name == "Syndicate-Commando")
syndicate_leader_selected = numagents == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_syndicate_commando)
break
new_syndicate_commando.key = theghost.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>"
numagents--
if(numagents >= 6)
return 0
for (var/obj/effect/landmark/L in /area/shuttle/syndicate_elite)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
return 1
/datum/admins/proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found || !G_found.key) return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
new_character.gender = pick(MALE,FEMALE)
var/datum/preferences/A = new()
A.randomize_appearance_for(new_character)
if(new_character.gender == MALE)
new_character.real_name = "[pick(first_names_male)] [pick(last_names)]"
else
new_character.real_name = "[pick(first_names_female)] [pick(last_names)]"
new_character.name = new_character.real_name
new_character.age = rand(17,45)
new_character.dna.ready_dna(new_character)
new_character.key = G_found.key
return new_character
/datum/admins/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/syndicate_commando_name = pick(last_names)
new_syndicate_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_syndicate_commando)
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
new_syndicate_commando.name = new_syndicate_commando.real_name
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
//Creates mind stuff.
new_syndicate_commando.mind_initialize()
new_syndicate_commando.mind.assigned_role = "MODE"
new_syndicate_commando.mind.special_role = "Syndicate Commando"
//Adds them to current traitor list. Which is really the extra antagonist list.
ticker.mode.traitors += new_syndicate_commando.mind
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
return new_syndicate_commando
/datum/admins/proc/makeVoxRaiders()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/input = "Disregard shinies, acquire hardware."
var/leader_chosen = 0 //when the leader is chosen. The last person spawned.
//Generates a list of candidates from active ghosts.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for a vox raiding party arriving on the station?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300) //Debug.
for(var/mob/dead/observer/G in candidates)
if(!G.key)
candidates.Remove(G)
if(candidates.len)
var/max_raiders = 1
var/raiders = max_raiders
//Spawns vox raiders and equips them.
for (var/obj/effect/landmark/L in world)
if(L.name == "voxstart")
if(raiders<=0)
break
var/mob/living/carbon/human/new_vox = create_vox_raider(L, leader_chosen)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_vox)
break
new_vox.key = theghost.key
new_vox << "\blue You are a Vox Primalis, fresh out of the Shoal. Your ship has arrived at the Tau Ceti system hosting the NSV Exodus... or was it the Luna? NSS? Utopia? Nobody is really sure, but everyong is raring to start pillaging! Your current goal is: \red<B> [input]</B>"
new_vox << "\red Don't forget to turn on your nitrogen internals!"
raiders--
if(raiders > max_raiders)
return 0
else
return 0
return 1
/datum/admins/proc/create_vox_raider(obj/spawn_location, leader_chosen = 0)
var/mob/living/carbon/human/new_vox = new(spawn_location.loc)
new_vox.gender = pick(MALE, FEMALE)
new_vox.h_style = "Short Vox Quills"
new_vox.regenerate_icons()
var/sounds = rand(2,10)
var/i = 0
var/newname = ""
while(i<=sounds)
i++
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
new_vox.real_name = capitalize(newname)
new_vox.name = new_vox.real_name
new_vox.age = rand(12,20)
new_vox.dna.ready_dna(new_vox) // Creates DNA.
new_vox.dna.mutantrace = "vox"
new_vox.set_species("Vox") // Actually makes the vox! How about that.
new_vox.add_language("Vox-pidgin")
new_vox.mind_initialize()
new_vox.mind.assigned_role = "MODE"
new_vox.mind.special_role = "Vox Raider"
new_vox.mutations |= NOCLONE //Stops the station crew from messing around with their DNA.
ticker.mode.traitors += new_vox.mind
new_vox.equip_vox_raider()
return new_vox
+50
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@@ -0,0 +1,50 @@
/client/proc/only_one()
if(!ticker)
alert("The game hasn't started yet!")
return
for(var/mob/living/carbon/human/H in player_list)
if(H.stat == 2 || !(H.client)) continue
if(is_special_character(H)) continue
ticker.mode.traitors += H.mind
H.mind.special_role = "traitor"
var/datum/objective/steal/steal_objective = new
steal_objective.owner = H.mind
steal_objective.set_target("nuclear authentication disk")
H.mind.objectives += steal_objective
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = H.mind
H.mind.objectives += hijack_objective
H << "<B>You are the traitor.</B>"
var/obj_count = 1
for(var/datum/objective/OBJ in H.mind.objectives)
H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
for (var/obj/item/I in H)
if (istype(I, /obj/item/weapon/implant))
continue
del(I)
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
var/obj/item/weapon/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Highlander"
W.registered_name = H.real_name
H.equip_to_slot_or_del(W, slot_wear_id)
message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1)
log_admin("[key_name(usr)] used there can be only one.")
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/client/proc/play_sound(S as sound)
set category = "Fun"
set name = "Play Global Sound"
if(!check_rights(R_SOUNDS)) return
var/sound/uploaded_sound = sound(S, repeat = 0, wait = 1, channel = 777)
uploaded_sound.priority = 250
log_admin("[key_name(src)] played sound [S]")
message_admins("[key_name_admin(src)] played sound [S]", 1)
for(var/mob/M in player_list)
if(M.client.prefs.toggles & SOUND_MIDI)
M << uploaded_sound
feedback_add_details("admin_verb","PGS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/play_local_sound(S as sound)
set category = "Fun"
set name = "Play Local Sound"
if(!check_rights(R_SOUNDS)) return
log_admin("[key_name(src)] played a local sound [S]")
message_admins("[key_name_admin(src)] played a local sound [S]", 1)
playsound(get_turf_loc(src.mob), S, 50, 0, 0)
feedback_add_details("admin_verb","PLS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/*
/client/proc/cuban_pete()
set category = "Fun"
set name = "Cuban Pete Time"
message_admins("[key_name_admin(usr)] has declared Cuban Pete Time!", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'cubanpetetime.ogg'
for(var/mob/living/carbon/human/CP in world)
if(CP.real_name=="Cuban Pete" && CP.key!="Rosham")
CP << "Your body can't contain the rhumba beat"
CP.gib()
/client/proc/bananaphone()
set category = "Fun"
set name = "Banana Phone"
message_admins("[key_name_admin(usr)] has activated Banana Phone!", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'bananaphone.ogg'
client/proc/space_asshole()
set category = "Fun"
set name = "Space Asshole"
message_admins("[key_name_admin(usr)] has played the Space Asshole Hymn.", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'sound/music/space_asshole.ogg'
client/proc/honk_theme()
set category = "Fun"
set name = "Honk"
message_admins("[key_name_admin(usr)] has creeped everyone out with Blackest Honks.", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'honk_theme.ogg'*/
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/proc/possess(obj/O as obj in world)
set name = "Possess Obj"
set category = "Object"
if(istype(O,/obj/machinery/singularity))
if(config.forbid_singulo_possession)
usr << "It is forbidden to possess singularities."
return
var/turf/T = get_turf(O)
if(T)
log_admin("[key_name(usr)] has possessed [O] ([O.type]) at ([T.x], [T.y], [T.z])")
message_admins("[key_name(usr)] has possessed [O] ([O.type]) at ([T.x], [T.y], [T.z])", 1)
else
log_admin("[key_name(usr)] has possessed [O] ([O.type]) at an unknown location")
message_admins("[key_name(usr)] has possessed [O] ([O.type]) at an unknown location", 1)
if(!usr.control_object) //If you're not already possessing something...
usr.name_archive = usr.real_name
usr.loc = O
usr.real_name = O.name
usr.name = O.name
usr.client.eye = O
usr.control_object = O
feedback_add_details("admin_verb","PO") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/proc/release(obj/O as obj in world)
set name = "Release Obj"
set category = "Object"
//usr.loc = get_turf(usr)
if(usr.control_object && usr.name_archive) //if you have a name archived and if you are actually relassing an object
usr.real_name = usr.name_archive
usr.name = usr.real_name
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.name = H.get_visible_name()
// usr.regenerate_icons() //So the name is updated properly
usr.loc = O.loc // Appear where the object you were controlling is -- TLE
usr.client.eye = usr
usr.control_object = null
feedback_add_details("admin_verb","RO") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/proc/givetestverbs(mob/M as mob in mob_list)
set desc = "Give this guy possess/release verbs"
set category = "Debug"
set name = "Give Possessing Verbs"
M.verbs += /proc/possess
M.verbs += /proc/release
feedback_add_details("admin_verb","GPV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/mob/verb/pray(msg as text)
set category = "IC"
set name = "Pray"
if(say_disabled) //This is here to try to identify lag problems
usr << "\red Speech is currently admin-disabled."
return
msg = copytext(sanitize(msg), 1, MAX_MESSAGE_LEN)
if(!msg) return
if(usr.client)
if(usr.client.prefs.muted & MUTE_PRAY)
usr << "\red You cannot pray (muted)."
return
if(src.client.handle_spam_prevention(msg,MUTE_PRAY))
return
var/image/cross = image('icons/obj/storage.dmi',"bible")
msg = "\blue \icon[cross] <b><font color=purple>PRAY: </font>[key_name(src, 1)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[src]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[src]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[src]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;adminspawncookie=\ref[src]'>SC</a>):</b> [msg]"
for(var/client/C in admins)
if(C.prefs.toggles & CHAT_PRAYER)
C << msg
usr << "Your prayers have been received by the gods."
feedback_add_details("admin_verb","PR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//log_admin("HELP: [key_name(src)]: [msg]")
/proc/Centcomm_announce(var/text , var/mob/Sender , var/iamessage)
var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
msg = "\blue <b><font color=orange>CENTCOMM[iamessage ? " IA" : ""]:</font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
admins << msg
/proc/Syndicate_announce(var/text , var/mob/Sender)
var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
msg = "\blue <b><font color=crimson>SYNDICATE:</font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;SyndicateReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
admins << msg
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/client/proc/cmd_admin_drop_everything(mob/M as mob in mob_list)
set category = null
set name = "Drop Everything"
if(!holder)
src << "Only administrators may use this command."
return
var/confirm = alert(src, "Make [M] drop everything?", "Message", "Yes", "No")
if(confirm != "Yes")
return
for(var/obj/item/W in M)
M.drop_from_inventory(W)
log_admin("[key_name(usr)] made [key_name(M)] drop everything!")
message_admins("[key_name_admin(usr)] made [key_name_admin(M)] drop everything!", 1)
feedback_add_details("admin_verb","DEVR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_prison(mob/M as mob in mob_list)
set category = "Admin"
set name = "Prison"
if(!holder)
src << "Only administrators may use this command."
return
if (ismob(M))
if(istype(M, /mob/living/silicon/ai))
alert("The AI can't be sent to prison you jerk!", null, null, null, null, null)
return
//strip their stuff before they teleport into a cell :downs:
for(var/obj/item/W in M)
M.drop_from_inventory(W)
//teleport person to cell
M.Paralyse(5)
sleep(5) //so they black out before warping
M.loc = pick(prisonwarp)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/prisoner = M
prisoner.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(prisoner), slot_w_uniform)
prisoner.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(prisoner), slot_shoes)
spawn(50)
M << "\red You have been sent to the prison station!"
log_admin("[key_name(usr)] sent [key_name(M)] to the prison station.")
message_admins("\blue [key_name_admin(usr)] sent [key_name_admin(M)] to the prison station.", 1)
feedback_add_details("admin_verb","PRISON") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_subtle_message(mob/M as mob in mob_list)
set category = "Special Verbs"
set name = "Subtle Message"
if(!ismob(M)) return
if (!holder)
src << "Only administrators may use this command."
return
var/msg = input("Message:", text("Subtle PM to [M.key]")) as text
if (!msg)
return
if(usr)
if (usr.client)
if(usr.client.holder)
M << "\bold You hear a voice in your head... \italic [msg]"
log_admin("SubtlePM: [key_name(usr)] -> [key_name(M)] : [msg]")
message_admins("\blue \bold SubtleMessage: [key_name_admin(usr)] -> [key_name_admin(M)] : [msg]", 1)
feedback_add_details("admin_verb","SMS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_world_narrate() // Allows administrators to fluff events a little easier -- TLE
set category = "Special Verbs"
set name = "Global Narrate"
if (!holder)
src << "Only administrators may use this command."
return
var/msg = input("Message:", text("Enter the text you wish to appear to everyone:")) as text
if (!msg)
return
world << "[msg]"
log_admin("GlobalNarrate: [key_name(usr)] : [msg]")
message_admins("\blue \bold GlobalNarrate: [key_name_admin(usr)] : [msg]<BR>", 1)
feedback_add_details("admin_verb","GLN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_direct_narrate(var/mob/M) // Targetted narrate -- TLE
set category = "Special Verbs"
set name = "Direct Narrate"
if(!holder)
src << "Only administrators may use this command."
return
if(!M)
M = input("Direct narrate to who?", "Active Players") as null|anything in get_mob_with_client_list()
if(!M)
return
var/msg = input("Message:", text("Enter the text you wish to appear to your target:")) as text
if( !msg )
return
M << msg
log_admin("DirectNarrate: [key_name(usr)] to ([M.name]/[M.key]): [msg]")
message_admins("\blue \bold DirectNarrate: [key_name(usr)] to ([M.name]/[M.key]): [msg]<BR>", 1)
feedback_add_details("admin_verb","DIRN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_godmode(mob/M as mob in mob_list)
set category = "Special Verbs"
set name = "Godmode"
if(!holder)
src << "Only administrators may use this command."
return
M.status_flags ^= GODMODE
usr << "\blue Toggled [(M.status_flags & GODMODE) ? "ON" : "OFF"]"
log_admin("[key_name(usr)] has toggled [key_name(M)]'s nodamage to [(M.status_flags & GODMODE) ? "On" : "Off"]")
message_admins("[key_name_admin(usr)] has toggled [key_name_admin(M)]'s nodamage to [(M.status_flags & GODMODE) ? "On" : "Off"]", 1)
feedback_add_details("admin_verb","GOD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
proc/cmd_admin_mute(mob/M as mob, mute_type, automute = 0)
if(automute)
if(!config.automute_on) return
else
if(!usr || !usr.client)
return
if(!usr.client.holder)
usr << "<font color='red'>Error: cmd_admin_mute: You don't have permission to do this.</font>"
return
if(!M.client)
usr << "<font color='red'>Error: cmd_admin_mute: This mob doesn't have a client tied to it.</font>"
if(M.client.holder)
usr << "<font color='red'>Error: cmd_admin_mute: You cannot mute an admin/mod.</font>"
if(!M.client) return
if(M.client.holder) return
var/muteunmute
var/mute_string
switch(mute_type)
if(MUTE_IC) mute_string = "IC (say and emote)"
if(MUTE_OOC) mute_string = "OOC"
if(MUTE_PRAY) mute_string = "pray"
if(MUTE_ADMINHELP) mute_string = "adminhelp, admin PM and ASAY"
if(MUTE_DEADCHAT) mute_string = "deadchat and DSAY"
if(MUTE_ALL) mute_string = "everything"
else return
if(automute)
muteunmute = "auto-muted"
M.client.prefs.muted |= mute_type
log_admin("SPAM AUTOMUTE: [muteunmute] [key_name(M)] from [mute_string]")
message_admins("SPAM AUTOMUTE: [muteunmute] [key_name_admin(M)] from [mute_string].", 1)
M << "You have been [muteunmute] from [mute_string] by the SPAM AUTOMUTE system. Contact an admin."
feedback_add_details("admin_verb","AUTOMUTE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
if(M.client.prefs.muted & mute_type)
muteunmute = "unmuted"
M.client.prefs.muted &= ~mute_type
else
muteunmute = "muted"
M.client.prefs.muted |= mute_type
log_admin("[key_name(usr)] has [muteunmute] [key_name(M)] from [mute_string]")
message_admins("[key_name_admin(usr)] has [muteunmute] [key_name_admin(M)] from [mute_string].", 1)
M << "You have been [muteunmute] from [mute_string]."
feedback_add_details("admin_verb","MUTE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_add_random_ai_law()
set category = "Fun"
set name = "Add Random AI Law"
if(!holder)
src << "Only administrators may use this command."
return
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm != "Yes") return
log_admin("[key_name(src)] has added a random AI law.")
message_admins("[key_name_admin(src)] has added a random AI law.", 1)
var/show_log = alert(src, "Show ion message?", "Message", "Yes", "No")
if(show_log == "Yes")
command_alert("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert")
world << sound('sound/AI/ionstorm.ogg')
IonStorm(0)
feedback_add_details("admin_verb","ION") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//I use this proc for respawn character too. /N
/proc/create_xeno(ckey)
if(!ckey)
var/list/candidates = list()
for(var/mob/M in player_list)
if(M.stat != DEAD) continue //we are not dead!
if(!M.client.prefs.be_special & BE_ALIEN) continue //we don't want to be an alium
if(M.client.is_afk()) continue //we are afk
if(M.mind && M.mind.current && M.mind.current.stat != DEAD) continue //we have a live body we are tied to
candidates += M.ckey
if(candidates.len)
ckey = input("Pick the player you want to respawn as a xeno.", "Suitable Candidates") as null|anything in candidates
else
usr << "<font color='red'>Error: create_xeno(): no suitable candidates.</font>"
if(!istext(ckey)) return 0
var/alien_caste = input(usr, "Please choose which caste to spawn.","Pick a caste",null) as null|anything in list("Queen","Hunter","Sentinel","Drone","Larva")
var/obj/effect/landmark/spawn_here = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)
var/mob/living/carbon/alien/new_xeno
switch(alien_caste)
if("Queen") new_xeno = new /mob/living/carbon/alien/humanoid/queen(spawn_here)
if("Hunter") new_xeno = new /mob/living/carbon/alien/humanoid/hunter(spawn_here)
if("Sentinel") new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(spawn_here)
if("Drone") new_xeno = new /mob/living/carbon/alien/humanoid/drone(spawn_here)
if("Larva") new_xeno = new /mob/living/carbon/alien/larva(spawn_here)
else return 0
new_xeno.ckey = ckey
message_admins("\blue [key_name_admin(usr)] has spawned [ckey] as a filthy xeno [alien_caste].", 1)
return 1
/*
Allow admins to set players to be able to respawn/bypass 30 min wait, without the admin having to edit variables directly
Ccomp's first proc.
*/
/client/proc/get_ghosts(var/notify = 0,var/what = 2)
// what = 1, return ghosts ass list.
// what = 2, return mob list
var/list/mobs = list()
var/list/ghosts = list()
var/list/sortmob = sortAtom(mob_list) // get the mob list.
/var/any=0
for(var/mob/dead/observer/M in sortmob)
mobs.Add(M) //filter it where it's only ghosts
any = 1 //if no ghosts show up, any will just be 0
if(!any)
if(notify)
src << "There doesn't appear to be any ghosts for you to select."
return
for(var/mob/M in mobs)
var/name = M.name
ghosts[name] = M //get the name of the mob for the popup list
if(what==1)
return ghosts
else
return mobs
/client/proc/allow_character_respawn()
set category = "Special Verbs"
set name = "Allow player to respawn"
set desc = "Let's the player bypass the 30 minute wait to respawn or allow them to re-enter their corpse."
if(!holder)
src << "Only administrators may use this command."
var/list/ghosts= get_ghosts(1,1)
var/target = input("Please, select a ghost!", "COME BACK TO LIFE!", null, null) as null|anything in ghosts
if(!target)
src << "Hrm, appears you didn't select a ghost" // Sanity check, if no ghosts in the list we don't want to edit a null variable and cause a runtime error.
return
var/mob/dead/observer/G = ghosts[target]
if(G.has_enabled_antagHUD && config.antag_hud_restricted)
var/response = alert(src, "Are you sure you wish to allow this individual to play?","Ghost has used AntagHUD","Yes","No")
if(response == "No") return
G.timeofdeath=-19999 /* time of death is checked in /mob/verb/abandon_mob() which is the Respawn verb.
timeofdeath is used for bodies on autopsy but since we're messing with a ghost I'm pretty sure
there won't be an autopsy.
*/
G.has_enabled_antagHUD = 2
G.can_reenter_corpse = 1
G:show_message(text("\blue <B>You may now respawn. You should roleplay as if you learned nothing about the round during your time with the dead.</B>"), 1)
log_admin("[key_name(usr)] allowed [key_name(G)] to bypass the 30 minute respawn limit")
message_admins("Admin [key_name_admin(usr)] allowed [key_name_admin(G)] to bypass the 30 minute respawn limit", 1)
/client/proc/toggle_antagHUD_use()
set category = "Server"
set name = "Toggle antagHUD usage"
set desc = "Toggles antagHUD usage for observers"
if(!holder)
src << "Only administrators may use this command."
var/action=""
if(config.antag_hud_allowed)
for(var/mob/dead/observer/g in get_ghosts())
if(!g.client.holder) //Remove the verb from non-admin ghosts
g.verbs -= /mob/dead/observer/verb/toggle_antagHUD
if(g.antagHUD)
g.antagHUD = 0 // Disable it on those that have it enabled
g.has_enabled_antagHUD = 2 // We'll allow them to respawn
g << "\red <B>The Administrator has disabled AntagHUD </B>"
config.antag_hud_allowed = 0
src << "\red <B>AntagHUD usage has been disabled</B>"
action = "disabled"
else
for(var/mob/dead/observer/g in get_ghosts())
if(!g.client.holder) // Add the verb back for all non-admin ghosts
g.verbs += /mob/dead/observer/verb/toggle_antagHUD
g << "\blue <B>The Administrator has enabled AntagHUD </B>" // Notify all observers they can now use AntagHUD
config.antag_hud_allowed = 1
action = "enabled"
src << "\blue <B>AntagHUD usage has been enabled</B>"
log_admin("[key_name(usr)] has [action] antagHUD usage for observers")
message_admins("Admin [key_name_admin(usr)] has [action] antagHUD usage for observers", 1)
/client/proc/toggle_antagHUD_restrictions()
set category = "Server"
set name = "Toggle antagHUD Restrictions"
set desc = "Restricts players that have used antagHUD from being able to join this round."
if(!holder)
src << "Only administrators may use this command."
var/action=""
if(config.antag_hud_restricted)
for(var/mob/dead/observer/g in get_ghosts())
g << "\blue <B>The administrator has lifted restrictions on joining the round if you use AntagHUD</B>"
action = "lifted restrictions"
config.antag_hud_restricted = 0
src << "\blue <B>AntagHUD restrictions have been lifted</B>"
else
for(var/mob/dead/observer/g in get_ghosts())
g << "\red <B>The administrator has placed restrictions on joining the round if you use AntagHUD</B>"
g << "\red <B>Your AntagHUD has been disabled, you may choose to re-enabled it but will be under restrictions </B>"
g.antagHUD = 0
g.has_enabled_antagHUD = 0
action = "placed restrictions"
config.antag_hud_restricted = 1
src << "\red <B>AntagHUD restrictions have been enabled</B>"
log_admin("[key_name(usr)] has [action] on joining the round if they use AntagHUD")
message_admins("Admin [key_name_admin(usr)] has [action] on joining the round if they use AntagHUD", 1)
/*
If a guy was gibbed and you want to revive him, this is a good way to do so.
Works kind of like entering the game with a new character. Character receives a new mind if they didn't have one.
Traitors and the like can also be revived with the previous role mostly intact.
/N */
/client/proc/respawn_character()
set category = "Special Verbs"
set name = "Respawn Character"
set desc = "Respawn a person that has been gibbed/dusted/killed. They must be a ghost for this to work and preferably should not have a body to go back into."
if(!holder)
src << "Only administrators may use this command."
return
var/input = ckey(input(src, "Please specify which key will be respawned.", "Key", ""))
if(!input)
return
var/mob/dead/observer/G_found
for(var/mob/dead/observer/G in player_list)
if(G.ckey == input)
G_found = G
break
if(!G_found)//If a ghost was not found.
usr << "<font color='red'>There is no active key like that in the game or the person is not currently a ghost.</font>"
return
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
//Check if they were an alien
if(G_found.mind.assigned_role=="Alien")
if(alert("This character appears to have been an alien. Would you like to respawn them as such?",,"Yes","No")=="Yes")
var/turf/T
if(xeno_spawn.len) T = pick(xeno_spawn)
else T = pick(latejoin)
var/mob/living/carbon/alien/new_xeno
switch(G_found.mind.special_role)//If they have a mind, we can determine which caste they were.
if("Hunter") new_xeno = new /mob/living/carbon/alien/humanoid/hunter(T)
if("Sentinel") new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(T)
if("Drone") new_xeno = new /mob/living/carbon/alien/humanoid/drone(T)
if("Queen") new_xeno = new /mob/living/carbon/alien/humanoid/queen(T)
else//If we don't know what special role they have, for whatever reason, or they're a larva.
create_xeno(G_found.ckey)
return
//Now to give them their mind back.
G_found.mind.transfer_to(new_xeno) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_xeno.key = G_found.key
new_xeno << "You have been fully respawned. Enjoy the game."
message_admins("\blue [key_name_admin(usr)] has respawned [new_xeno.key] as a filthy xeno.", 1)
return //all done. The ghost is auto-deleted
//check if they were a monkey
else if(findtext(G_found.real_name,"monkey"))
if(alert("This character appears to have been a monkey. Would you like to respawn them as such?",,"Yes","No")=="Yes")
var/mob/living/carbon/monkey/new_monkey = new(pick(latejoin))
G_found.mind.transfer_to(new_monkey) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_monkey.key = G_found.key
new_monkey << "You have been fully respawned. Enjoy the game."
message_admins("\blue [key_name_admin(usr)] has respawned [new_monkey.key] as a filthy xeno.", 1)
return //all done. The ghost is auto-deleted
//Ok, it's not a xeno or a monkey. So, spawn a human.
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character.
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
/*Try and locate a record for the person being respawned through data_core.
This isn't an exact science but it does the trick more often than not.*/
var/id = md5("[G_found.real_name][G_found.mind.assigned_role]")
for(var/datum/data/record/t in data_core.locked)
if(t.fields["id"]==id)
record_found = t//We shall now reference the record.
break
if(record_found)//If they have a record we can determine a few things.
new_character.real_name = record_found.fields["name"]
new_character.gender = record_found.fields["sex"]
new_character.age = record_found.fields["age"]
new_character.b_type = record_found.fields["b_type"]
else
new_character.gender = pick(MALE,FEMALE)
var/datum/preferences/A = new()
A.randomize_appearance_for(new_character)
new_character.real_name = G_found.real_name
if(!new_character.real_name)
if(new_character.gender == MALE)
new_character.real_name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
else
new_character.real_name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
new_character.name = new_character.real_name
if(G_found.mind && !G_found.mind.active)
G_found.mind.transfer_to(new_character) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_character.mind.special_verbs = list()
else
new_character.mind_initialize()
if(!new_character.mind.assigned_role) new_character.mind.assigned_role = "Assistant"//If they somehow got a null assigned role.
//DNA
if(record_found)//Pull up their name from database records if they did have a mind.
new_character.dna = new()//Let's first give them a new DNA.
new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity.
// I HATE BYOND. HATE. HATE. - N3X
var/list/newSE= record_found.fields["enzymes"]
var/list/newUI = record_found.fields["identity"]
new_character.dna.SE = newSE.Copy() //This is the default of enzymes so I think it's safe to go with.
new_character.dna.UpdateSE()
new_character.UpdateAppearance(newUI.Copy())//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile.
new_character.dna.ready_dna(new_character)
new_character.key = G_found.key
/*
The code below functions with the assumption that the mob is already a traitor if they have a special role.
So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role.
If they don't have a mind, they obviously don't have a special role.
*/
//Two variables to properly announce later on.
var/admin = key_name_admin(src)
var/player_key = G_found.key
//Now for special roles and equipment.
switch(new_character.mind.special_role)
if("traitor")
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
ticker.mode.equip_traitor(new_character)
if("Wizard")
new_character.loc = pick(wizardstart)
//ticker.mode.learn_basic_spells(new_character)
ticker.mode.equip_wizard(new_character)
if("Syndicate")
var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninjastart.len == 0)
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
new_character << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
new_character.loc = pick(latejoin)
else if (ninjastart.len == 0)
new_character << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
else//They may also be a cyborg or AI.
switch(new_character.mind.assigned_role)
if("Cyborg")//More rigging to make em' work and check if they're traitor.
new_character = new_character.Robotize()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
if("AI")
new_character = new_character.AIize()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
//Add aliens.
else
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
//Announces the character on all the systems, based on the record.
if(!issilicon(new_character))//If they are not a cyborg/AI.
if(!record_found&&new_character.mind.assigned_role!="MODE")//If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
//Power to the user!
if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,"No","Yes")=="Yes")
data_core.manifest_inject(new_character)
if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
call(/mob/new_player/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
message_admins("\blue [admin] has respawned [player_key] as [new_character.real_name].", 1)
new_character << "You have been fully respawned. Enjoy the game."
feedback_add_details("admin_verb","RSPCH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return new_character
/client/proc/cmd_admin_add_freeform_ai_law()
set category = "Fun"
set name = "Add Custom AI law"
if(!holder)
src << "Only administrators may use this command."
return
var/input = input(usr, "Please enter anything you want the AI to do. Anything. Serious.", "What?", "") as text|null
if(!input)
return
for(var/mob/living/silicon/ai/M in mob_list)
if (M.stat == 2)
usr << "Upload failed. No signal is being detected from the AI."
else if (M.see_in_dark == 0)
usr << "Upload failed. Only a faint signal is being detected from the AI, and it is not responding to our requests. It may be low on power."
else
M.add_ion_law(input)
for(var/mob/living/silicon/ai/O in mob_list)
O << "\red " + input + "\red...LAWS UPDATED"
log_admin("Admin [key_name(usr)] has added a new AI law - [input]")
message_admins("Admin [key_name_admin(usr)] has added a new AI law - [input]", 1)
var/show_log = alert(src, "Show ion message?", "Message", "Yes", "No")
if(show_log == "Yes")
command_alert("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert")
world << sound('sound/AI/ionstorm.ogg')
feedback_add_details("admin_verb","IONC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_rejuvenate(mob/living/M as mob in mob_list)
set category = "Special Verbs"
set name = "Rejuvenate"
if(!holder)
src << "Only administrators may use this command."
return
if(!mob)
return
if(!istype(M))
alert("Cannot revive a ghost")
return
if(config.allow_admin_rev)
M.revive()
log_admin("[key_name(usr)] healed / revived [key_name(M)]")
message_admins("\red Admin [key_name_admin(usr)] healed / revived [key_name_admin(M)]!", 1)
else
alert("Admin revive disabled")
feedback_add_details("admin_verb","REJU") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_create_centcom_report()
set category = "Special Verbs"
set name = "Create Command Report"
if(!holder)
src << "Only administrators may use this command."
return
var/input = input(usr, "Please enter anything you want. Anything. Serious.", "What?", "") as message|null
var/customname = input(usr, "Pick a title for the report.", "Title") as text|null
if(!input)
return
if(!customname)
customname = "NanoTrasen Update"
for (var/obj/machinery/computer/communications/C in machines)
if(! (C.stat & (BROKEN|NOPOWER) ) )
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( C.loc )
P.name = "'[command_name()] Update.'"
P.info = input
P.update_icon()
C.messagetitle.Add("[command_name()] Update")
C.messagetext.Add(P.info)
switch(alert("Should this be announced to the general population?",,"Yes","No"))
if("Yes")
command_alert(input, customname);
if("No")
world << "\red New NanoTrasen Update available at all communication consoles."
world << sound('sound/AI/commandreport.ogg')
log_admin("[key_name(src)] has created a command report: [input]")
message_admins("[key_name_admin(src)] has created a command report", 1)
feedback_add_details("admin_verb","CCR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_delete(atom/O as obj|mob|turf in world)
set category = "Admin"
set name = "Delete"
if (!holder)
src << "Only administrators may use this command."
return
if (alert(src, "Are you sure you want to delete:\n[O]\nat ([O.x], [O.y], [O.z])?", "Confirmation", "Yes", "No") == "Yes")
log_admin("[key_name(usr)] deleted [O] at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] deleted [O] at ([O.x],[O.y],[O.z])", 1)
feedback_add_details("admin_verb","DEL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
del(O)
/client/proc/cmd_admin_list_open_jobs()
set category = "Admin"
set name = "List free slots"
if (!holder)
src << "Only administrators may use this command."
return
if(job_master)
for(var/datum/job/job in job_master.occupations)
src << "[job.title]: [job.total_positions]"
feedback_add_details("admin_verb","LFS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_explosion(atom/O as obj|mob|turf in world)
set category = "Special Verbs"
set name = "Explosion"
if(!check_rights(R_DEBUG|R_FUN)) return
var/devastation = input("Range of total devastation. -1 to none", text("Input")) as num|null
if(devastation == null) return
var/heavy = input("Range of heavy impact. -1 to none", text("Input")) as num|null
if(heavy == null) return
var/light = input("Range of light impact. -1 to none", text("Input")) as num|null
if(light == null) return
var/flash = input("Range of flash. -1 to none", text("Input")) as num|null
if(flash == null) return
if ((devastation != -1) || (heavy != -1) || (light != -1) || (flash != -1))
if ((devastation > 20) || (heavy > 20) || (light > 20))
if (alert(src, "Are you sure you want to do this? It will laaag.", "Confirmation", "Yes", "No") == "No")
return
explosion(O, devastation, heavy, light, flash)
log_admin("[key_name(usr)] created an explosion ([devastation],[heavy],[light],[flash]) at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] created an explosion ([devastation],[heavy],[light],[flash]) at ([O.x],[O.y],[O.z])", 1)
feedback_add_details("admin_verb","EXPL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
else
return
/client/proc/cmd_admin_emp(atom/O as obj|mob|turf in world)
set category = "Special Verbs"
set name = "EM Pulse"
if(!check_rights(R_DEBUG|R_FUN)) return
var/heavy = input("Range of heavy pulse.", text("Input")) as num|null
if(heavy == null) return
var/light = input("Range of light pulse.", text("Input")) as num|null
if(light == null) return
if (heavy || light)
empulse(O, heavy, light)
log_admin("[key_name(usr)] created an EM Pulse ([heavy],[light]) at ([O.x],[O.y],[O.z])")
message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[light]) at ([O.x],[O.y],[O.z])", 1)
feedback_add_details("admin_verb","EMP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
else
return
/client/proc/cmd_admin_gib(mob/M as mob in mob_list)
set category = "Special Verbs"
set name = "Gib"
if(!check_rights(R_ADMIN|R_FUN)) return
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm != "Yes") return
//Due to the delay here its easy for something to have happened to the mob
if(!M) return
log_admin("[key_name(usr)] has gibbed [key_name(M)]")
message_admins("[key_name_admin(usr)] has gibbed [key_name_admin(M)]", 1)
if(istype(M, /mob/dead/observer))
gibs(M.loc, M.viruses)
return
M.gib()
feedback_add_details("admin_verb","GIB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_gib_self()
set name = "Gibself"
set category = "Fun"
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm == "Yes")
if (istype(mob, /mob/dead/observer)) // so they don't spam gibs everywhere
return
else
mob.gib()
log_admin("[key_name(usr)] used gibself.")
message_admins("\blue [key_name_admin(usr)] used gibself.", 1)
feedback_add_details("admin_verb","GIBS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/*
/client/proc/cmd_manual_ban()
set name = "Manual Ban"
set category = "Special Verbs"
if(!authenticated || !holder)
src << "Only administrators may use this command."
return
var/mob/M = null
switch(alert("How would you like to ban someone today?", "Manual Ban", "Key List", "Enter Manually", "Cancel"))
if("Key List")
var/list/keys = list()
for(var/mob/M in world)
keys += M.client
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in keys
if(!selection)
return
M = selection:mob
if ((M.client && M.client.holder && (M.client.holder.level >= holder.level)))
alert("You cannot perform this action. You must be of a higher administrative rank!")
return
switch(alert("Temporary Ban?",,"Yes","No"))
if("Yes")
var/mins = input(usr,"How long (in minutes)?","Ban time",1440) as num
if(!mins)
return
if(mins >= 525600) mins = 525599
var/reason = input(usr,"Reason?","reason","Griefer") as text
if(!reason)
return
if(M)
AddBan(M.ckey, M.computer_id, reason, usr.ckey, 1, mins)
M << "\red<BIG><B>You have been banned by [usr.client.ckey].\nReason: [reason].</B></BIG>"
M << "\red This is a temporary ban, it will be removed in [mins] minutes."
M << "\red To try to resolve this matter head to http://ss13.donglabs.com/forum/"
log_admin("[usr.client.ckey] has banned [M.ckey].\nReason: [reason]\nThis will be removed in [mins] minutes.")
message_admins("\blue[usr.client.ckey] has banned [M.ckey].\nReason: [reason]\nThis will be removed in [mins] minutes.")
world.Export("http://216.38.134.132/adminlog.php?type=ban&key=[usr.client.key]&key2=[M.key]&msg=[html_decode(reason)]&time=[mins]&server=[replacetext(config.server_name, "#", "")]")
del(M.client)
del(M)
else
if("No")
var/reason = input(usr,"Reason?","reason","Griefer") as text
if(!reason)
return
AddBan(M.ckey, M.computer_id, reason, usr.ckey, 0, 0)
M << "\red<BIG><B>You have been banned by [usr.client.ckey].\nReason: [reason].</B></BIG>"
M << "\red This is a permanent ban."
M << "\red To try to resolve this matter head to http://ss13.donglabs.com/forum/"
log_admin("[usr.client.ckey] has banned [M.ckey].\nReason: [reason]\nThis is a permanent ban.")
message_admins("\blue[usr.client.ckey] has banned [M.ckey].\nReason: [reason]\nThis is a permanent ban.")
world.Export("http://216.38.134.132/adminlog.php?type=ban&key=[usr.client.key]&key2=[M.key]&msg=[html_decode(reason)]&time=perma&server=[replacetext(config.server_name, "#", "")]")
del(M.client)
del(M)
*/
/client/proc/update_world()
// If I see anyone granting powers to specific keys like the code that was here,
// I will both remove their SVN access and permanently ban them from my servers.
return
/client/proc/cmd_admin_check_contents(mob/living/M as mob in mob_list)
set category = "Special Verbs"
set name = "Check Contents"
var/list/L = M.get_contents()
for(var/t in L)
usr << "[t]"
feedback_add_details("admin_verb","CC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/* This proc is DEFERRED. Does not do anything.
/client/proc/cmd_admin_remove_plasma()
set category = "Debug"
set name = "Stabilize Atmos."
if(!holder)
src << "Only administrators may use this command."
return
feedback_add_details("admin_verb","STATM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
// DEFERRED
spawn(0)
for(var/turf/T in view())
T.poison = 0
T.oldpoison = 0
T.tmppoison = 0
T.oxygen = 755985
T.oldoxy = 755985
T.tmpoxy = 755985
T.co2 = 14.8176
T.oldco2 = 14.8176
T.tmpco2 = 14.8176
T.n2 = 2.844e+006
T.on2 = 2.844e+006
T.tn2 = 2.844e+006
T.tsl_gas = 0
T.osl_gas = 0
T.sl_gas = 0
T.temp = 293.15
T.otemp = 293.15
T.ttemp = 293.15
*/
/client/proc/toggle_view_range()
set category = "Special Verbs"
set name = "Change View Range"
set desc = "switches between 1x and custom views"
if(view == world.view)
view = input("Select view range:", "FUCK YE", 7) in list(1,2,3,4,5,6,7,8,9,10,11,12,13,14,128)
else
view = world.view
log_admin("[key_name(usr)] changed their view range to [view].")
//message_admins("\blue [key_name_admin(usr)] changed their view range to [view].", 1) //why? removed by order of XSI
feedback_add_details("admin_verb","CVRA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_call_shuttle()
set category = "Admin"
set name = "Call Shuttle"
if ((!( ticker ) || emergency_shuttle.location))
return
if(!check_rights(R_ADMIN)) return
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm != "Yes") return
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || ticker.mode.name == "confliction")
var/choice = input("The shuttle will just return if you call it. Call anyway?") in list("Confirm", "Cancel")
if(choice == "Confirm")
emergency_shuttle.fake_recall = rand(300,500)
else
return
emergency_shuttle.incall()
captain_announce("The emergency shuttle has been called. It will arrive in [round(emergency_shuttle.timeleft()/60)] minutes.")
world << sound('sound/AI/shuttlecalled.ogg')
feedback_add_details("admin_verb","CSHUT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] admin-called the emergency shuttle.")
message_admins("\blue [key_name_admin(usr)] admin-called the emergency shuttle.", 1)
return
/client/proc/admin_cancel_shuttle()
set category = "Admin"
set name = "Cancel Shuttle"
if(!check_rights(R_ADMIN)) return
if(alert(src, "You sure?", "Confirm", "Yes", "No") != "Yes") return
if(!ticker || emergency_shuttle.location || emergency_shuttle.direction == 0)
return
emergency_shuttle.recall()
feedback_add_details("admin_verb","CCSHUT") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] admin-recalled the emergency shuttle.")
message_admins("\blue [key_name_admin(usr)] admin-recalled the emergency shuttle.", 1)
return
/client/proc/admin_deny_shuttle()
set category = "Admin"
set name = "Toggle Deny Shuttle"
if (!ticker)
return
if(!check_rights(R_ADMIN)) return
emergency_shuttle.deny_shuttle = !emergency_shuttle.deny_shuttle
log_admin("[key_name(src)] has [emergency_shuttle.deny_shuttle ? "denied" : "allowed"] the shuttle to be called.")
message_admins("[key_name_admin(usr)] has [emergency_shuttle.deny_shuttle ? "denied" : "allowed"] the shuttle to be called.")
/client/proc/cmd_admin_attack_log(mob/M as mob in mob_list)
set category = "Special Verbs"
set name = "Attack Log"
usr << text("\red <b>Attack Log for []</b>", mob)
for(var/t in M.attack_log)
usr << t
feedback_add_details("admin_verb","ATTL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/everyone_random()
set category = "Fun"
set name = "Make Everyone Random"
set desc = "Make everyone have a random appearance. You can only use this before rounds!"
if(!check_rights(R_FUN)) return
if (ticker && ticker.mode)
usr << "Nope you can't do this, the game's already started. This only works before rounds!"
return
if(ticker.random_players)
ticker.random_players = 0
message_admins("Admin [key_name_admin(usr)] has disabled \"Everyone is Special\" mode.", 1)
usr << "Disabled."
return
var/notifyplayers = alert(src, "Do you want to notify the players?", "Options", "Yes", "No", "Cancel")
if(notifyplayers == "Cancel")
return
log_admin("Admin [key_name(src)] has forced the players to have random appearances.")
message_admins("Admin [key_name_admin(usr)] has forced the players to have random appearances.", 1)
if(notifyplayers == "Yes")
world << "\blue <b>Admin [usr.key] has forced the players to have completely random identities!"
usr << "<i>Remember: you can always disable the randomness by using the verb again, assuming the round hasn't started yet</i>."
ticker.random_players = 1
feedback_add_details("admin_verb","MER") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_random_events()
set category = "Server"
set name = "Toggle random events on/off"
set desc = "Toggles random events such as meteors, black holes, blob (but not space dust) on/off"
if(!check_rights(R_SERVER)) return
if(!config.allow_random_events)
config.allow_random_events = 1
usr << "Random events enabled"
message_admins("Admin [key_name_admin(usr)] has enabled random events.", 1)
else
config.allow_random_events = 0
usr << "Random events disabled"
message_admins("Admin [key_name_admin(usr)] has disabled random events.", 1)
feedback_add_details("admin_verb","TRE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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//STRIKE TEAMS
var/const/commandos_possible = 6 //if more Commandos are needed in the future
var/global/sent_strike_team = 0
/client/proc/strike_team()
if(!ticker)
usr << "<font color='red'>The game hasn't started yet!</font>"
return
if(world.time < 6000)
usr << "<font color='red'>There are [(6000-world.time)/10] seconds remaining before it may be called.</font>"
return
if(sent_strike_team == 1)
usr << "<font color='red'>CentCom is already sending a team.</font>"
return
if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")!="Yes")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
var/input = null
while(!input)
input = copytext(sanitize(input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
if(!input)
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
return
if(sent_strike_team)
usr << "Looks like someone beat you to it."
return
sent_strike_team = 1
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
emergency_shuttle.recall()
var/commando_number = commandos_possible //for selecting a leader
var/leader_selected = 0 //when the leader is chosen. The last person spawned.
//Code for spawning a nuke auth code.
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in world)
temp_code = text2num(N.r_code)
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
nuke_code = N.r_code
break
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world.
var/list/commandos = list() //actual commando ghosts as picked by the user.
for(var/mob/dead/observer/G in player_list)
if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list.
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected.
var/candidate = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates //It will auto-pick a person when there is only one candidate.
candidates -= candidate //Subtract from candidates.
commandos += candidate//Add their ghost to commandos.
//Spawns commandos and equips them.
for(var/obj/effect/landmark/L in landmarks_list)
if(commando_number<=0) break
if (L.name == "Commando")
leader_selected = commando_number == 1?1:0
var/mob/living/carbon/human/new_commando = create_death_commando(L, leader_selected)
if(commandos.len)
new_commando.key = pick(commandos)
commandos -= new_commando.key
new_commando.internal = new_commando.s_store
new_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
if(nuke_code)
new_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
new_commando.mind.store_memory("<B>Mission:</B> \red [input].")
new_commando << "\blue You are a Special Ops. [!leader_selected?"commando":"<B>LEADER</B>"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>"
commando_number--
//Spawns the rest of the commando gear.
for (var/obj/effect/landmark/L in landmarks_list)
if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
var/obj/item/weapon/paper/P = new(L.loc)
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
P.name = "Spec. Ops. Manual"
for (var/obj/effect/landmark/L in landmarks_list)
if (L.name == "Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)
message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1)
log_admin("[key_name(usr)] used Spawn Death Squad.")
return 1
/client/proc/create_death_commando(obj/spawn_location, leader_selected = 0)
var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/commando_name = pick(last_names)
new_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_commando)
new_commando.real_name = "[!leader_selected ? commando_rank : commando_leader_rank] [commando_name]"
new_commando.age = !leader_selected ? rand(23,35) : rand(35,45)
new_commando.dna.ready_dna(new_commando)//Creates DNA.
//Creates mind stuff.
new_commando.mind_initialize()
new_commando.mind.assigned_role = "MODE"
new_commando.mind.special_role = "Death Commando"
ticker.mode.traitors |= new_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
new_commando.equip_death_commando(leader_selected)
return new_commando
/mob/living/carbon/human/proc/equip_death_commando(leader_selected = 0)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(1341)
equip_to_slot_or_del(R, slot_l_ear)
if (leader_selected == 0)
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)//Here you go Deuryn
L.imp_in = src
L.implanted = 1
var/obj/item/weapon/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()//They get full station access.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"
W.registered_name = real_name
equip_to_slot_or_del(W, slot_wear_id)
return 1
@@ -0,0 +1,178 @@
//STRIKE TEAMS
var/const/syndicate_commandos_possible = 6 //if more Commandos are needed in the future
var/global/sent_syndicate_strike_team = 0
/client/proc/syndicate_strike_team()
set category = "Fun"
set name = "Spawn Syndicate Strike Team"
set desc = "Spawns a squad of commandos in the Syndicate Mothership if you want to run an admin event."
if(!src.holder)
src << "Only administrators may use this command."
return
if(!ticker)
alert("The game hasn't started yet!")
return
// if(world.time < 6000)
// alert("Not so fast, buddy. Wait a few minutes until the game gets going. There are [(6000-world.time)/10] seconds remaining.")
// return
if(sent_syndicate_strike_team == 1)
alert("The Syndicate are already sending a team, Mr. Dumbass.")
return
if(alert("Do you want to send in the Syndicate Strike Team? Once enabled, this is irreversible.",,"Yes","No")=="No")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned syndicates have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
var/input = null
while(!input)
input = copytext(sanitize(input(src, "Please specify which mission the syndicate strike team shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
if(!input)
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
return
if(sent_syndicate_strike_team)
src << "Looks like someone beat you to it."
return
sent_syndicate_strike_team = 1
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
emergency_shuttle.recall()
var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
//Code for spawning a nuke auth code.
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in world)
temp_code = text2num(N.r_code)
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
nuke_code = N.r_code
break
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world.
var/list/commandos = list() //actual commando ghosts as picked by the user.
for(var/mob/dead/observer/G in player_list)
if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list.
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected.
var/candidate = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates //It will auto-pick a person when there is only one candidate.
candidates -= candidate //Subtract from candidates.
commandos += candidate//Add their ghost to commandos.
//Spawns commandos and equips them.
for(var/obj/effect/landmark/L in landmarks_list)
if(syndicate_commando_number<=0) break
if (L.name == "Syndicate-Commando")
syndicate_leader_selected = syndicate_commando_number == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
if(commandos.len)
new_syndicate_commando.key = pick(commandos)
commandos -= new_syndicate_commando.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
if(nuke_code)
new_syndicate_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
new_syndicate_commando.mind.store_memory("<B>Mission:</B> \red [input].")
new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B>[input]</B>"
syndicate_commando_number--
//Spawns the rest of the commando gear.
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
// P.name = "Spec. Ops. Manual"
for (var/obj/effect/landmark/L in landmarks_list)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)
message_admins("\blue [key_name_admin(usr)] has spawned a Syndicate strike squad.", 1)
log_admin("[key_name(usr)] used Spawn Syndicate Squad.")
feedback_add_details("admin_verb","SDTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/syndicate_commando_name = pick(last_names)
new_syndicate_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_syndicate_commando)
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
//Creates mind stuff.
new_syndicate_commando.mind_initialize()
new_syndicate_commando.mind.assigned_role = "MODE"
new_syndicate_commando.mind.special_role = "Syndicate Commando"
ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
del(spawn_location)
return new_syndicate_commando
/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
if (!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
else
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
if (!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head)
else
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_magazine/c45(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude
var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI
W.name = "[real_name]'s ID Card"
W.icon_state = "id"
W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
W.assignment = "Syndicate Commando"
W.registered_name = real_name
equip_to_slot_or_del(W, slot_wear_id)
return 1
+24
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//Merged Doohl's and the existing ticklag as they both had good elements about them ~Carn
/client/proc/ticklag()
set category = "Debug"
set name = "Set Ticklag"
set desc = "Sets a new tick lag. Recommend you don't mess with this too much! Stable, time-tested ticklag value is 0.9"
if(!check_rights(R_DEBUG)) return
var/newtick = input("Sets a new tick lag. Please don't mess with this too much! The stable, time-tested ticklag value is 0.9","Lag of Tick", world.tick_lag) as num|null
//I've used ticks of 2 before to help with serious singulo lags
if(newtick && newtick <= 2 && newtick > 0)
log_admin("[key_name(src)] has modified world.tick_lag to [newtick]", 0)
message_admins("[key_name(src)] has modified world.tick_lag to [newtick]", 0)
world.tick_lag = newtick
feedback_add_details("admin_verb","TICKLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
switch(alert("Enable Tick Compensation?","Tick Comp is currently: [config.Tickcomp]","Yes","No"))
if("Yes") config.Tickcomp = 1
else config.Tickcomp = 0
else
src << "\red Error: ticklag(): Invalid world.ticklag value. No changes made."
+22
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/client/proc/triple_ai()
set category = "Fun"
set name = "Create AI Triumvirate"
if(ticker.current_state > GAME_STATE_PREGAME)
usr << "This option is currently only usable during pregame. This may change at a later date."
return
if(job_master && ticker)
var/datum/job/job = job_master.GetJob("AI")
if(!job)
usr << "Unable to locate the AI job"
return
if(ticker.triai)
ticker.triai = 0
usr << "Only one AI will be spawned at round start."
message_admins("\blue [key_name_admin(usr)] has toggled off triple AIs at round start.", 1)
else
ticker.triai = 1
usr << "There will be an AI Triumvirate at round start."
message_admins("\blue [key_name_admin(usr)] has toggled on triple AIs at round start.", 1)
return
+87
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var/global/vox_tick = 1
/mob/living/carbon/human/proc/equip_vox_raider()
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(src), slot_shoes) // REPLACE THESE WITH CODED VOX ALTERNATIVES.
equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow/vox(src), slot_gloves) // AS ABOVE.
switch(vox_tick)
if(1) // Vox raider!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/device/chameleon(src), slot_l_store)
var/obj/item/weapon/crossbow/W = new(src)
W.cell = new /obj/item/weapon/cell/crap(W)
W.cell.charge = 500
equip_to_slot_or_del(W, slot_r_hand)
var/obj/item/stack/rods/A = new(src)
A.amount = 20
equip_to_slot_or_del(A, slot_l_hand)
if(2) // Vox engineer!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/pressure(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/pressure(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/storage/box/emps(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
if(3) // Vox saboteur!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/stealth(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/stealth(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/raider(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
if(4) // Vox medic!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/medic(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/medic(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/circular_saw(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/medical, slot_r_hand)
equip_to_slot_or_del(new /obj/item/clothing/mask/breath/vox(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_back)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_r_store)
var/obj/item/weapon/card/id/syndicate/C = new(src)
C.name = "[real_name]'s Legitimate Human ID Card"
C.icon_state = "id"
C.access = list(access_syndicate)
C.assignment = "Trader"
C.registered_name = real_name
C.registered_user = src
var/obj/item/weapon/storage/wallet/W = new(src)
W.handle_item_insertion(C)
spawn_money(rand(50,150)*10,W)
equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/weapon/implant/cortical/I = new(src)
I.imp_in = src
I.implanted = 1
var/datum/organ/external/affected = src.get_organ("head")
affected.implants += I
I.part = affected
if(ticker.mode && ( istype( ticker.mode,/datum/game_mode/heist ) ) )
var/datum/game_mode/heist/M = ticker.mode
M.cortical_stacks += I
M.raiders[mind] = I
vox_tick++
if (vox_tick > 4) vox_tick = 1
return 1
+179
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/obj/item/device/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
m_amt = 100
g_amt = 0
w_amt = 0
throwforce = 2
throw_speed = 3
throw_range = 10
origin_tech = "magnets=1"
var/secured = 1
var/list/attached_overlays = null
var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam
var/wires = WIRE_RECEIVE | WIRE_PULSE
var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
var/const/WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly
var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
proc/activate() //What the device does when turned on
return
proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
return
proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
return
proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
return
proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
return
proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
return
proc/holder_movement() //Called when the holder is moved
return
interact(mob/user as mob) //Called when attack_self is called
return
process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
process_cooldown()
return 1
pulsed(var/radio = 0)
if(holder && (wires & WIRE_RECEIVE))
activate()
if(radio && (wires & WIRE_RADIO_RECEIVE))
activate()
return 1
pulse(var/radio = 0)
if(holder && (wires & WIRE_PULSE))
holder.process_activation(src, 1, 0)
if(holder && (wires & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
// if(radio && (wires & WIRE_RADIO_PULSE))
//Not sure what goes here quite yet send signal?
return 1
activate()
if(!secured || (cooldown > 0)) return 0
cooldown = 2
spawn(10)
process_cooldown()
return 1
toggle_secure()
secured = !secured
update_icon()
return secured
attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder.attach(A,src,user))
user << "\blue You attach \the [A] to \the [src]!"
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isassembly(W))
var/obj/item/device/assembly/A = W
if((!A.secured) && (!secured))
attach_assembly(A,user)
return
if(isscrewdriver(W))
if(toggle_secure())
user << "\blue \The [src] is ready!"
else
user << "\blue \The [src] can now be attached!"
return
..()
return
process()
processing_objects.Remove(src)
return
examine()
set src in view()
..()
if((in_range(src, usr) || loc == usr))
if(secured)
usr << "\The [src] is ready!"
else
usr << "\The [src] can be attached!"
return
attack_self(mob/user as mob)
if(!user) return 0
user.set_machine(src)
interact(user)
return 1
interact(mob/user as mob)
return //HTML MENU FOR WIRES GOES HERE
/*
var/small_icon_state = null//If this obj will go inside the assembly use this for icons
var/list/small_icon_state_overlays = null//Same here
var/obj/holder = null
var/cooldown = 0//To prevent spam
proc
Activate()//Called when this assembly is pulsed by another one
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here
Activate()
if(cooldown > 0)
return 0
cooldown = 2
spawn(10)
Process_cooldown()
//Rest of code here
return 0
Process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
Process_cooldown()
return 1
Attach_Holder(var/obj/H, var/mob/user)
if(!H) return 0
if(!H.IsAssemblyHolder()) return 0
//Remember to have it set its loc somewhere in here
*/
+155
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/obj/item/device/onetankbomb
name = "bomb"
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = 3.0
throw_speed = 2
throw_range = 4
flags = FPRINT | TABLEPASS| CONDUCT //Copied this from old code, so this may or may not be necessary
var/status = 0 //0 - not readied //1 - bomb finished with welder
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
/obj/item/device/onetankbomb/examine()
..()
bombtank.examine()
/obj/item/device/onetankbomb/update_icon()
if(bombtank)
icon_state = bombtank.icon_state
if(bombassembly)
overlays += bombassembly.icon_state
overlays += bombassembly.overlays
overlays += "bomb_assembly"
/obj/item/device/onetankbomb/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/analyzer))
bombtank.attackby(W, user)
return
if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
user << "<span class='notice'>You disassemble [src].</span>"
bombassembly.loc = user.loc
bombassembly.master = null
bombassembly = null
bombtank.loc = user.loc
bombtank.master = null
bombtank = null
del(src)
return
if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
if(!status)
status = 1
bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
else
status = 0
bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
user << "<span class='notice'>The hole has been closed.</span>"
add_fingerprint(user)
..()
/obj/item/device/onetankbomb/attack_self(mob/user as mob) //pressing the bomb accesses its assembly
bombassembly.attack_self(user, 1)
add_fingerprint(user)
return
/obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
sleep(10)
if(!src)
return
if(status)
bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
else
bombtank.release()
/obj/item/device/onetankbomb/HasProximity(atom/movable/AM as mob|obj)
if(bombassembly)
bombassembly.HasProximity(AM)
// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
/obj/item/weapon/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb
var/obj/item/device/assembly_holder/S = W
var/mob/M = user
if(!S.secured) //Check if the assembly is secured
return
if(isigniter(S.a_left) == isigniter(S.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
return
var/obj/item/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc)
M.drop_item() //Remove the assembly from your hands
M.remove_from_mob(src) //Remove the tank from your character,in case you were holding it
M.put_in_hands(R) //Equips the bomb if possible, or puts it on the floor.
R.bombassembly = S //Tell the bomb about its assembly part
S.master = R //Tell the assembly about its new owner
S.loc = R //Move the assembly out of the fucking way
R.bombtank = src //Same for tank
master = R
loc = R
R.update_icon()
return
/obj/item/weapon/tank/proc/ignite() //This happens when a bomb is told to explode
var/fuel_moles = air_contents.toxins + air_contents.oxygen/6
var/strength = 1
var/turf/ground_zero = get_turf(loc)
loc = null
if(air_contents.temperature > (T0C + 400))
strength = (fuel_moles/15)
if(strength >=1)
explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1))
else if(strength >=0.5)
explosion(ground_zero, 0, 1, 2, 4)
else if(strength >=0.2)
explosion(ground_zero, -1, 0, 1, 2)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else if(air_contents.temperature > (T0C + 250))
strength = (fuel_moles/20)
if(strength >=1)
explosion(ground_zero, 0, round(strength,1), round(strength*2,1), round(strength*3,1))
else if (strength >=0.5)
explosion(ground_zero, -1, 0, 1, 2)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else if(air_contents.temperature > (T0C + 100))
strength = (fuel_moles/25)
if (strength >=1)
explosion(ground_zero, -1, 0, round(strength,1), round(strength*3,1))
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
if(master)
del(master)
del(src)
/obj/item/weapon/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
var/turf/simulated/T = get_turf(src)
if(!T)
return
T.assume_air(removed)
+44
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/proc/isassembly(O)
if(istype(O, /obj/item/device/assembly))
return 1
return 0
/proc/isigniter(O)
if(istype(O, /obj/item/device/assembly/igniter))
return 1
return 0
/proc/isinfared(O)
if(istype(O, /obj/item/device/assembly/infra))
return 1
return 0
/proc/isprox(O)
if(istype(O, /obj/item/device/assembly/prox_sensor))
return 1
return 0
/proc/issignaler(O)
if(istype(O, /obj/item/device/assembly/signaler))
return 1
return 0
/proc/istimer(O)
if(istype(O, /obj/item/device/assembly/timer))
return 1
return 0
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return 0
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return 0
+274
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/obj/item/device/assembly_holder
name = "Assembly"
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = FPRINT | TABLEPASS| CONDUCT
throwforce = 5
w_class = 2.0
throw_speed = 3
throw_range = 10
var/secured = 0
var/obj/item/device/assembly/a_left = null
var/obj/item/device/assembly/a_right = null
var/obj/special_assembly = null
proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
return
proc/attach_special(var/obj/O, var/mob/user)
return
proc/process_activation(var/obj/item/device/D)
return
proc/detached()
return
IsAssemblyHolder()
return 1
attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
if((!D)||(!D2)) return 0
if((!isassembly(D))||(!isassembly(D2))) return 0
if((D:secured)||(D2:secured)) return 0
if(user)
user.remove_from_mob(D)
user.remove_from_mob(D2)
D:holder = src
D2:holder = src
D.loc = src
D2.loc = src
a_left = D
a_right = D2
name = "[D.name]-[D2.name] assembly"
update_icon()
usr.put_in_hands(src)
return 1
attach_special(var/obj/O, var/mob/user)
if(!O) return
if(!O.IsSpecialAssembly()) return 0
/* if(O:Attach_Holder())
special_assembly = O
update_icon()
src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
*/
return
update_icon()
overlays.Cut()
if(a_left)
overlays += "[a_left.icon_state]_left"
for(var/O in a_left.attached_overlays)
overlays += "[O]_l"
if(a_right)
src.overlays += "[a_right.icon_state]_right"
for(var/O in a_right.attached_overlays)
overlays += "[O]_r"
if(master)
master.update_icon()
/* if(special_assembly)
special_assembly.update_icon()
if(special_assembly:small_icon_state)
src.overlays += special_assembly:small_icon_state
for(var/O in special_assembly:small_icon_state_overlays)
src.overlays += O
*/
examine()
set src in view()
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr << "\The [src] is ready!"
else
usr << "\The [src] can be attached!"
return
HasProximity(atom/movable/AM as mob|obj)
if(a_left)
a_left.HasProximity(AM)
if(a_right)
a_right.HasProximity(AM)
if(special_assembly)
special_assembly.HasProximity(AM)
HasEntered(atom/movable/AM as mob|obj)
if(a_left)
a_left.HasEntered(AM)
if(a_right)
a_right.HasEntered(AM)
if(special_assembly)
special_assembly.HasEntered(AM)
on_found(mob/finder as mob)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
if(special_assembly)
if(istype(special_assembly, /obj/item))
var/obj/item/S = special_assembly
S.on_found(finder)
Move()
..()
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
// if(special_assembly)
// special_assembly:holder_movement()
return
attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
// if(special_assembly)
// special_assembly:Holder_Movement()
..()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
if(!a_left || !a_right)
user << "\red BUG:Assembly part missing, please report this!"
return
a_left.toggle_secure()
a_right.toggle_secure()
secured = !secured
if(secured)
user << "\blue \The [src] is ready!"
else
user << "\blue \The [src] can now be taken apart!"
update_icon()
return
else if(W.IsSpecialAssembly())
attach_special(W, user)
else
..()
return
attack_self(mob/user as mob)
src.add_fingerprint(user)
if(src.secured)
if(!a_left || !a_right)
user << "\red Assembly part missing!"
return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
if("Left") a_left.attack_self(user)
if("Right") a_right.attack_self(user)
return
else
if(!istype(a_left,/obj/item/device/assembly/igniter))
a_left.attack_self(user)
if(!istype(a_right,/obj/item/device/assembly/igniter))
a_right.attack_self(user)
else
var/turf/T = get_turf(src)
if(!T) return 0
if(a_left)
a_left:holder = null
a_left.loc = T
if(a_right)
a_right:holder = null
a_right.loc = T
spawn(0)
del(src)
return
process_activation(var/obj/D, var/normal = 1, var/special = 1)
if(!D) return 0
if(!secured)
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(0)
if(a_left != D)
a_left.pulsed(0)
if(master)
master.receive_signal()
// if(special && special_assembly)
// if(!special_assembly == D)
// special_assembly.dothings()
return 1
/obj/item/device/assembly_holder/timer_igniter
name = "timer-igniter assembly"
New()
..()
var/obj/item/device/assembly/igniter/ign = new(src)
ign.secured = 1
ign.holder = src
var/obj/item/device/assembly/timer/tmr = new(src)
tmr.time=5
tmr.secured = 1
tmr.holder = src
processing_objects.Add(tmr)
a_left = tmr
a_right = ign
secured = 1
update_icon()
name = initial(name) + " ([tmr.time] secs)"
loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
detached()
loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
..()
verb/configure()
set name = "Set Timer"
set category = "Object"
set src in usr
if ( !(usr.stat || usr.restrained()) )
var/obj/item/device/assembly_holder/holder
if(istype(src,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/gren = src
holder=gren.detonator
var/obj/item/device/assembly/timer/tmr = holder.a_left
if(!istype(tmr,/obj/item/device/assembly/timer))
tmr = holder.a_right
if(!istype(tmr,/obj/item/device/assembly/timer))
usr << "<span class='notice'>This detonator has no timer.</span>"
return
if(tmr.timing)
usr << "<span class='notice'>Clock is ticking already.</span>"
else
var/ntime = input("Enter desired time in seconds", "Time", "5") as num
if (ntime>0 && ntime<1000)
tmr.time = ntime
name = initial(name) + "([tmr.time] secs)"
usr << "<span class='notice'>Timer set to [tmr.time] seconds.</span>"
else
usr << "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>"
else
usr << "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>"
+39
View File
@@ -0,0 +1,39 @@
/obj/item/device/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
m_amt = 500
g_amt = 50
w_amt = 10
origin_tech = "magnets=1"
secured = 1
wires = WIRE_RECEIVE
activate()
if(!..()) return 0//Cooldown check
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.prime()
else
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(1000,1000)
if (istype(src.loc,/obj/item/device/assembly_holder))
if (istype(src.loc.loc, /obj/structure/reagent_dispensers/fueltank/))
var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc
if (tank && tank.modded)
tank.explode()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
return 1
attack_self(mob/user as mob)
activate()
add_fingerprint(user)
return
+267
View File
@@ -0,0 +1,267 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
m_amt = 1000
g_amt = 500
w_amt = 100
origin_tech = "magnets=2"
wires = WIRE_PULSE
secured = 0
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
proc
trigger_beam()
activate()
if(!..()) return 0//Cooldown check
on = !on
update_icon()
return 1
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
on = 0
if(first) del(first)
processing_objects.Remove(src)
update_icon()
return secured
update_icon()
overlays.Cut()
attached_overlays = list()
if(on)
overlays += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
return
process()//Old code
if(!on)
if(first)
del(first)
return
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
I.master = src
I.density = 1
I.dir = dir
step(I, I.dir)
if(I)
I.density = 0
first = I
I.vis_spread(visible)
spawn(0)
if(I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
I.process()
return
return
attack_hand()
del(first)
..()
return
Move()
var/t = dir
..()
dir = t
del(first)
return
holder_movement()
if(!holder) return 0
// dir = holder.dir
del(first)
return 1
trigger_beam()
if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
spawn(0)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
return
verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
dir = turn(dir, 90)
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
flags = TABLEPASS
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
visible = v
spawn(0)
if(next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = 101
else
invisibility = 0
else
invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if(!(next))
//world << "no next"
I.density = 0
//world << "spreading"
I.vis_spread(visible)
next = I
spawn(0)
//world << "limit = [limit] "
if((I && limit > 0))
I.limit = limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
del(I)
else
//world << "step failed, deleting \ref[next]"
del(next)
spawn(10)
process()
return
return
/obj/effect/beam/i_beam/Bump()
del(src)
return
/obj/effect/beam/i_beam/Bumped()
hit()
return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
spawn(0)
hit()
return
return
/obj/effect/beam/i_beam/Del()
del(next)
..()
return
+128
View File
@@ -0,0 +1,128 @@
/obj/item/device/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
m_amt = 100
w_amt = 10
origin_tech = "combat=1"
var/armed = 0
examine()
..()
if(armed)
usr << "It looks like it's armed."
update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
proc/triggered(mob/target as mob, var/type = "feet")
if(!armed)
return
var/datum/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_organ(pick("l_leg", "r_leg"))
H.Weaken(3)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_organ(type)
H.Stun(3)
if(affecting)
if(affecting.take_damage(1, 0))
H.UpdateDamageIcon()
H.updatehealth()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("\red <b>SPLAT!</b>")
M.splat()
playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
layer = MOB_LAYER - 0.2
armed = 0
update_icon()
pulse(0)
attack_self(mob/living/user as mob)
if(!armed)
user << "<span class='notice'>You arm [src].</span>"
else
if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
user << "<span class='notice'>You disarm [src].</span>"
armed = !armed
update_icon()
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
attack_hand(mob/living/user as mob)
if(armed)
if(((user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
..()
HasEntered(AM as mob|obj)
if(armed)
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
if(ismouse(AM))
triggered(AM)
..()
on_found(mob/finder as mob)
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, finder.hand ? "l_hand" : "r_hand")
return 1 //end the search!
return 0
hitby(A as mob|obj)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [A].</span>")
triggered(null)
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
/obj/item/device/assembly/mousetrap/verb/hide_under()
set src in oview(1)
set name = "Hide"
set category = "Object"
if(usr.stat)
return
layer = TURF_LAYER+0.2
usr << "<span class='notice'>You hide [src].</span>"
+165
View File
@@ -0,0 +1,165 @@
/obj/item/device/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
m_amt = 800
g_amt = 200
w_amt = 50
origin_tech = "magnets=1"
wires = WIRE_PULSE
secured = 0
var/scanning = 0
var/timing = 0
var/time = 10
var/range = 2
proc
toggle_scan()
sense()
activate()
if(!..()) return 0//Cooldown check
timing = !timing
update_icon()
return 0
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
scanning = 0
timing = 0
processing_objects.Remove(src)
update_icon()
return secured
HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam)) return
if (AM.move_speed < 12) sense()
return
sense()
var/turf/mainloc = get_turf(src)
// if(scanning && cooldown <= 0)
// mainloc.visible_message("\icon[src] *boop* *boop*", "*boop* *boop*")
if((!holder && !secured)||(!scanning)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
mainloc.visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
process()
if(scanning)
var/turf/mainloc = get_turf(src)
for(var/mob/living/A in range(range,mainloc))
if (A.move_speed < 12)
sense()
if(timing && (time >= 0))
time--
if(timing && time <= 0)
timing = 0
toggle_scan()
time = 10
return
dropped()
spawn(0)
sense()
return
return
toggle_scan()
if(!secured) return 0
scanning = !scanning
update_icon()
return
update_icon()
overlays.Cut()
attached_overlays = list()
if(timing)
overlays += "prox_timing"
attached_overlays += "prox_timing"
if(scanning)
overlays += "prox_scanning"
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.primed(scanning)
return
Move()
..()
sense()
return
interact(mob/user as mob)//TODO: Change this to the wires thingy
if(!secured)
user.show_message("\red The [name] is unsecured!")
return 0
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Arming</A>", src) : text("<A href='?src=\ref[];time=1'>Not Arming</A>", src)), minute, second, src, src, src, src)
dat += text("<BR>Range: <A href='?src=\ref[];range=-1'>-</A> [] <A href='?src=\ref[];range=1'>+</A>", src, range, src)
dat += "<BR><A href='?src=\ref[src];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=prox")
onclose(user, "prox")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=prox")
onclose(usr, "prox")
return
if(href_list["scanning"])
toggle_scan()
if(href_list["time"])
timing = text2num(href_list["time"])
update_icon()
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
if(href_list["range"])
var/r = text2num(href_list["range"])
range += r
range = min(max(range, 1), 5)
if(href_list["close"])
usr << browse(null, "window=prox")
return
if(usr)
attack_self(usr)
return
+46
View File
@@ -0,0 +1,46 @@
/obj/item/assembly/shock_kit
name = "electrohelmet assembly"
desc = "This appears to be made from both an electropack and a helmet."
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/device/radio/electropack/part2 = null
var/status = 0
w_class = 5.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/shock_kit/Del()
del(part1)
del(part2)
..()
return
/obj/item/assembly/shock_kit/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && !status)
var/turf/T = loc
if(ismob(T))
T = T.loc
part1.loc = T
part2.loc = T
part1.master = null
part2.master = null
part1 = null
part2 = null
del(src)
return
if(istype(W, /obj/item/weapon/screwdriver))
status = !status
user << "<span class='notice'>[src] is now [status ? "secured" : "unsecured"]!</span>"
add_fingerprint(user)
return
/obj/item/assembly/shock_kit/attack_self(mob/user as mob)
part1.attack_self(user, status)
part2.attack_self(user, status)
add_fingerprint(user)
return
/obj/item/assembly/shock_kit/receive_signal()
if(istype(loc, /obj/structure/stool/bed/chair/e_chair))
var/obj/structure/stool/bed/chair/e_chair/C = loc
C.shock()
return
+174
View File
@@ -0,0 +1,174 @@
/obj/item/device/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
m_amt = 1000
g_amt = 200
w_amt = 100
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
var/code = 30
var/frequency = 1457
var/delay = 0
var/airlock_wire = null
var/datum/radio_frequency/radio_connection
var/deadman = 0
New()
..()
spawn(40)
set_frequency(frequency)
return
activate()
if(cooldown > 0) return 0
cooldown = 2
spawn(10)
process_cooldown()
signal()
return 1
update_icon()
if(holder)
holder.update_icon()
return
interact(mob/user as mob, flag1)
var/t1 = "-------"
// if ((src.b_stat && !( flag1 )))
// t1 = text("-------<BR>\nGreen Wire: []<BR>\nRed Wire: []<BR>\nBlue Wire: []<BR>\n", (src.wires & 4 ? text("<A href='?src=\ref[];wires=4'>Cut Wire</A>", src) : text("<A href='?src=\ref[];wires=4'>Mend Wire</A>", src)), (src.wires & 2 ? text("<A href='?src=\ref[];wires=2'>Cut Wire</A>", src) : text("<A href='?src=\ref[];wires=2'>Mend Wire</A>", src)), (src.wires & 1 ? text("<A href='?src=\ref[];wires=1'>Cut Wire</A>", src) : text("<A href='?src=\ref[];wires=1'>Mend Wire</A>", src)))
// else
// t1 = "-------" Speaker: [src.listening ? "<A href='byond://?src=\ref[src];listen=0'>Engaged</A>" : "<A href='byond://?src=\ref[src];listen=1'>Disengaged</A>"]<BR>
var/dat = {"
<TT>
<A href='byond://?src=\ref[src];send=1'>Send Signal</A><BR>
<B>Frequency/Code</B> for signaler:<BR>
Frequency:
<A href='byond://?src=\ref[src];freq=-10'>-</A>
<A href='byond://?src=\ref[src];freq=-2'>-</A>
[format_frequency(src.frequency)]
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
Code:
<A href='byond://?src=\ref[src];code=-5'>-</A>
<A href='byond://?src=\ref[src];code=-1'>-</A>
[src.code]
<A href='byond://?src=\ref[src];code=1'>+</A>
<A href='byond://?src=\ref[src];code=5'>+</A><BR>
[t1]
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=radio")
onclose(usr, "radio")
return
if (href_list["freq"])
var/new_frequency = (frequency + text2num(href_list["freq"]))
if(new_frequency < 1200 || new_frequency > 1600)
new_frequency = sanitize_frequency(new_frequency)
set_frequency(new_frequency)
if(href_list["code"])
src.code += text2num(href_list["code"])
src.code = round(src.code)
src.code = min(100, src.code)
src.code = max(1, src.code)
if(href_list["send"])
spawn( 0 )
signal()
if(usr)
attack_self(usr)
return
proc/signal()
if(!radio_connection) return
var/datum/signal/signal = new
signal.source = src
signal.encryption = code
signal.data["message"] = "ACTIVATE"
radio_connection.post_signal(src, signal)
return
/*
for(var/obj/item/device/assembly/signaler/S in world)
if(!S) continue
if(S == src) continue
if((S.frequency == src.frequency) && (S.code == src.code))
spawn(0)
if(S) S.pulse(0)
return 0*/
pulse(var/radio = 0)
if(istype(src.loc, /obj/machinery/door/airlock) && src.airlock_wire && src.wires)
var/obj/machinery/door/airlock/A = src.loc
A.pulse(src.airlock_wire)
else if(holder)
holder.process_activation(src, 1, 0)
else
..(radio)
return 1
receive_signal(datum/signal/signal)
if(!signal) return 0
if(signal.encryption != code) return 0
if(!(src.wires & WIRE_RADIO_RECEIVE)) return 0
pulse(1)
if(!holder)
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
return
proc/set_frequency(new_frequency)
if(!radio_controller)
sleep(20)
if(!radio_controller)
return
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_CHAT)
return
process()
if(!deadman)
processing_objects.Remove(src)
var/mob/M = src.loc
if(!M || !ismob(M))
if(prob(5))
signal()
deadman = 0
processing_objects.Remove(src)
else if(prob(5))
M.visible_message("[M]'s finger twitches a bit over [src]'s signal button!")
return
verb/deadman_it()
set src in usr
set name = "Threaten to push the button!"
set desc = "BOOOOM!"
deadman = 1
processing_objects.Add(src)
usr.visible_message("\red [usr] moves their finger over [src]'s signal button...")
+110
View File
@@ -0,0 +1,110 @@
/obj/item/device/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
m_amt = 500
g_amt = 50
w_amt = 10
origin_tech = "magnets=1"
wires = WIRE_PULSE
secured = 0
var/timing = 0
var/time = 10
proc
timer_end()
activate()
if(!..()) return 0//Cooldown check
timing = !timing
update_icon()
return 0
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
timing = 0
processing_objects.Remove(src)
update_icon()
return secured
timer_end()
if(!secured) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
process()
if(timing && (time > 0))
time--
if(timing && time <= 0)
timing = 0
timer_end()
time = 10
return
update_icon()
overlays.Cut()
attached_overlays = list()
if(timing)
overlays += "timer_timing"
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()
return
interact(mob/user as mob)//TODO: Have this use the wires
if(!secured)
user.show_message("\red The [name] is unsecured!")
return 0
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("<TT><B>Timing Unit</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Timing</A>", src) : text("<A href='?src=\ref[];time=1'>Not Timing</A>", src)), minute, second, src, src, src, src)
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=timer")
onclose(user, "timer")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=timer")
onclose(usr, "timer")
return
if(href_list["time"])
timing = text2num(href_list["time"])
update_icon()
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
if(href_list["close"])
usr << browse(null, "window=timer")
return
if(usr)
attack_self(usr)
return
@@ -0,0 +1,36 @@
/area/engi
icon_state = "engine"
/area/engi/lobby
name = "Test Facility Lobby"
icon_state = "engine"
/area/engi/hallway
name = "Test Facility Hallway"
icon_state = "engine"
/area/engi/control
name = "Test Facility Control"
icon_state = "engine_control"
/area/engi/smes
name = "Test Facility SMES"
icon_state = "engine_smes"
/area/engi/atmospherics
name = "Test Facility Atmospherics"
icon_state = "atmos"
/area/engi/preparation
name = "Test Facility Preparations"
icon_state = "engine"
/area/engi/chamber
name = "Test Chamber"
icon_state = "engine"
/area/shuttle/engineering/station
icon_state = "shuttle2"
/area/shuttle/engineering/outpost
icon_state = "shuttle"
@@ -0,0 +1,143 @@
var/engineering_shuttle_tickstomove = 10
var/engineering_shuttle_moving = 0
var/engineering_shuttle_location = 0 // 0 = station 13, 1 = engineering outpost
proc/move_engineering_shuttle()
if(engineering_shuttle_moving) return
engineering_shuttle_moving = 1
spawn(engineering_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (engineering_shuttle_location == 1)
fromArea = locate(/area/shuttle/engineering/outpost)
toArea = locate(/area/shuttle/engineering/station)
else
fromArea = locate(/area/shuttle/engineering/station)
toArea = locate(/area/shuttle/engineering/outpost)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in toArea)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
// NOTE: Commenting this out to avoid recreating mass driver glitch
/*
spawn(0)
AM.throw_at(E, 1, 1)
return
*/
if(istype(T, /turf/simulated))
del(T)
for(var/mob/living/carbon/bug in toArea) // If someone somehow is still in the shuttle's docking area...
bug.gib()
for(var/mob/living/simple_animal/pest in toArea) // And for the other kind of bug...
pest.gib()
fromArea.move_contents_to(toArea)
if (engineering_shuttle_location)
engineering_shuttle_location = 0
else
engineering_shuttle_location = 1
for(var/mob/M in toArea)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 3, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 1) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(3)
engineering_shuttle_moving = 0
return
/obj/machinery/computer/engineering_shuttle
name = "engineering shuttle console"
icon = 'icons/obj/computer.dmi'
icon_state = "shuttle"
req_access = list(access_engine)
circuit = "/obj/item/weapon/circuitboard/engineering_shuttle"
var/hacked = 0
var/location = 0 //0 = station, 1 = engineering base
/obj/machinery/computer/engineering_shuttle/attack_hand(user as mob)
if(..(user))
return
src.add_fingerprint(usr)
var/dat
dat = "<center>Engineering Shuttle Control<hr>"
if(engineering_shuttle_moving)
dat += "Location: <font color='red'>Moving</font> <br>"
else
dat += "Location: [engineering_shuttle_location ? "Outpost" : "Station"] <br>"
dat += "<b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>"
user << browse("[dat]", "window=engineeringshuttle;size=200x150")
/obj/machinery/computer/engineering_shuttle/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
src.add_fingerprint(usr)
if(href_list["move"])
//if(ticker.mode.name == "blob")
// if(ticker.mode:declared)
// usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
// return
if (!engineering_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_engineering_shuttle()
else
usr << "\blue Shuttle is already moving."
updateUsrDialog()
/obj/machinery/computer/engineering_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/engineering_shuttle/M = new /obj/item/weapon/circuitboard/engineering_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
@@ -0,0 +1,65 @@
/obj/machinery/artillerycontrol
var/reload = 180
name = "bluespace artillery control"
icon_state = "control_boxp1"
icon = 'icons/obj/machines/particle_accelerator2.dmi'
density = 1
anchored = 1
/obj/machinery/artillerycontrol/process()
if(src.reload<180)
src.reload++
/obj/structure/artilleryplaceholder
name = "artillery"
icon = 'icons/obj/machines/artillery.dmi'
anchored = 1
density = 1
/obj/structure/artilleryplaceholder/decorative
density = 0
/obj/machinery/artillerycontrol/attack_hand(mob/user as mob)
user.set_machine(src)
var/dat = "<B>Bluespace Artillery Control:</B><BR>"
dat += "Locked on<BR>"
dat += "<B>Charge progress: [reload]/180:</B><BR>"
dat += "<A href='byond://?src=\ref[src];fire=1'>Open Fire</A><BR>"
dat += "Deployment of weapon authorized by <br>Nanotrasen Naval Command<br><br>Remember, friendly fire is grounds for termination of your contract and life.<HR>"
user << browse(dat, "window=scroll")
onclose(user, "scroll")
return
/obj/machinery/artillerycontrol/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
var/A
A = input("Area to jump bombard", "Open Fire", A) in teleportlocs
var/area/thearea = teleportlocs[A]
if (usr.stat || usr.restrained()) return
if(src.reload < 180) return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
command_alert("Bluespace artillery fire detected. Brace for impact.")
message_admins("[key_name_admin(usr)] has launched an artillery strike.", 1)
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
L+=T
var/loc = pick(L)
explosion(loc,2,5,11)
reload = 0
/*mob/proc/openfire()
var/A
A = input("Area to jump bombard", "Open Fire", A) in teleportlocs
var/area/thearea = teleportlocs[A]
command_alert("Bluespace artillery fire detected. Brace for impact.")
spawn(30)
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
L+=T
var/loc = pick(L)
explosion(loc,2,5,11)*/
+233
View File
@@ -0,0 +1,233 @@
//These are meant for spawning on maps, namely Away Missions.
//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/landmark/corpse
name = "Unknown"
var/mobname = "Unknown" //Unused now but it'd fuck up maps to remove it now
var/corpseuniform = null //Set this to an object path to have the slot filled with said object on the corpse.
var/corpsesuit = null
var/corpseshoes = null
var/corpsegloves = null
var/corpseradio = null
var/corpseglasses = null
var/corpsemask = null
var/corpsehelmet = null
var/corpsebelt = null
var/corpsepocket1 = null
var/corpsepocket2 = null
var/corpseback = null
var/corpseid = 0 //Just set to 1 if you want them to have an ID
var/corpseidjob = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/corpseidaccess = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
var/corpseidicon = null //For setting it to be a gold, silver, centcomm etc ID
var/mutantrace = "human"
/obj/effect/landmark/corpse/initialize()
createCorpse()
/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.dna.mutantrace = mutantrace
M.real_name = src.name
M.death(1) //Kills the new mob
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)
M.equip_to_slot_or_del(new src.corpsesuit(M), slot_wear_suit)
if(src.corpseshoes)
M.equip_to_slot_or_del(new src.corpseshoes(M), slot_shoes)
if(src.corpsegloves)
M.equip_to_slot_or_del(new src.corpsegloves(M), slot_gloves)
if(src.corpseradio)
M.equip_to_slot_or_del(new src.corpseradio(M), slot_l_ear)
if(src.corpseglasses)
M.equip_to_slot_or_del(new src.corpseglasses(M), slot_glasses)
if(src.corpsemask)
M.equip_to_slot_or_del(new src.corpsemask(M), slot_wear_mask)
if(src.corpsehelmet)
M.equip_to_slot_or_del(new src.corpsehelmet(M), slot_head)
if(src.corpsebelt)
M.equip_to_slot_or_del(new src.corpsebelt(M), slot_belt)
if(src.corpsepocket1)
M.equip_to_slot_or_del(new src.corpsepocket1(M), slot_r_store)
if(src.corpsepocket2)
M.equip_to_slot_or_del(new src.corpsepocket2(M), slot_l_store)
if(src.corpseback)
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == corpseidaccess)
jobdatum = J
break
if(src.corpseidicon)
W.icon_state = corpseidicon
if(src.corpseidaccess)
if(jobdatum)
W.access = jobdatum.get_access()
else
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
del(src)
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
/obj/effect/landmark/corpse/syndicatesoldier
name = "Syndicate Operative"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/armor/vest
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas
corpsehelmet = /obj/item/clothing/head/helmet/swat
corpseback = /obj/item/weapon/storage/backpack
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
/obj/effect/landmark/corpse/syndicatecommando
name = "Syndicate Commando"
corpseuniform = /obj/item/clothing/under/syndicate
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
corpseshoes = /obj/item/clothing/shoes/swat
corpsegloves = /obj/item/clothing/gloves/swat
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/syndicate
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/syndi
corpseback = /obj/item/weapon/tank/jetpack/oxygen
corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
corpseid = 1
corpseidjob = "Operative"
corpseidaccess = "Syndicate"
///////////Civilians//////////////////////
/obj/effect/landmark/corpse/chef
name = "Chef"
corpseuniform = /obj/item/clothing/under/rank/chef
corpsesuit = /obj/item/clothing/suit/chef/classic
corpseshoes = /obj/item/clothing/shoes/black
corpsehelmet = /obj/item/clothing/head/chefhat
corpseback = /obj/item/weapon/storage/backpack
corpseradio = /obj/item/device/radio/headset
corpseid = 1
corpseidjob = "Chef"
corpseidaccess = "Chef"
/obj/effect/landmark/corpse/doctor
name = "Doctor"
corpseradio = /obj/item/device/radio/headset/headset_med
corpseuniform = /obj/item/clothing/under/rank/medical
corpsesuit = /obj/item/clothing/suit/storage/labcoat
corpseback = /obj/item/weapon/storage/backpack/medic
corpsepocket1 = /obj/item/device/flashlight/pen
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = "Medical Doctor"
corpseidaccess = "Medical Doctor"
/obj/effect/landmark/corpse/engineer
name = "Engineer"
corpseradio = /obj/item/device/radio/headset/headset_eng
corpseuniform = /obj/item/clothing/under/rank/engineer
corpseback = /obj/item/weapon/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/orange
corpsebelt = /obj/item/weapon/storage/belt/utility/full
corpsegloves = /obj/item/clothing/gloves/yellow
corpsehelmet = /obj/item/clothing/head/hardhat
corpseid = 1
corpseidjob = "Station Engineer"
corpseidaccess = "Station Engineer"
/obj/effect/landmark/corpse/engineer/rig
corpsesuit = /obj/item/clothing/suit/space/rig
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/rig
/obj/effect/landmark/corpse/clown
name = "Clown"
corpseuniform = /obj/item/clothing/under/rank/clown
corpseshoes = /obj/item/clothing/shoes/clown_shoes
corpseradio = /obj/item/device/radio/headset
corpsemask = /obj/item/clothing/mask/gas/clown_hat
corpsepocket1 = /obj/item/weapon/bikehorn
corpseback = /obj/item/weapon/storage/backpack/clown
corpseid = 1
corpseidjob = "Clown"
corpseidaccess = "Clown"
/obj/effect/landmark/corpse/scientist
name = "Scientist"
corpseradio = /obj/item/device/radio/headset/headset_sci
corpseuniform = /obj/item/clothing/under/rank/scientist
corpsesuit = /obj/item/clothing/suit/storage/labcoat/science
corpseback = /obj/item/weapon/storage/backpack
corpseshoes = /obj/item/clothing/shoes/white
corpseid = 1
corpseidjob = "Scientist"
corpseidaccess = "Scientist"
/obj/effect/landmark/corpse/miner
corpseradio = /obj/item/device/radio/headset/headset_cargo
corpseuniform = /obj/item/clothing/under/rank/miner
corpsegloves = /obj/item/clothing/gloves/black
corpseback = /obj/item/weapon/storage/backpack/industrial
corpseshoes = /obj/item/clothing/shoes/black
corpseid = 1
corpseidjob = "Shaft Miner"
corpseidaccess = "Shaft Miner"
/obj/effect/landmark/corpse/miner/rig
corpsesuit = /obj/item/clothing/suit/space/rig/mining
corpsemask = /obj/item/clothing/mask/breath
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/mining
/////////////////Officers//////////////////////
/obj/effect/landmark/corpse/bridgeofficer
name = "Bridge Officer"
corpseradio = /obj/item/device/radio/headset/heads/hop
corpseuniform = /obj/item/clothing/under/rank/centcom_officer
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseshoes = /obj/item/clothing/shoes/black
corpseglasses = /obj/item/clothing/glasses/sunglasses
corpseid = 1
corpseidjob = "Bridge Officer"
corpseidaccess = "Captain"
/obj/effect/landmark/corpse/commander
name = "Commander"
corpseuniform = /obj/item/clothing/under/rank/centcom_commander
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpseradio = /obj/item/device/radio/headset/heads/captain
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
corpsehelmet = /obj/item/clothing/head/centhat
corpsegloves = /obj/item/clothing/gloves/swat
corpseshoes = /obj/item/clothing/shoes/swat
corpsepocket1 = /obj/item/weapon/lighter/zippo
corpseid = 1
corpseidjob = "Commander"
corpseidaccess = "Captain"
+51
View File
@@ -0,0 +1,51 @@
//////Exile implants will allow you to use the station gate, but not return home. This will allow security to exile badguys/for badguys to exile their kill targets////////
/obj/item/weapon/implanter/exile
name = "implanter-exile"
/obj/item/weapon/implanter/exile/New()
src.imp = new /obj/item/weapon/implant/exile( src )
..()
update()
return
/obj/item/weapon/implant/exile
name = "exile"
desc = "Prevents you from returning from away missions"
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Nanotrasen Employee Exile Implant<BR>
<b>Implant Details:</b> The onboard gateway system has been modified to reject entry by individuals containing this implant<BR>"}
return dat
/obj/item/weapon/implantcase/exile
name = "Glass Case- 'Exile'"
desc = "A case containing an exile implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-r"
New()
src.imp = new /obj/item/weapon/implant/exile( src )
..()
return
/obj/structure/closet/secure_closet/exile
name = "Exile Implants"
req_access = list(access_hos)
New()
..()
sleep(2)
new /obj/item/weapon/implanter/exile(src)
new /obj/item/weapon/implantcase/exile(src)
new /obj/item/weapon/implantcase/exile(src)
new /obj/item/weapon/implantcase/exile(src)
new /obj/item/weapon/implantcase/exile(src)
new /obj/item/weapon/implantcase/exile(src)
return
+236
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/obj/machinery/gateway
name = "gateway"
desc = "A mysterious gateway built by unknown hands, it allows for faster than light travel to far-flung locations."
icon = 'icons/obj/machines/gateway.dmi'
icon_state = "off"
density = 1
anchored = 1
var/active = 0
/obj/machinery/gateway/initialize()
update_icon()
if(dir == 2)
density = 0
/obj/machinery/gateway/update_icon()
if(active)
icon_state = "on"
return
icon_state = "off"
//this is da important part wot makes things go
/obj/machinery/gateway/centerstation
density = 1
icon_state = "offcenter"
use_power = 1
//warping vars
var/list/linked = list()
var/ready = 0 //have we got all the parts for a gateway?
var/wait = 0 //this just grabs world.time at world start
var/obj/machinery/gateway/centeraway/awaygate = null
/obj/machinery/gateway/centerstation/initialize()
update_icon()
wait = world.time + config.gateway_delay //+ thirty minutes default
awaygate = locate(/obj/machinery/gateway/centeraway)
/obj/machinery/gateway/centerstation/update_icon()
if(active)
icon_state = "oncenter"
return
icon_state = "offcenter"
obj/machinery/gateway/centerstation/process()
if(stat & (NOPOWER))
if(active) toggleoff()
return
if(active)
use_power(5000)
/obj/machinery/gateway/centerstation/proc/detect()
linked = list() //clear the list
var/turf/T = loc
for(var/i in alldirs)
T = get_step(loc, i)
var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
if(G)
linked.Add(G)
continue
//this is only done if we fail to find a part
ready = 0
toggleoff()
break
if(linked.len == 8)
ready = 1
/obj/machinery/gateway/centerstation/proc/toggleon(mob/user as mob)
if(!ready) return
if(linked.len != 8) return
if(!powered()) return
if(!awaygate)
user << "<span class='notice'>Error: No destination found.</span>"
return
if(world.time < wait)
user << "<span class='notice'>Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.</span>"
return
for(var/obj/machinery/gateway/G in linked)
G.active = 1
G.update_icon()
active = 1
update_icon()
/obj/machinery/gateway/centerstation/proc/toggleoff()
for(var/obj/machinery/gateway/G in linked)
G.active = 0
G.update_icon()
active = 0
update_icon()
/obj/machinery/gateway/centerstation/attack_hand(mob/user as mob)
if(!ready)
detect()
return
if(!active)
toggleon(user)
return
toggleoff()
//okay, here's the good teleporting stuff
/obj/machinery/gateway/centerstation/Bumped(atom/movable/M as mob|obj)
if(!ready) return
if(!active) return
if(!awaygate) return
if(awaygate.calibrated)
M.loc = get_step(awaygate.loc, SOUTH)
M.dir = SOUTH
return
else
var/obj/effect/landmark/dest = pick(awaydestinations)
if(dest)
M.loc = dest.loc
M.dir = SOUTH
use_power(5000)
return
/obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/multitool))
user << "\black The gate is already calibrated, there is no work for you to do here."
return
/////////////////////////////////////Away////////////////////////
/obj/machinery/gateway/centeraway
density = 1
icon_state = "offcenter"
use_power = 0
var/calibrated = 1
var/list/linked = list() //a list of the connected gateway chunks
var/ready = 0
var/obj/machinery/gateway/centeraway/stationgate = null
/obj/machinery/gateway/centeraway/initialize()
update_icon()
stationgate = locate(/obj/machinery/gateway/centerstation)
/obj/machinery/gateway/centeraway/update_icon()
if(active)
icon_state = "oncenter"
return
icon_state = "offcenter"
/obj/machinery/gateway/centeraway/proc/detect()
linked = list() //clear the list
var/turf/T = loc
for(var/i in alldirs)
T = get_step(loc, i)
var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
if(G)
linked.Add(G)
continue
//this is only done if we fail to find a part
ready = 0
toggleoff()
break
if(linked.len == 8)
ready = 1
/obj/machinery/gateway/centeraway/proc/toggleon(mob/user as mob)
if(!ready) return
if(linked.len != 8) return
if(!stationgate)
user << "<span class='notice'>Error: No destination found.</span>"
return
for(var/obj/machinery/gateway/G in linked)
G.active = 1
G.update_icon()
active = 1
update_icon()
/obj/machinery/gateway/centeraway/proc/toggleoff()
for(var/obj/machinery/gateway/G in linked)
G.active = 0
G.update_icon()
active = 0
update_icon()
/obj/machinery/gateway/centeraway/attack_hand(mob/user as mob)
if(!ready)
detect()
return
if(!active)
toggleon(user)
return
toggleoff()
/obj/machinery/gateway/centeraway/Bumped(atom/movable/M as mob|obj)
if(!ready) return
if(!active) return
if(istype(M, /mob/living/carbon))
for(var/obj/item/weapon/implant/exile/E in M)//Checking that there is an exile implant in the contents
if(E.imp_in == M)//Checking that it's actually implanted vs just in their pocket
M << "\black The station gate has detected your exile implant and is blocking your entry."
return
M.loc = get_step(stationgate.loc, SOUTH)
M.dir = SOUTH
/obj/machinery/gateway/centeraway/attackby(obj/item/device/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/multitool))
if(calibrated)
user << "\black The gate is already calibrated, there is no work for you to do here."
return
else
user << "\blue <b>Recalibration successful!</b>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
calibrated = 1
return
+24
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/obj/effect/spawner/lootdrop
icon = 'icons/mob/screen1.dmi'
icon_state = "x2"
var/lootcount = 1 //how many items will be spawned
var/lootdoubles = 0 //if the same item can be spawned twice
var/loot = "" //a list of possible items to spawn- a string of paths
/obj/effect/spawner/lootdrop/initialize()
var/list/things = params2list(loot)
if(things && things.len)
for(var/i = lootcount, i > 0, i--)
if(!things.len)
return
var/loot_spawn = pick(things)
var/loot_path = text2path(loot_spawn)
if(!loot_path || !lootdoubles)
things.Remove(loot_spawn)
continue
new loot_path(get_turf(src))
del(src)
+38
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/obj/item/weapon/paper/pamphlet
name = "pamphlet"
icon_state = "pamphlet"
info = "<b>Welcome to the Nanotrasen Gateway project...</b><br>\
Congratulations! If you're reading this, you and your superiors have decided that you're \
ready to commit to a life spent colonising the rolling hills of far away worlds. You \
must be ready for a lifetime of adventure, a little bit of hard work, and an award \
winning dental plan- but that's not all the Nanotrasen Gateway project has to offer.<br>\
<br>Because we care about you, we feel it is only fair to make sure you know the risks \
before you commit to joining the Nanotrasen Gateway project. All away destinations have \
been fully scanned by a Nanotrasen expeditionary team, and are certified to be 100% safe. \
We've even left a case of space beer along with the basic materials you'll need to expand \
Nanotrasen's operational area and start your new life.<br><br>\
<b>Gateway Operation Basics</b><br>\
All Nanotrasen approved Gateways operate on the same basic principals. They operate off \
area equipment power as you would expect, but they also require a backup wire with at least \
128, 000 Watts of power running through it. Without this supply, it cannot safely function \
and will reject all attempts at operation.<br><br>\
Once it is correctly setup, and once it has enough power to operate, the Gateway will begin \
searching for an output location. The amount of time this takes is variable, but the Gateway \
interface will give you an estimate accurate to the minute. Power loss will not interrupt the \
searching process. Influenza will not interrupt the searching process. Temporal anomalies \
may cause the estimate to be inaccurate, but will not interrupt the searching process.<br><br> \
<b>Life On The Other Side</b><br>\
Once you have traversed the Gateway, you may experience some disorientation. Do not panic. \
This is a normal side effect of travelling vast distances in a short period of time. You should \
survey the immediate area, and attempt to locate your complimentary case of space beer. Our \
expeditionary teams have ensured the complete safety of all away locations, but in a small \
number of cases, the Gateway they have established may not be immediately obvious. \
Do not panic if you cannot locate the return Gateway. Begin colonisation of the destination. \
<br><br><b>A New World</b><br>\
As a participant in the Nanotrasen Gateway Project, you will be on the frontiers of space. \
Though complete safety is assured, participants are advised to prepare for inhospitable \
environs."
//we don't want the silly text overlay!
/obj/item/weapon/paper/pamphlet/update_icon()
return
+44
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/obj/effect/step_trigger/message
var/message //the message to give to the mob
var/once = 1
/obj/effect/step_trigger/message/Trigger(mob/M as mob)
if(M.client)
M << "<span class='info'>[message]</span>"
if(once)
del(src)
/obj/effect/step_trigger/teleport_fancy
var/locationx
var/locationy
var/uses = 1 //0 for infinite uses
var/entersparks = 0
var/exitsparks = 0
var/entersmoke = 0
var/exitsmoke = 0
/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M as mob)
var/dest = locate(locationx, locationy, z)
M.Move(dest)
if(entersparks)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(4, 1, src)
s.start()
if(exitsparks)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(4, 1, dest)
s.start()
if(entersmoke)
var/datum/effect/effect/system/smoke_spread/s = new /datum/effect/effect/system/smoke_spread
s.set_up(4, 1, src, 0)
s.start()
if(exitsmoke)
var/datum/effect/effect/system/smoke_spread/s = new /datum/effect/effect/system/smoke_spread
s.set_up(4, 1, dest, 0)
s.start()
uses--
if(uses == 0)
del(src)
+54
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proc/createRandomZlevel()
if(awaydestinations.len) //crude, but it saves another var!
return
var/list/potentialRandomZlevels = list()
world << "\red \b Searching for away missions..."
var/list/Lines = file2list("maps/RandomZLevels/fileList.txt")
if(!Lines.len) return
for (var/t in Lines)
if (!t)
continue
t = trim(t)
if (length(t) == 0)
continue
else if (copytext(t, 1, 2) == "#")
continue
var/pos = findtext(t, " ")
var/name = null
// var/value = null
if (pos)
// No, don't do lowertext here, that breaks paths on linux
name = copytext(t, 1, pos)
// value = copytext(t, pos + 1)
else
// No, don't do lowertext here, that breaks paths on linux
name = t
if (!name)
continue
potentialRandomZlevels.Add(name)
if(potentialRandomZlevels.len)
world << "\red \b Loading away mission..."
var/map = pick(potentialRandomZlevels)
var/file = file(map)
if(isfile(file))
maploader.load_map(file, load_speed = 100)
for(var/obj/effect/landmark/L in landmarks_list)
if (L.name != "awaystart")
continue
awaydestinations.Add(L)
world << "\red \b Away mission loaded."
else
world << "\red \b No away missions found."
return
+43
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/client
////////////////
//ADMIN THINGS//
////////////////
var/datum/admins/holder = null
var/buildmode = 0
var/last_message = "" //Contains the last message sent by this client - used to protect against copy-paste spamming.
var/last_message_count = 0 //contins a number of how many times a message identical to last_message was sent.
/////////
//OTHER//
/////////
var/datum/preferences/prefs = null
var/move_delay = 1
var/moving = null
var/adminobs = null
var/area = null
var/time_died_as_mouse = null //when the client last died as a mouse
///////////////
//SOUND STUFF//
///////////////
var/ambience_playing= null
var/played = 0
////////////
//SECURITY//
////////////
var/next_allowed_topic_time = 10
// comment out the line below when debugging locally to enable the options & messages menu
//control_freak = 1
////////////////////////////////////
//things that require the database//
////////////////////////////////////
var/player_age = "Requires database" //So admins know why it isn't working - Used to determine how old the account is - in days.
var/related_accounts_ip = "Requires database" //So admins know why it isn't working - Used to determine what other accounts previously logged in from this ip
var/related_accounts_cid = "Requires database" //So admins know why it isn't working - Used to determine what other accounts previously logged in from this computer id
preload_rsc = 0 // This is 0 so we can set it to an URL once the player logs in and have them download the resources from a different server.
+309
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////////////
//SECURITY//
////////////
#define TOPIC_SPAM_DELAY 2 //2 ticks is about 2/10ths of a second; it was 4 ticks, but that caused too many clicks to be lost due to lag
#define UPLOAD_LIMIT 10485760 //Restricts client uploads to the server to 10MB //Boosted this thing. What's the worst that can happen?
#define MIN_CLIENT_VERSION 0 //Just an ambiguously low version for now, I don't want to suddenly stop people playing.
//I would just like the code ready should it ever need to be used.
/*
When somebody clicks a link in game, this Topic is called first.
It does the stuff in this proc and then is redirected to the Topic() proc for the src=[0xWhatever]
(if specified in the link). ie locate(hsrc).Topic()
Such links can be spoofed.
Because of this certain things MUST be considered whenever adding a Topic() for something:
- Can it be fed harmful values which could cause runtimes?
- Is the Topic call an admin-only thing?
- If so, does it have checks to see if the person who called it (usr.client) is an admin?
- Are the processes being called by Topic() particularly laggy?
- If so, is there any protection against somebody spam-clicking a link?
If you have any questions about this stuff feel free to ask. ~Carn
*/
/client/Topic(href, href_list, hsrc)
if(!usr || usr != mob) //stops us calling Topic for somebody else's client. Also helps prevent usr=null
return
//Reduces spamming of links by dropping calls that happen during the delay period
if(next_allowed_topic_time > world.time)
return
next_allowed_topic_time = world.time + TOPIC_SPAM_DELAY
//search the href for script injection
if( findtext(href,"<script",1,0) )
world.log << "Attempted use of scripts within a topic call, by [src]"
message_admins("Attempted use of scripts within a topic call, by [src]")
//del(usr)
return
//Admin PM
if(href_list["priv_msg"])
var/client/C = locate(href_list["priv_msg"])
if(ismob(C)) //Old stuff can feed-in mobs instead of clients
var/mob/M = C
C = M.client
cmd_admin_pm(C,null)
return
//Logs all hrefs
if(config && config.log_hrefs && href_logfile)
href_logfile << "<small>[time2text(world.timeofday,"hh:mm")] [src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]<br>"
switch(href_list["_src_"])
if("holder") hsrc = holder
if("usr") hsrc = mob
if("prefs") return prefs.process_link(usr,href_list)
if("vars") return view_var_Topic(href,href_list,hsrc)
..() //redirect to hsrc.Topic()
/client/proc/handle_spam_prevention(var/message, var/mute_type)
if(config.automute_on && !holder && src.last_message == message)
src.last_message_count++
if(src.last_message_count >= SPAM_TRIGGER_AUTOMUTE)
src << "\red You have exceeded the spam filter limit for identical messages. An auto-mute was applied."
cmd_admin_mute(src.mob, mute_type, 1)
return 1
if(src.last_message_count >= SPAM_TRIGGER_WARNING)
src << "\red You are nearing the spam filter limit for identical messages."
return 0
else
last_message = message
src.last_message_count = 0
return 0
//This stops files larger than UPLOAD_LIMIT being sent from client to server via input(), client.Import() etc.
/client/AllowUpload(filename, filelength)
if(filelength > UPLOAD_LIMIT)
src << "<font color='red'>Error: AllowUpload(): File Upload too large. Upload Limit: [UPLOAD_LIMIT/1024]KiB.</font>"
return 0
/* //Don't need this at the moment. But it's here if it's needed later.
//Helps prevent multiple files being uploaded at once. Or right after eachother.
var/time_to_wait = fileaccess_timer - world.time
if(time_to_wait > 0)
src << "<font color='red'>Error: AllowUpload(): Spam prevention. Please wait [round(time_to_wait/10)] seconds.</font>"
return 0
fileaccess_timer = world.time + FTPDELAY */
return 1
///////////
//CONNECT//
///////////
/client/New(TopicData)
TopicData = null //Prevent calls to client.Topic from connect
if(connection != "seeker") //Invalid connection type.
return null
if(byond_version < MIN_CLIENT_VERSION) //Out of date client.
return null
if(IsGuestKey(key))
alert(src,"This server doesn't allow guest accounts to play. Please go to http://www.byond.com/ and register for a key.","Guest","OK")
del(src)
return
// Change the way they should download resources.
if(config.resource_urls)
src.preload_rsc = pick(config.resource_urls)
else src.preload_rsc = 1 // If config.resource_urls is not set, preload like normal.
src << "\red If the title screen is black, resources are still downloading. Please be patient until the title screen appears."
clients += src
directory[ckey] = src
//Admin Authorisation
holder = admin_datums[ckey]
if(holder)
admins += src
holder.owner = src
//preferences datum - also holds some persistant data for the client (because we may as well keep these datums to a minimum)
prefs = preferences_datums[ckey]
if(!prefs)
prefs = new /datum/preferences(src)
preferences_datums[ckey] = prefs
prefs.last_ip = address //these are gonna be used for banning
prefs.last_id = computer_id //these are gonna be used for banning
. = ..() //calls mob.Login()
if(custom_event_msg && custom_event_msg != "")
src << "<h1 class='alert'>Custom Event</h1>"
src << "<h2 class='alert'>A custom event is taking place. OOC Info:</h2>"
src << "<span class='alert'>[html_encode(custom_event_msg)]</span>"
src << "<br>"
if( (world.address == address || !address) && !host )
host = key
world.update_status()
if(holder)
add_admin_verbs()
admin_memo_show()
log_client_to_db()
send_resources()
if(prefs.lastchangelog != changelog_hash) //bolds the changelog button on the interface so we know there are updates.
winset(src, "rpane.changelog", "background-color=#eaeaea;font-style=bold")
//////////////
//DISCONNECT//
//////////////
/client/Del()
if(holder)
holder.owner = null
admins -= src
directory -= ckey
clients -= src
return ..()
/client/proc/log_client_to_db()
if ( IsGuestKey(src.key) )
return
establish_db_connection()
if(!dbcon.IsConnected())
return
var/sql_ckey = sql_sanitize_text(src.ckey)
var/DBQuery/query = dbcon.NewQuery("SELECT id, datediff(Now(),firstseen) as age FROM erro_player WHERE ckey = '[sql_ckey]'")
query.Execute()
var/sql_id = 0
while(query.NextRow())
sql_id = query.item[1]
player_age = text2num(query.item[2])
break
var/DBQuery/query_ip = dbcon.NewQuery("SELECT ckey FROM erro_player WHERE ip = '[address]'")
query_ip.Execute()
related_accounts_ip = ""
while(query_ip.NextRow())
related_accounts_ip += "[query_ip.item[1]], "
break
var/DBQuery/query_cid = dbcon.NewQuery("SELECT ckey FROM erro_player WHERE computerid = '[computer_id]'")
query_cid.Execute()
related_accounts_cid = ""
while(query_cid.NextRow())
related_accounts_cid += "[query_cid.item[1]], "
break
//Just the standard check to see if it's actually a number
if(sql_id)
if(istext(sql_id))
sql_id = text2num(sql_id)
if(!isnum(sql_id))
return
var/admin_rank = "Player"
if(src.holder)
admin_rank = src.holder.rank
var/sql_ip = sql_sanitize_text(src.address)
var/sql_computerid = sql_sanitize_text(src.computer_id)
var/sql_admin_rank = sql_sanitize_text(admin_rank)
if(sql_id)
//Player already identified previously, we need to just update the 'lastseen', 'ip' and 'computer_id' variables
var/DBQuery/query_update = dbcon.NewQuery("UPDATE erro_player SET lastseen = Now(), ip = '[sql_ip]', computerid = '[sql_computerid]', lastadminrank = '[sql_admin_rank]' WHERE id = [sql_id]")
query_update.Execute()
else
//New player!! Need to insert all the stuff
var/DBQuery/query_insert = dbcon.NewQuery("INSERT INTO erro_player (id, ckey, firstseen, lastseen, ip, computerid, lastadminrank) VALUES (null, '[sql_ckey]', Now(), Now(), '[sql_ip]', '[sql_computerid]', '[sql_admin_rank]')")
query_insert.Execute()
//Logging player access
var/serverip = "[world.internet_address]:[world.port]"
var/DBQuery/query_accesslog = dbcon.NewQuery("INSERT INTO `erro_connection_log`(`id`,`datetime`,`serverip`,`ckey`,`ip`,`computerid`) VALUES(null,Now(),'[serverip]','[sql_ckey]','[sql_ip]','[sql_computerid]');")
query_accesslog.Execute()
#undef TOPIC_SPAM_DELAY
#undef UPLOAD_LIMIT
#undef MIN_CLIENT_VERSION
//checks if a client is afk
//3000 frames = 5 minutes
/client/proc/is_afk(duration=3000)
if(inactivity > duration) return inactivity
return 0
//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
/client/proc/send_resources()
// preload_vox() //Causes long delays with initial start window and subsequent windows when first logged in.
getFiles(
'nano/js/libraries.min.js',
'nano/js/nano_update.js',
'nano/js/nano_config.js',
'nano/js/nano_base_helpers.js',
'nano/css/shared.css',
'nano/css/icons.css',
'nano/templates/chem_dispenser.tmpl',
'nano/templates/cryo.tmpl',
'nano/templates/geoscanner.tmpl',
'nano/templates/dna_modifier.tmpl',
'nano/templates/telescience_console.tmpl',
'nano/templates/pda.tmpl',
'nano/templates/smes.tmpl',
'nano/templates/uplink.tmpl',
'nano/images/uiBackground.png',
'nano/images/uiIcons16.png',
'nano/images/uiIcons24.png',
'nano/images/uiBackground-Syndicate.png',
'nano/images/uiLinkPendingIcon.gif',
'nano/images/uiMaskBackground.png',
'nano/images/uiNoticeBackground.jpg',
'nano/images/uiTitleFluff.png',
'nano/images/uiTitleFluff-Syndicate.png',
'html/search.js',
'html/panels.css',
'icons/pda_icons/pda_atmos.png',
'icons/pda_icons/pda_back.png',
'icons/pda_icons/pda_bell.png',
'icons/pda_icons/pda_blank.png',
'icons/pda_icons/pda_boom.png',
'icons/pda_icons/pda_bucket.png',
'icons/pda_icons/pda_crate.png',
'icons/pda_icons/pda_cuffs.png',
'icons/pda_icons/pda_eject.png',
'icons/pda_icons/pda_exit.png',
'icons/pda_icons/pda_flashlight.png',
'icons/pda_icons/pda_honk.png',
'icons/pda_icons/pda_mail.png',
'icons/pda_icons/pda_medical.png',
'icons/pda_icons/pda_menu.png',
'icons/pda_icons/pda_mule.png',
'icons/pda_icons/pda_notes.png',
'icons/pda_icons/pda_power.png',
'icons/pda_icons/pda_rdoor.png',
'icons/pda_icons/pda_reagent.png',
'icons/pda_icons/pda_refresh.png',
'icons/pda_icons/pda_scanner.png',
'icons/pda_icons/pda_signaler.png',
'icons/pda_icons/pda_status.png',
'icons/spideros_icons/sos_1.png',
'icons/spideros_icons/sos_2.png',
'icons/spideros_icons/sos_3.png',
'icons/spideros_icons/sos_4.png',
'icons/spideros_icons/sos_5.png',
'icons/spideros_icons/sos_6.png',
'icons/spideros_icons/sos_7.png',
'icons/spideros_icons/sos_8.png',
'icons/spideros_icons/sos_9.png',
'icons/spideros_icons/sos_10.png',
'icons/spideros_icons/sos_11.png',
'icons/spideros_icons/sos_12.png',
'icons/spideros_icons/sos_13.png',
'icons/spideros_icons/sos_14.png'
)
File diff suppressed because it is too large Load Diff
+267
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#define SAVEFILE_VERSION_MIN 8
#define SAVEFILE_VERSION_MAX 11
//handles converting savefiles to new formats
//MAKE SURE YOU KEEP THIS UP TO DATE!
//If the sanity checks are capable of handling any issues. Only increase SAVEFILE_VERSION_MAX,
//this will mean that savefile_version will still be over SAVEFILE_VERSION_MIN, meaning
//this savefile update doesn't run everytime we load from the savefile.
//This is mainly for format changes, such as the bitflags in toggles changing order or something.
//if a file can't be updated, return 0 to delete it and start again
//if a file was updated, return 1
/datum/preferences/proc/savefile_update()
if(savefile_version < 8) //lazily delete everything + additional files so they can be saved in the new format
for(var/ckey in preferences_datums)
var/datum/preferences/D = preferences_datums[ckey]
if(D == src)
var/delpath = "data/player_saves/[copytext(ckey,1,2)]/[ckey]/"
if(delpath && fexists(delpath))
fdel(delpath)
break
return 0
if(savefile_version == SAVEFILE_VERSION_MAX) //update successful.
save_preferences()
save_character()
return 1
return 0
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
if(!ckey) return
path = "data/player_saves/[copytext(ckey,1,2)]/[ckey]/[filename]"
savefile_version = SAVEFILE_VERSION_MAX
/datum/preferences/proc/load_preferences()
if(!path) return 0
if(!fexists(path)) return 0
var/savefile/S = new /savefile(path)
if(!S) return 0
S.cd = "/"
S["version"] >> savefile_version
//Conversion
if(!savefile_version || !isnum(savefile_version) || savefile_version < SAVEFILE_VERSION_MIN || savefile_version > SAVEFILE_VERSION_MAX)
if(!savefile_update()) //handles updates
savefile_version = SAVEFILE_VERSION_MAX
save_preferences()
save_character()
return 0
//general preferences
S["ooccolor"] >> ooccolor
S["lastchangelog"] >> lastchangelog
S["UI_style"] >> UI_style
S["be_special"] >> be_special
S["default_slot"] >> default_slot
S["toggles"] >> toggles
S["UI_style_color"] >> UI_style_color
S["UI_style_alpha"] >> UI_style_alpha
//Sanitize
ooccolor = sanitize_hexcolor(ooccolor, initial(ooccolor))
lastchangelog = sanitize_text(lastchangelog, initial(lastchangelog))
UI_style = sanitize_inlist(UI_style, list("White", "Midnight","Orange","old"), initial(UI_style))
be_special = sanitize_integer(be_special, 0, 65535, initial(be_special))
default_slot = sanitize_integer(default_slot, 1, MAX_SAVE_SLOTS, initial(default_slot))
toggles = sanitize_integer(toggles, 0, 65535, initial(toggles))
UI_style_color = sanitize_hexcolor(UI_style_color, initial(UI_style_color))
UI_style_alpha = sanitize_integer(UI_style_alpha, 0, 255, initial(UI_style_alpha))
return 1
/datum/preferences/proc/save_preferences()
if(!path) return 0
var/savefile/S = new /savefile(path)
if(!S) return 0
S.cd = "/"
S["version"] << savefile_version
//general preferences
S["ooccolor"] << ooccolor
S["lastchangelog"] << lastchangelog
S["UI_style"] << UI_style
S["be_special"] << be_special
S["default_slot"] << default_slot
S["toggles"] << toggles
S["UI_style_color"] << UI_style_color
S["UI_style_alpha"] << UI_style_alpha
return 1
/datum/preferences/proc/load_character(slot)
if(!path) return 0
if(!fexists(path)) return 0
var/savefile/S = new /savefile(path)
if(!S) return 0
S.cd = "/"
if(!slot) slot = default_slot
slot = sanitize_integer(slot, 1, MAX_SAVE_SLOTS, initial(default_slot))
if(slot != default_slot)
default_slot = slot
S["default_slot"] << slot
S.cd = "/character[slot]"
//Character
S["OOC_Notes"] >> metadata
S["real_name"] >> real_name
S["name_is_always_random"] >> be_random_name
S["gender"] >> gender
S["age"] >> age
S["species"] >> species
S["language"] >> language
//colors to be consolidated into hex strings (requires some work with dna code)
S["hair_red"] >> r_hair
S["hair_green"] >> g_hair
S["hair_blue"] >> b_hair
S["facial_red"] >> r_facial
S["facial_green"] >> g_facial
S["facial_blue"] >> b_facial
S["skin_tone"] >> s_tone
S["hair_style_name"] >> h_style
S["facial_style_name"] >> f_style
S["eyes_red"] >> r_eyes
S["eyes_green"] >> g_eyes
S["eyes_blue"] >> b_eyes
S["underwear"] >> underwear
S["backbag"] >> backbag
S["b_type"] >> b_type
//Jobs
S["alternate_option"] >> alternate_option
S["job_civilian_high"] >> job_civilian_high
S["job_civilian_med"] >> job_civilian_med
S["job_civilian_low"] >> job_civilian_low
S["job_medsci_high"] >> job_medsci_high
S["job_medsci_med"] >> job_medsci_med
S["job_medsci_low"] >> job_medsci_low
S["job_engsec_high"] >> job_engsec_high
S["job_engsec_med"] >> job_engsec_med
S["job_engsec_low"] >> job_engsec_low
//Miscellaneous
S["flavor_text"] >> flavor_text
S["med_record"] >> med_record
S["sec_record"] >> sec_record
S["gen_record"] >> gen_record
S["be_special"] >> be_special
S["disabilities"] >> disabilities
S["player_alt_titles"] >> player_alt_titles
S["used_skillpoints"] >> used_skillpoints
S["skills"] >> skills
S["skill_specialization"] >> skill_specialization
S["organ_data"] >> organ_data
S["nanotrasen_relation"] >> nanotrasen_relation
//S["skin_style"] >> skin_style
//Sanitize
metadata = sanitize_text(metadata, initial(metadata))
real_name = reject_bad_name(real_name)
if(isnull(species)) species = "Human"
if(isnull(language)) language = "None"
if(isnull(nanotrasen_relation)) nanotrasen_relation = initial(nanotrasen_relation)
if(!real_name) real_name = random_name(gender)
be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
gender = sanitize_gender(gender)
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
r_hair = sanitize_integer(r_hair, 0, 255, initial(r_hair))
g_hair = sanitize_integer(g_hair, 0, 255, initial(g_hair))
b_hair = sanitize_integer(b_hair, 0, 255, initial(b_hair))
r_facial = sanitize_integer(r_facial, 0, 255, initial(r_facial))
g_facial = sanitize_integer(g_facial, 0, 255, initial(g_facial))
b_facial = sanitize_integer(b_facial, 0, 255, initial(b_facial))
s_tone = sanitize_integer(s_tone, -185, 34, initial(s_tone))
h_style = sanitize_inlist(h_style, hair_styles_list, initial(h_style))
f_style = sanitize_inlist(f_style, facial_hair_styles_list, initial(f_style))
r_eyes = sanitize_integer(r_eyes, 0, 255, initial(r_eyes))
g_eyes = sanitize_integer(g_eyes, 0, 255, initial(g_eyes))
b_eyes = sanitize_integer(b_eyes, 0, 255, initial(b_eyes))
underwear = sanitize_integer(underwear, 1, underwear_m.len, initial(underwear))
backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
b_type = sanitize_text(b_type, initial(b_type))
alternate_option = sanitize_integer(alternate_option, 0, 2, initial(alternate_option))
job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
job_civilian_med = sanitize_integer(job_civilian_med, 0, 65535, initial(job_civilian_med))
job_civilian_low = sanitize_integer(job_civilian_low, 0, 65535, initial(job_civilian_low))
job_medsci_high = sanitize_integer(job_medsci_high, 0, 65535, initial(job_medsci_high))
job_medsci_med = sanitize_integer(job_medsci_med, 0, 65535, initial(job_medsci_med))
job_medsci_low = sanitize_integer(job_medsci_low, 0, 65535, initial(job_medsci_low))
job_engsec_high = sanitize_integer(job_engsec_high, 0, 65535, initial(job_engsec_high))
job_engsec_med = sanitize_integer(job_engsec_med, 0, 65535, initial(job_engsec_med))
job_engsec_low = sanitize_integer(job_engsec_low, 0, 65535, initial(job_engsec_low))
if(!skills) skills = list()
if(!used_skillpoints) used_skillpoints= 0
if(isnull(disabilities)) disabilities = 0
if(!player_alt_titles) player_alt_titles = new()
if(!organ_data) src.organ_data = list()
//if(!skin_style) skin_style = "Default"
return 1
/datum/preferences/proc/save_character()
if(!path) return 0
var/savefile/S = new /savefile(path)
if(!S) return 0
S.cd = "/character[default_slot]"
//Character
S["OOC_Notes"] << metadata
S["real_name"] << real_name
S["name_is_always_random"] << be_random_name
S["gender"] << gender
S["age"] << age
S["species"] << species
S["language"] << language
S["hair_red"] << r_hair
S["hair_green"] << g_hair
S["hair_blue"] << b_hair
S["facial_red"] << r_facial
S["facial_green"] << g_facial
S["facial_blue"] << b_facial
S["skin_tone"] << s_tone
S["hair_style_name"] << h_style
S["facial_style_name"] << f_style
S["eyes_red"] << r_eyes
S["eyes_green"] << g_eyes
S["eyes_blue"] << b_eyes
S["underwear"] << underwear
S["backbag"] << backbag
S["b_type"] << b_type
//Jobs
S["alternate_option"] << alternate_option
S["job_civilian_high"] << job_civilian_high
S["job_civilian_med"] << job_civilian_med
S["job_civilian_low"] << job_civilian_low
S["job_medsci_high"] << job_medsci_high
S["job_medsci_med"] << job_medsci_med
S["job_medsci_low"] << job_medsci_low
S["job_engsec_high"] << job_engsec_high
S["job_engsec_med"] << job_engsec_med
S["job_engsec_low"] << job_engsec_low
//Miscellaneous
S["flavor_text"] << flavor_text
S["med_record"] << med_record
S["sec_record"] << sec_record
S["gen_record"] << gen_record
S["player_alt_titles"] << player_alt_titles
S["be_special"] << be_special
S["disabilities"] << disabilities
S["used_skillpoints"] << used_skillpoints
S["skills"] << skills
S["skill_specialization"] << skill_specialization
S["organ_data"] << organ_data
S["nanotrasen_relation"] << nanotrasen_relation
//S["skin_style"] << skin_style
return 1
#undef SAVEFILE_VERSION_MAX
#undef SAVEFILE_VERSION_MIN
+187
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//toggles
/client/verb/toggle_ghost_ears()
set name = "Show/Hide GhostEars"
set category = "Preferences"
set desc = ".Toggle Between seeing all mob speech, and only speech of nearby mobs"
prefs.toggles ^= CHAT_GHOSTEARS
src << "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTEARS) ? "see all speech in the world" : "only see speech from nearby mobs"]."
prefs.save_preferences()
feedback_add_details("admin_verb","TGE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/toggle_ghost_sight()
set name = "Show/Hide GhostSight"
set category = "Preferences"
set desc = ".Toggle Between seeing all mob emotes, and only emotes of nearby mobs"
prefs.toggles ^= CHAT_GHOSTSIGHT
src << "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTSIGHT) ? "see all emotes in the world" : "only see emotes from nearby mobs"]."
prefs.save_preferences()
feedback_add_details("admin_verb","TGS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/toggle_ghost_radio()
set name = "Enable/Disable GhostRadio"
set category = "Preferences"
set desc = ".Toggle between hearing all radio chatter, or only from nearby speakers"
prefs.toggles ^= CHAT_GHOSTRADIO
src << "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTRADIO) ? "hear all radio chat in the world" : "only hear from nearby speakers"]."
prefs.save_preferences()
feedback_add_details("admin_verb","TGR")
/client/proc/toggle_hear_radio()
set name = "Show/Hide RadioChatter"
set category = "Preferences"
set desc = "Toggle seeing radiochatter from radios and speakers"
if(!holder) return
prefs.toggles ^= CHAT_RADIO
prefs.save_preferences()
usr << "You will [(prefs.toggles & CHAT_RADIO) ? "now" : "no longer"] see radio chatter from radios or speakers"
feedback_add_details("admin_verb","THR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggleadminhelpsound()
set name = "Hear/Silence Adminhelps"
set category = "Preferences"
set desc = "Toggle hearing a notification when admin PMs are recieved"
if(!holder) return
prefs.toggles ^= SOUND_ADMINHELP
prefs.save_preferences()
usr << "You will [(prefs.toggles & SOUND_ADMINHELP) ? "now" : "no longer"] hear a sound when adminhelps arrive."
feedback_add_details("admin_verb","AHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/deadchat() // Deadchat toggle is usable by anyone.
set name = "Show/Hide Deadchat"
set category = "Preferences"
set desc ="Toggles seeing deadchat"
prefs.toggles ^= CHAT_DEAD
prefs.save_preferences()
if(src.holder)
src << "You will [(prefs.toggles & CHAT_DEAD) ? "now" : "no longer"] see deadchat."
else
src << "As a ghost, you will [(prefs.toggles & CHAT_DEAD) ? "now" : "no longer"] see deadchat."
feedback_add_details("admin_verb","TDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggleprayers()
set name = "Show/Hide Prayers"
set category = "Preferences"
set desc = "Toggles seeing prayers"
prefs.toggles ^= CHAT_PRAYER
prefs.save_preferences()
src << "You will [(prefs.toggles & CHAT_PRAYER) ? "now" : "no longer"] see prayerchat."
feedback_add_details("admin_verb","TP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/toggletitlemusic()
set name = "Hear/Silence LobbyMusic"
set category = "Preferences"
set desc = "Toggles hearing the GameLobby music"
prefs.toggles ^= SOUND_LOBBY
prefs.save_preferences()
if(prefs.toggles & SOUND_LOBBY)
src << "You will now hear music in the game lobby."
if(istype(mob, /mob/new_player))
playtitlemusic()
else
src << "You will no longer hear music in the game lobby."
if(istype(mob, /mob/new_player))
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jamsz
feedback_add_details("admin_verb","TLobby") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/togglemidis()
set name = "Hear/Silence Midis"
set category = "Preferences"
set desc = "Toggles hearing sounds uploaded by admins"
prefs.toggles ^= SOUND_MIDI
prefs.save_preferences()
if(prefs.toggles & SOUND_MIDI)
src << "You will now hear any sounds uploaded by admins."
var/sound/break_sound = sound(null, repeat = 0, wait = 0, channel = 777)
break_sound.priority = 250
src << break_sound //breaks the client's sound output on channel 777
else
src << "You will no longer hear sounds uploaded by admins; any currently playing midis have been disabled."
feedback_add_details("admin_verb","TMidi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/listen_ooc()
set name = "Show/Hide OOC"
set category = "Preferences"
set desc = "Toggles seeing OutOfCharacter chat"
prefs.toggles ^= CHAT_OOC
prefs.save_preferences()
src << "You will [(prefs.toggles & CHAT_OOC) ? "now" : "no longer"] see messages on the OOC channel."
feedback_add_details("admin_verb","TOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/listen_looc()
set name = "Show/Hide LOOC"
set category = "Preferences"
set desc = "Toggles seeing Local OutOfCharacter chat"
prefs.toggles ^= CHAT_LOOC
prefs.save_preferences()
src << "You will [(prefs.toggles & CHAT_LOOC) ? "now" : "no longer"] see messages on the LOOC channel."
feedback_add_details("admin_verb","TLOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/Toggle_Soundscape() //All new ambience should be added here so it works with this verb until someone better at things comes up with a fix that isn't awful
set name = "Hear/Silence Ambience"
set category = "Preferences"
set desc = "Toggles hearing ambient sound effects"
prefs.toggles ^= SOUND_AMBIENCE
prefs.save_preferences()
if(prefs.toggles & SOUND_AMBIENCE)
src << "You will now hear ambient sounds."
else
src << "You will no longer hear ambient sounds."
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
feedback_add_details("admin_verb","TAmbi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//be special
/client/verb/toggle_be_special(role in be_special_flags)
set name = "Toggle SpecialRole Candidacy"
set category = "Preferences"
set desc = "Toggles which special roles you would like to be a candidate for, during events."
var/role_flag = be_special_flags[role]
if(!role_flag) return
prefs.be_special ^= role_flag
prefs.save_preferences()
src << "You will [(prefs.be_special & role_flag) ? "now" : "no longer"] be considered for [role] events (where possible)."
feedback_add_details("admin_verb","TBeSpecial") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/change_ui()
set name = "Change UI"
set category = "Preferences"
set desc = "Configure your user interface"
if(!ishuman(usr))
usr << "This only for human"
return
var/UI_style_new = input(usr, "Select a style, we recommend White for customization") in list("White", "Midnight", "Orange", "old")
if(!UI_style_new) return
var/UI_style_alpha_new = input(usr, "Select a new alpha(transparence) parametr for UI, between 50 and 255") as num
if(!UI_style_alpha_new | !(UI_style_alpha_new <= 255 && UI_style_alpha_new >= 50)) return
var/UI_style_color_new = input(usr, "Choose your UI color, dark colors are not recommended!") as color|null
if(!UI_style_color_new) return
//update UI
var/list/icons = usr.hud_used.adding + usr.hud_used.other +usr.hud_used.hotkeybuttons
icons.Add(usr.zone_sel)
for(var/obj/screen/I in icons)
if(I.color && I.alpha)
I.icon = ui_style2icon(UI_style_new)
I.color = UI_style_color_new
I.alpha = UI_style_alpha_new
if(alert("Like it? Save changes?",,"Yes", "No") == "Yes")
prefs.UI_style = UI_style_new
prefs.UI_style_alpha = UI_style_alpha_new
prefs.UI_style_color = UI_style_color_new
prefs.save_preferences()
usr << "UI was saved"
+391
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/obj/item/clothing
name = "clothing"
var/list/species_restricted = null //Only these species can wear this kit.
//BS12: Species-restricted clothing check.
/obj/item/clothing/mob_can_equip(M as mob, slot)
if(species_restricted && istype(M,/mob/living/carbon/human))
var/wearable = null
var/exclusive = null
var/mob/living/carbon/human/H = M
if("exclude" in species_restricted)
exclusive = 1
if(H.species)
if(exclusive)
if(!(H.species.name in species_restricted))
wearable = 1
else
if(H.species.name in species_restricted)
wearable = 1
if(!wearable && (slot != 15 && slot != 16)) //Pockets.
M << "\red Your species cannot wear [src]."
return 0
return ..()
//Ears: headsets, earmuffs and tiny objects
/obj/item/clothing/ears
name = "ears"
w_class = 1.0
throwforce = 2
slot_flags = SLOT_EARS
/obj/item/clothing/ears/attack_hand(mob/user as mob)
if (!user) return
if (src.loc != user || !istype(user,/mob/living/carbon/human))
..()
return
var/mob/living/carbon/human/H = user
if(H.l_ear != src && H.r_ear != src)
..()
return
if(!canremove)
return
var/obj/item/clothing/ears/O
if(slot_flags & SLOT_TWOEARS )
O = (H.l_ear == src ? H.r_ear : H.l_ear)
user.u_equip(O)
if(!istype(src,/obj/item/clothing/ears/offear))
del(O)
O = src
else
O = src
user.u_equip(src)
if (O)
user.put_in_hands(O)
O.add_fingerprint(user)
if(istype(src,/obj/item/clothing/ears/offear))
del(src)
/obj/item/clothing/ears/offear
name = "Other ear"
w_class = 5.0
icon = 'icons/mob/screen1_Midnight.dmi'
icon_state = "block"
slot_flags = SLOT_EARS | SLOT_TWOEARS
New(var/obj/O)
name = O.name
desc = O.desc
icon = O.icon
icon_state = O.icon_state
dir = O.dir
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
item_state = "earmuffs"
slot_flags = SLOT_EARS | SLOT_TWOEARS
//Glasses
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = 2.0
flags = GLASSESCOVERSEYES
slot_flags = SLOT_EYES
var/vision_flags = 0
var/darkness_view = 0//Base human is 2
var/invisa_view = 0
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
SEE_OBJS // can see all objs, no matter what
SEE_TURFS // can see all turfs (and areas), no matter what
SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
// in a lit area (via pixel_x,y or smooth movement), can see those pixels
BLIND // can't see anything
*/
//Gloves
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = 2.0
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.50
var/wired = 0
var/obj/item/weapon/cell/cell = 0
var/clipped = 0
body_parts_covered = HANDS
slot_flags = SLOT_GLOVES
attack_verb = list("challenged")
species_restricted = list("exclude","Unathi","Tajaran")
/obj/item/clothing/gloves/examine()
set src in usr
..()
return
/obj/item/clothing/gloves/emp_act(severity)
if(cell)
cell.charge -= 1000 / severity
if (cell.charge < 0)
cell.charge = 0
if(cell.reliability != 100 && prob(50/severity))
cell.reliability -= 10 / severity
..()
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(var/atom/A, var/proximity)
return 0 // return 1 to cancel attack_hand()
//Head
/obj/item/clothing/head
name = "head"
icon = 'icons/obj/clothing/hats.dmi'
body_parts_covered = HEAD
slot_flags = SLOT_HEAD
//Mask
/obj/item/clothing/mask
name = "mask"
icon = 'icons/obj/clothing/masks.dmi'
body_parts_covered = HEAD
slot_flags = SLOT_MASK
//Shoes
/obj/item/clothing/shoes
name = "shoes"
icon = 'icons/obj/clothing/shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0
siemens_coefficient = 0.9
body_parts_covered = FEET
slot_flags = SLOT_FEET
permeability_coefficient = 0.50
slowdown = SHOES_SLOWDOWN
species_restricted = list("exclude","Unathi","Tajaran")
//Suit
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
flags = FPRINT | TABLEPASS
allowed = list(/obj/item/weapon/tank/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING
var/blood_overlay_type = "suit"
siemens_coefficient = 0.9
//Spacesuit
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
/obj/item/clothing/head/helmet/space
name = "Space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE
item_state = "space"
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox")
/obj/item/clothing/suit/space
name = "Space suit"
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
icon_state = "space"
item_state = "s_suit"
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 3
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox")
//Under clothing
/obj/item/clothing/under
icon = 'icons/obj/clothing/uniforms.dmi'
name = "under"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
permeability_coefficient = 0.90
flags = FPRINT | TABLEPASS
slot_flags = SLOT_ICLOTHING
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/has_sensor = 1//For the crew computer 2 = unable to change mode
var/sensor_mode = 0
/*
1 = Report living/dead
2 = Report detailed damages
3 = Report location
*/
var/obj/item/clothing/tie/hastie = null
var/displays_id = 1
/obj/item/clothing/under/attackby(obj/item/I, mob/user)
if(!hastie && istype(I, /obj/item/clothing/tie))
user.drop_item()
hastie = I
I.loc = src
user << "<span class='notice'>You attach [I] to [src].</span>"
if (istype(hastie,/obj/item/clothing/tie/holster))
verbs += /obj/item/clothing/under/proc/holster
if (istype(hastie,/obj/item/clothing/tie/storage))
verbs += /obj/item/clothing/under/proc/storage
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
return
..()
/obj/item/clothing/under/examine()
set src in view()
..()
switch(src.sensor_mode)
if(0)
usr << "Its sensors appear to be disabled."
if(1)
usr << "Its binary life sensors appear to be enabled."
if(2)
usr << "Its vital tracker appears to be enabled."
if(3)
usr << "Its vital tracker and tracking beacon appear to be enabled."
if(hastie)
usr << "\A [hastie] is clipped to it."
/obj/item/clothing/under/verb/toggle()
set name = "Toggle Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/)) return
if (usr.stat) return
if(src.has_sensor >= 2)
usr << "The controls are locked."
return 0
if(src.has_sensor <= 0)
usr << "This suit does not have any sensors."
return 0
src.sensor_mode += 1
if(src.sensor_mode > 3)
src.sensor_mode = 0
switch(src.sensor_mode)
if(0)
usr << "You disable your suit's remote sensing equipment."
if(1)
usr << "Your suit will now report whether you are live or dead."
if(2)
usr << "Your suit will now report your vital lifesigns."
if(3)
usr << "Your suit will now report your vital lifesigns as well as your coordinate position."
..()
/obj/item/clothing/under/verb/removetie()
set name = "Remove Accessory"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if(hastie)
if (istype(hastie,/obj/item/clothing/tie/holster))
verbs -= /obj/item/clothing/under/proc/holster
if (istype(hastie,/obj/item/clothing/tie/storage))
verbs -= /obj/item/clothing/under/proc/storage
var/obj/item/clothing/tie/storage/W = hastie
if (W.hold)
W.hold.close(usr)
usr.put_in_hands(hastie)
hastie = null
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
/obj/item/clothing/under/rank/New()
sensor_mode = pick(0,1,2,3)
..()
/obj/item/clothing/under/proc/holster()
set name = "Holster"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if (!hastie || !istype(hastie,/obj/item/clothing/tie/holster))
usr << "\red You need a holster for that!"
return
var/obj/item/clothing/tie/holster/H = hastie
if(!H.holstered)
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
usr << "\blue You need your gun equiped to holster it."
return
var/obj/item/weapon/gun/W = usr.get_active_hand()
if (!W.isHandgun())
usr << "\red This gun won't fit in \the [H]!"
return
H.holstered = usr.get_active_hand()
usr.drop_item()
H.holstered.loc = src
usr.visible_message("\blue \The [usr] holsters \the [H.holstered].", "You holster \the [H.holstered].")
else
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
usr << "\red You need an empty hand to draw the gun!"
else
if(usr.a_intent == "hurt")
usr.visible_message("\red \The [usr] draws \the [H.holstered], ready to shoot!", \
"\red You draw \the [H.holstered], ready to shoot!")
else
usr.visible_message("\blue \The [usr] draws \the [H.holstered], pointing it at the ground.", \
"\blue You draw \the [H.holstered], pointing it at the ground.")
usr.put_in_hands(H.holstered)
H.holstered = null
/obj/item/clothing/under/proc/storage()
set name = "Look in storage"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if (!hastie || !istype(hastie,/obj/item/clothing/tie/storage))
usr << "\red You need something to store items in for that!"
return
var/obj/item/clothing/tie/storage/W = hastie
if (!istype(W.hold))
return
W.hold.loc = usr
W.hold.attack_hand(usr)
+196
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/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
//w_class = 2.0
//flags = GLASSESCOVERSEYES
//slot_flags = SLOT_EYES
//var/vision_flags = 0
//var/darkness_view = 0//Base human is 2
//var/invisa_view = 0
var/prescription = 0
/obj/item/clothing/glasses/meson
name = "Optical Meson Scanner"
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
item_state = "glasses"
origin_tech = "magnets=2;engineering=2"
vision_flags = SEE_TURFS
/obj/item/clothing/glasses/meson/prescription
name = "prescription mesons"
desc = "Optical Meson Scanner with prescription lenses."
prescription = 1
/obj/item/clothing/glasses/science
name = "Science Goggles"
desc = "nothing"
icon_state = "purple"
item_state = "glasses"
/obj/item/clothing/glasses/night
name = "Night Vision Goggles"
desc = "You can totally see in the dark now!."
icon_state = "night"
item_state = "glasses"
origin_tech = "magnets=2"
darkness_view = 3
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/glasses/material
name = "Optical Material Scanner"
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
origin_tech = "magnets=3;engineering=3"
vision_flags = SEE_OBJS
/obj/item/clothing/glasses/regular
name = "Prescription Glasses"
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state = "glasses"
prescription = 1
/obj/item/clothing/glasses/regular/hipster
name = "Prescription Glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
/obj/item/clothing/glasses/gglasses
name = "Green Glasses"
desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme."
icon_state = "gglasses"
item_state = "gglasses"
/obj/item/clothing/glasses/sunglasses
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes."
name = "sunglasses"
icon_state = "sun"
item_state = "sunglasses"
darkness_view = -1
/obj/item/clothing/glasses/welding
name = "welding goggles"
desc = "Protects the eyes from welders, approved by the mad scientist association."
icon_state = "welding-g"
item_state = "welding-g"
icon_action_button = "action_welding_g"
var/up = 0
/obj/item/clothing/glasses/welding/attack_self()
toggle()
/obj/item/clothing/glasses/welding/verb/toggle()
set category = "Object"
set name = "Adjust welding goggles"
set src in usr
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
src.flags |= GLASSESCOVERSEYES
flags_inv |= HIDEEYES
icon_state = initial(icon_state)
usr << "You flip the [src] down to protect your eyes."
else
src.up = !src.up
src.flags &= ~HEADCOVERSEYES
flags_inv &= ~HIDEEYES
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up out of your face."
usr.update_inv_glasses()
/obj/item/clothing/glasses/welding/superior
name = "superior welding goggles"
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
icon_state = "rwelding-g"
item_state = "rwelding-g"
icon_action_button = "action_welding_g"
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
icon_state = "blindfold"
item_state = "blindfold"
//vision_flags = BLIND // This flag is only supposed to be used if it causes permanent blindness, not temporary because of glasses
/obj/item/clothing/glasses/sunglasses/prescription
name = "prescription sunglasses"
prescription = 1
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
icon_state = "bigsunglasses"
item_state = "bigsunglasses"
/obj/item/clothing/glasses/sunglasses/sechud
name = "HUDSunglasses"
desc = "Sunglasses with a HUD."
icon_state = "sunhud"
var/obj/item/clothing/glasses/hud/security/hud = null
New()
..()
src.hud = new/obj/item/clothing/glasses/hud/security(src)
return
/obj/item/clothing/glasses/thermal
name = "Optical Thermal Scanner"
desc = "Thermals in the shape of glasses."
icon_state = "thermal"
item_state = "glasses"
origin_tech = "magnets=3"
vision_flags = SEE_MOBS
invisa_view = 2
emp_act(severity)
if(istype(src.loc, /mob/living/carbon/human))
var/mob/living/carbon/human/M = src.loc
M << "\red The Optical Thermal Scanner overloads and blinds you!"
if(M.glasses == src)
M.eye_blind = 3
M.eye_blurry = 5
M.disabilities |= NEARSIGHTED
spawn(100)
M.disabilities &= ~NEARSIGHTED
..()
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
name = "Optical Meson Scanner"
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
origin_tech = "magnets=3;syndicate=4"
/obj/item/clothing/glasses/thermal/monocle
name = "Thermoncle"
desc = "A monocle thermal."
icon_state = "thermoncle"
flags = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/thermal/eyepatch
name = "Optical Thermal Eyepatch"
desc = "An eyepatch with built-in thermal optics"
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/thermal/jensen
name = "Optical Thermal Implants"
desc = "A set of implantable lenses designed to augment your vision"
icon_state = "thermalimplants"
item_state = "syringe_kit"
+159
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/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
origin_tech = "magnets=3;biotech=2"
var/list/icon/current = list() //the current hud icons
proc
process_hud(var/mob/M) return
/obj/item/clothing/glasses/hud/health
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
proc
RoundHealth(health)
RoundHealth(health)
switch(health)
if(100 to INFINITY)
return "health100"
if(70 to 100)
return "health80"
if(50 to 70)
return "health60"
if(30 to 50)
return "health40"
if(18 to 30)
return "health25"
if(5 to 18)
return "health10"
if(1 to 5)
return "health1"
if(-99 to 0)
return "health0"
else
return "health-100"
return "0"
process_hud(var/mob/M)
if(!M) return
if(!M.client) return
var/client/C = M.client
var/image/holder
for(var/mob/living/carbon/human/patient in view(get_turf(M)))
if(M.see_invisible < patient.invisibility)
continue
var/foundVirus = 0
for(var/datum/disease/D in patient.viruses)
if(!D.hidden[SCANNER])
foundVirus++
for (var/ID in patient.virus2)
if (ID in virusDB)
foundVirus = 1
break
if(!C) continue
holder = patient.hud_list[HEALTH_HUD]
if(patient.stat == 2)
holder.icon_state = "hudhealth-100"
else
holder.icon_state = "hud[RoundHealth(patient.health)]"
C.images += holder
holder = patient.hud_list[STATUS_HUD]
if(patient.stat == 2)
holder.icon_state = "huddead"
else if(patient.status_flags & XENO_HOST)
holder.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(patient.has_brain_worms())
var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
else
holder.icon_state = "hudhealthy"
C.images += holder
/obj/item/clothing/glasses/hud/security
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status and security records."
icon_state = "securityhud"
/obj/item/clothing/glasses/hud/security/jensenshades
name = "Augmented shades"
desc = "Polarized bioneural eyewear, designed to augment your vision."
icon_state = "jensenshades"
item_state = "jensenshades"
vision_flags = SEE_MOBS
invisa_view = 2
/obj/item/clothing/glasses/hud/security/process_hud(var/mob/M)
if(!M) return
if(!M.client) return
var/client/C = M.client
var/image/holder
for(var/mob/living/carbon/human/perp in view(get_turf(M)))
if(M.see_invisible < perp.invisibility)
continue
if(!C) continue
var/perpname = perp.name
holder = perp.hud_list[ID_HUD]
if(perp.wear_id)
var/obj/item/weapon/card/id/I = perp.wear_id.GetID()
if(I)
perpname = I.registered_name
holder.icon_state = "hud[ckey(I.GetJobName())]"
C.images += holder
else
perpname = perp.name
holder.icon_state = "hudunknown"
C.images += holder
else
perpname = perp.name
holder.icon_state = "hudunknown"
C.images += holder
for(var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
holder = perp.hud_list[WANTED_HUD]
for (var/datum/data/record/R in data_core.security)
if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
holder.icon_state = "hudwanted"
C.images += holder
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Incarcerated"))
holder.icon_state = "hudprisoner"
C.images += holder
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Parolled"))
holder.icon_state = "hudparolled"
C.images += holder
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Released"))
holder.icon_state = "hudreleased"
C.images += holder
break
for(var/obj/item/weapon/implant/I in perp)
if(I.implanted)
if(istype(I,/obj/item/weapon/implant/tracking))
holder = perp.hud_list[IMPTRACK_HUD]
holder.icon_state = "hud_imp_tracking"
C.images += holder
if(istype(I,/obj/item/weapon/implant/loyalty))
holder = perp.hud_list[IMPLOYAL_HUD]
holder.icon_state = "hud_imp_loyal"
C.images += holder
if(istype(I,/obj/item/weapon/implant/chem))
holder = perp.hud_list[IMPCHEM_HUD]
holder.icon_state = "hud_imp_chem"
C.images += holder
+27
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/obj/item/clothing/gloves/boxing
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
/obj/item/clothing/gloves/boxing/green
icon_state = "boxinggreen"
item_state = "boxinggreen"
/obj/item/clothing/gloves/boxing/blue
icon_state = "boxingblue"
item_state = "boxingblue"
/obj/item/clothing/gloves/boxing/yellow
icon_state = "boxingyellow"
item_state = "boxingyellow"
/obj/item/clothing/gloves/white
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "latex"
item_state = "lgloves"
item_color="mime"
redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from white gloves in any way.
+115
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/obj/item/clothing/gloves/yellow
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
/obj/item/clothing/gloves/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
name = "budget insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
New()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/black
desc = "These gloves are fire-resistant."
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
item_color="brown"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECITON_TEMPERATURE
hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
ce
item_color = "chief" //Exists for washing machines. Is not different from black gloves in any way.
/obj/item/clothing/gloves/orange
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
item_color="orange"
/obj/item/clothing/gloves/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
item_color = "red"
/obj/item/clothing/gloves/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
item_color = "rainbow"
clown
item_color = "clown"
/obj/item/clothing/gloves/blue
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
item_color="blue"
/obj/item/clothing/gloves/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
item_color="purple"
/obj/item/clothing/gloves/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
item_color="green"
/obj/item/clothing/gloves/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
item_color="grey"
rd
item_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
hop
item_color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/light_brown
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
item_color="light brown"
/obj/item/clothing/gloves/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
item_color="brown"
cargo
item_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
@@ -0,0 +1,62 @@
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
item_color = "captain"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/gloves/cyborg
desc = "beep boop borp"
name = "cyborg gloves"
icon_state = "black"
item_state = "r_hands"
siemens_coefficient = 1.0
/obj/item/clothing/gloves/swat
desc = "These tactical gloves are somewhat fire and impact-resistant."
name = "\improper SWAT Gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0.6
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/gloves/combat //Combined effect of SWAT gloves and insulated gloves
desc = "These tactical gloves are somewhat fire and impact resistant."
name = "combat gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/gloves/latex
name = "latex gloves"
desc = "Sterile latex gloves."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
item_color="white"
cmo
item_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
name = "botanist's leather gloves"
icon_state = "leather"
item_state = "ggloves"
permeability_coefficient = 0.9
siemens_coefficient = 0.9
+114
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@@ -0,0 +1,114 @@
/*
Dear ninja gloves
This isn't because I like you
this is because your father is a bastard
...
I guess you're a little cool.
-Sayu
*/
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
species_restricted = null
/*
This runs the gamut of what ninja gloves can do
The other option would be a dedicated ninja touch bullshit proc on everything
which would probably more efficient, but ninjas are pretty rare.
This was mostly introduced to keep ninja code from contaminating other code;
with this in place it would be easier to untangle the rest of it.
For the drain proc, see events/ninja.dm
*/
/obj/item/clothing/gloves/space_ninja/Touch(var/atom/A,var/proximity)
if(!candrain || draining) return 0
var/mob/living/carbon/human/H = loc
if(!istype(H)) return 0 // what
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
if(!istype(suit)) return 0
if(isturf(A)) return 0
if(!proximity) // todo: you could add ninja stars or computer hacking here
return 0
// Move an AI into and out of things
if(istype(A,/mob/living/silicon/ai))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AICORE", "NINJASUIT", A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/structure/AIcore/deactivated))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/machinery/computer/aifixer))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
// steal energy from powered things
if(istype(A,/mob/living/silicon/robot))
A.add_fingerprint(H)
drain("CYBORG",A,suit)
return 1
if(istype(A,/obj/machinery/power/apc))
A.add_fingerprint(H)
drain("APC",A,suit)
return 1
if(istype(A,/obj/structure/cable))
A.add_fingerprint(H)
drain("WIRE",A,suit)
return 1
if(istype(A,/obj/structure/grille))
var/obj/structure/cable/C = locate() in A.loc
if(C)
drain("WIRE",C,suit)
return 1
if(istype(A,/obj/machinery/power/smes))
A.add_fingerprint(H)
drain("SMES",A,suit)
return 1
if(istype(A,/obj/mecha))
A.add_fingerprint(H)
drain("MECHA",A,suit)
return 1
// download research
if(istype(A,/obj/machinery/computer/rdconsole))
A.add_fingerprint(H)
drain("RESEARCH",A,suit)
return 1
if(istype(A,/obj/machinery/r_n_d/server))
A.add_fingerprint(H)
var/obj/machinery/r_n_d/server/S = A
if(S.disabled)
return 1
if(S.shocked)
S.shock(H,50)
return 1
drain("RESEARCH",A,suit)
return 1
@@ -0,0 +1,81 @@
/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user)
if(istype(src, /obj/item/clothing/gloves/boxing)) //quick fix for stunglove overlay not working nicely with boxing gloves.
user << "<span class='notice'>That won't work.</span>" //i'm not putting my lips on that!
..()
return
if(istype(W, /obj/item/weapon/cable_coil))
if(!("stunglove" in species_restricted))
var/obj/item/weapon/cable_coil/C = W
if(!wired)
if(C.amount >= 2)
C.use(2)
wired = 1
siemens_coefficient = 3.0
user << "<span class='notice'>You wrap some wires around [src].</span>"
update_icon()
else
user << "<span class='notice'>There is not enough wire to cover [src].</span>"
else
user << "<span class='notice'>[src] are already wired.</span>"
else
user << "<span class='notice'[src] is not suitable for wiring.</span>"
else if(istype(W, /obj/item/weapon/cell))
if(!wired)
user << "<span class='notice'>[src] need to be wired first.</span>"
else if(!cell)
user.drop_item()
W.loc = src
cell = W
user << "<span class='notice'>You attach a cell to [src].</span>"
update_icon()
else
user << "<span class='notice'>[src] already have a cell.</span>"
else if(istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/weapon/scalpel))
wired = null
if(cell)
cell.updateicon()
cell.loc = get_turf(src.loc)
cell = null
if(clipped == 0)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user.visible_message("\red [user] cut the fingertips off [src].","\red You cut the fingertips off [src].")
clipped = 1
if("exclude" in species_restricted)
name = "mangled [name]"
desc = "[desc] They have had the fingertips cut off of them."
species_restricted -= "Unathi"
species_restricted -= "Tajaran"
species_restricted += "stunglove"
else if(clipped == 1)
user << "<span class='notice'>[src] have already been clipped!</span>"
update_icon()
return
if(cell)
cell.updateicon()
cell.loc = get_turf(src.loc)
cell = null
user << "<span class='notice'>You cut the cell away from [src].</span>"
update_icon()
return
if(wired) //wires disappear into the void because fuck that shit
wired = 0
siemens_coefficient = initial(siemens_coefficient)
user << "<span class='notice'>You cut the wires away from [src].</span>"
update_icon()
..()
return
/obj/item/clothing/gloves/update_icon()
..()
overlays.Cut()
if(wired)
overlays += "gloves_wire"
if(cell)
overlays += "gloves_cell"
+118
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@@ -0,0 +1,118 @@
//Hat Station 13
/obj/item/clothing/head/collectable
name = "collectable hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "ultra rare hat"
desc = "an ultra rare hat. It commands a certain respect."
icon_state = "petehat"
/obj/item/clothing/head/collectable/slime
name = "collectable slime cap!"
desc = "It just latches right in place!"
icon_state = "slime"
/obj/item/clothing/head/collectable/xenom
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "collectable chef's hat"
desc = "A rare Chef's Hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
/obj/item/clothing/head/collectable/paper
name = "collectable paper hat"
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
icon_state = "paper"
/obj/item/clothing/head/collectable/tophat
name = "collectable top hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
/obj/item/clothing/head/collectable/captain
name = "collectable captain's hat"
desc = "A Collectable Hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
/obj/item/clothing/head/collectable/police
name = "collectable police officer's hat"
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
/obj/item/clothing/head/collectable/beret
name = "collectable beret"
desc = "A Collectable red Beret. It smells faintly of Garlic."
icon_state = "beret"
/obj/item/clothing/head/collectable/welding
name = "collectable welding helmet"
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
desc = "Just like a real Brain Slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "collectable flat cap"
desc = "A Collectible farmer's Flat Cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "collectable pirate hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/collectable/kitty
name = "collectable kitty ears"
desc = "The fur feels.....a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
/obj/item/clothing/head/collectable/rabbitears
name = "collectable rabbit ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
/obj/item/clothing/head/collectable/wizard
name = "collectable wizard's hat"
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
/obj/item/clothing/head/collectable/hardhat
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
/obj/item/clothing/head/collectable/HoS
name = "collectable HoS hat"
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/thunderdome
name = "collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "Now you can be in the Deathsquad too!"
icon_state = "swat"
item_state = "swat"
+65
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@@ -0,0 +1,65 @@
/obj/item/clothing/head/hardhat
name = "hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
flags = FPRINT | TABLEPASS
item_state = "hardhat0_yellow"
var/brightness_on = 4 //luminosity when on
var/on = 0
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0
icon_action_button = "action_hardhat"
siemens_coefficient = 0.9
attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
item_color = "red"
name = "firefighter helmet"
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
+61
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@@ -0,0 +1,61 @@
/obj/item/clothing/head/helmet
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES
item_state = "helmet"
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0.7
/obj/item/clothing/head/helmet/warden
name = "warden's hat"
desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
icon_state = "policehelm"
flags_inv = 0
/obj/item/clothing/head/helmet/riot
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7
/obj/item/clothing/head/helmet/swat
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES
item_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES
item_state = "thunderdome"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 1
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 1
+85
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@@ -0,0 +1,85 @@
//Bartender
/obj/item/clothing/head/chefhat
name = "chef's hat"
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
icon_state = "chef"
item_state = "chef"
desc = "The commander in chef's head wear."
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
//Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/caphat
name = "captain's hat"
icon_state = "captain"
desc = "It's good being the king."
flags = FPRINT|TABLEPASS
item_state = "caphat"
siemens_coefficient = 0.9
//Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/helmet/cap
name = "captain's cap"
desc = "You fear to wear it for the negligence it brings."
icon_state = "capcap"
flags = FPRINT|TABLEPASS
flags_inv = 0
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
//Chaplain
/obj/item/clothing/head/chaplain_hood
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
siemens_coefficient = 0.9
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
siemens_coefficient = 0.9
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, an artists favorite headwear."
icon_state = "beret"
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
//Security
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
icon_state = "beret_badge"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/beret/eng
name = "engineering beret"
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
icon_state = "e_beret_badge"
flags = FPRINT | TABLEPASS
//Medical
/obj/item/clothing/head/surgery
name = "surgical cap"
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
icon_state = "surgcap_blue"
flags = FPRINT | TABLEPASS | BLOCKHEADHAIR
/obj/item/clothing/head/surgery/purple
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple."
icon_state = "surgcap_purple"
/obj/item/clothing/head/surgery/blue
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is baby blue."
icon_state = "surgcap_blue"
/obj/item/clothing/head/surgery/green
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is dark green."
icon_state = "surgcap_green"
+245
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@@ -0,0 +1,245 @@
/obj/item/clothing/head/centhat
name = "\improper CentComm. hat"
icon_state = "centcom"
desc = "It's good to be emperor."
flags = FPRINT|TABLEPASS
item_state = "centhat"
siemens_coefficient = 0.9
/obj/item/clothing/head/hairflower
name = "hair flower pin"
icon_state = "hairflower"
desc = "Smells nice."
item_state = "hairflower"
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
icon_state = "pwig"
item_state = "pwig"
/obj/item/clothing/head/that
name = "top-hat"
desc = "It's an amish looking hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/redcoat
name = "redcoat's hat"
icon_state = "redcoat"
desc = "<i>'I guess it's a redhead.'</i>"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/mailman
name = "mailman's hat"
icon_state = "mailman"
desc = "<i>'Right-on-time'</i> mail service head wear."
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/plaguedoctorhat
name = "plague doctor's hat"
desc = "These were once used by Plague doctors. They're pretty much useless."
icon_state = "plaguedoctor"
flags = FPRINT | TABLEPASS
permeability_coefficient = 0.01
siemens_coefficient = 0.9
/obj/item/clothing/head/hasturhood
name = "hastur's hood"
desc = "It's unspeakably stylish"
icon_state = "hasturhood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
/obj/item/clothing/head/nursehat
name = "nurse's hat"
desc = "It allows quick identification of trained medical personnel."
icon_state = "nursehat"
flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/syndicatefake
name = "red space-helmet replica"
icon_state = "syndicate"
item_state = "syndicate"
desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
flags = FPRINT | TABLEPASS | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
siemens_coefficient = 2.0
/obj/item/clothing/head/cueball
name = "cueball helmet"
desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
icon_state = "cueball"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
item_state="cueball"
flags_inv = 0
/obj/item/clothing/head/that
name = "sturdy top-hat"
desc = "It's an amish looking armored top hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
flags_inv = 0
/obj/item/clothing/head/greenbandana
name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "greenbandana"
item_state = "greenbandana"
flags = FPRINT|TABLEPASS
flags_inv = 0
/obj/item/clothing/head/cardborg
name = "cardborg helmet"
desc = "A helmet made out of a box."
icon_state = "cardborg_h"
item_state = "cardborg_h"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
/obj/item/clothing/head/justice
name = "justice hat"
desc = "fight for what's righteous!"
icon_state = "justicered"
item_state = "justicered"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
item_state = "justiceblue"
/obj/item/clothing/head/justice/yellow
icon_state = "justiceyellow"
item_state = "justiceyellow"
/obj/item/clothing/head/justice/green
icon_state = "justicegreen"
item_state = "justicegreen"
/obj/item/clothing/head/justice/pink
icon_state = "justicepink"
item_state = "justicepink"
/obj/item/clothing/head/rabbitears
name = "rabbit ears"
desc = "Wearing these makes you looks useless, and only good for your sex appeal."
icon_state = "bunny"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/flatcap
name = "flat cap"
desc = "A working man's cap."
icon_state = "flat_cap"
item_state = "detective"
siemens_coefficient = 0.9
/obj/item/clothing/head/pirate
name = "pirate hat"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/hgpiratecap
name = "pirate hat"
desc = "Yarr."
icon_state = "hgpiratecap"
item_state = "hgpiratecap"
/obj/item/clothing/head/bandana
name = "pirate bandana"
desc = "Yarr."
icon_state = "bandana"
item_state = "bandana"
/obj/item/clothing/head/bowler
name = "bowler-hat"
desc = "Gentleman, elite aboard!"
icon_state = "bowler"
item_state = "bowler"
flags = FPRINT | TABLEPASS
//stylish bs12 hats
/obj/item/clothing/head/bowlerhat
name = "bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For the gentleman of distinction."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/beaverhat
name = "beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Soft felt makes this hat both comfortable and elegant."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/boaterhat
name = "boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "The ultimate in summer fashion."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/fedora
name = "\improper fedora"
icon_state = "fedora"
item_state = "fedora"
desc = "A sharp, stylish hat."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/feathertrilby
name = "\improper feather trilby"
icon_state = "feather_trilby"
item_state = "feather_trilby"
desc = "A sharp, stylish hat with a feather."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/fez
name = "\improper fez"
icon_state = "fez"
item_state = "fez"
desc = "You should wear a fez. Fezzes are cool."
flags = FPRINT|TABLEPASS
//end bs12 hats
/obj/item/clothing/head/witchwig
name = "witch costume wig"
desc = "Eeeee~heheheheheheh!"
icon_state = "witch"
item_state = "witch"
flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/chicken
name = "chicken suit head"
desc = "Bkaw!"
icon_state = "chickenhead"
item_state = "chickensuit"
flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/bearpelt
name = "bear pelt hat"
desc = "Fuzzy."
icon_state = "bearpelt"
item_state = "bearpelt"
flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/xenos
name = "xenos helmet"
icon_state = "xenos"
item_state = "xenos_helm"
desc = "A helmet made out of chitinous alien hide."
flags = FPRINT | TABLEPASS | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
siemens_coefficient = 2.0
+174
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/*
* Contents:
* Welding mask
* Cakehat
* Ushanka
* Pumpkin head
* Kitty ears
*
*/
/*
* Welding mask
*/
/obj/item/clothing/head/welding
name = "welding helmet"
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
icon_state = "welding"
flags = (FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH)
item_state = "welding"
m_amt = 3000
g_amt = 1000
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_action_button = "action_welding"
siemens_coefficient = 0.9
/obj/item/clothing/head/welding/attack_self()
toggle()
/obj/item/clothing/head/welding/verb/toggle()
set category = "Object"
set name = "Adjust welding mask"
set src in usr
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
src.flags |= (HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = initial(icon_state)
usr << "You flip the [src] down to protect your eyes."
else
src.up = !src.up
src.flags &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up out of your face."
usr.update_inv_head() //so our mob-overlays update
/*
* Cakehat
*/
/obj/item/clothing/head/cakehat
name = "cake-hat"
desc = "It's tasty looking!"
icon_state = "cake0"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
var/onfire = 0.0
var/status = 0
var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
var/processing = 0 //I dont think this is used anywhere.
/obj/item/clothing/head/cakehat/process()
if(!onfire)
processing_objects.Remove(src)
return
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/living/carbon/human/M = location
if(M.l_hand == src || M.r_hand == src || M.head == src)
location = M.loc
if (istype(location, /turf))
location.hotspot_expose(700, 1)
/obj/item/clothing/head/cakehat/attack_self(mob/user as mob)
if(status > 1) return
src.onfire = !( src.onfire )
if (src.onfire)
src.force = 3
src.damtype = "fire"
src.icon_state = "cake1"
processing_objects.Add(src)
else
src.force = null
src.damtype = "brute"
src.icon_state = "cake0"
return
/*
* Ushanka
*/
/obj/item/clothing/head/ushanka
name = "ushanka"
desc = "Perfect for winter in Siberia, da?"
icon_state = "ushankadown"
item_state = "ushankadown"
flags_inv = HIDEEARS
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == "ushankadown")
src.icon_state = "ushankaup"
src.item_state = "ushankaup"
user << "You raise the ear flaps on the ushanka."
else
src.icon_state = "ushankadown"
src.item_state = "ushankadown"
user << "You lower the ear flaps on the ushanka."
/*
* Pumpkin head
*/
/obj/item/clothing/head/pumpkinhead
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
item_state = "hardhat0_pumpkin"
item_color = "pumpkin"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
var/brightness_on = 2 //luminosity when on
var/on = 0
attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
SetLuminosity(0)
dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/*
* Kitty ears
*/
/obj/item/clothing/head/kitty
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
flags = FPRINT | TABLEPASS
var/icon/mob
var/icon/mob2
siemens_coefficient = 1.5
update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
mob = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty")
mob2 = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kitty2")
mob.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
mob2.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner")
var/icon/earbit2 = new/icon("icon" = 'icons/mob/head.dmi', "icon_state" = "kittyinner2")
mob.Blend(earbit, ICON_OVERLAY)
mob2.Blend(earbit2, ICON_OVERLAY)
+94
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/obj/item/clothing/head/soft
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow color."
icon_state = "cargosoft"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "helmet"
item_color = "cargo"
var/flipped = 0
siemens_coefficient = 0.9
dropped()
src.icon_state = "[item_color]soft"
src.flipped=0
..()
verb/flip()
set category = "Object"
set name = "Flip cap"
set src in usr
if(usr.canmove && !usr.stat && !usr.restrained())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
usr << "You flip the hat backwards."
else
icon_state = "[item_color]soft"
usr << "You flip the hat back in normal position."
usr.update_inv_head() //so our mob-overlays update
/obj/item/clothing/head/soft/red
name = "red cap"
desc = "It's a baseball hat in a tasteless red color."
icon_state = "redsoft"
item_color = "red"
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue color."
icon_state = "bluesoft"
item_color = "blue"
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green color."
icon_state = "greensoft"
item_color = "green"
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow color."
icon_state = "yellowsoft"
item_color = "yellow"
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey color."
icon_state = "greysoft"
item_color = "grey"
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange color."
icon_state = "orangesoft"
item_color = "orange"
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white color."
icon_state = "mimesoft"
item_color = "mime"
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple color."
icon_state = "purplesoft"
item_color = "purple"
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's baseball hat in tasteful red color."
icon_state = "secsoft"
item_color = "sec"
/obj/item/clothing/head/soft/sec/corp
name = "corporate security cap"
desc = "It's baseball hat in corporate colors."
icon_state = "corpsoft"
item_color = "corp"
+30
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/obj/item/clothing/mask/balaclava
name = "balaclava"
desc = "LOADSAMONEY"
icon_state = "balaclava"
item_state = "balaclava"
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
/obj/item/clothing/mask/luchador
name = "Luchador Mask"
desc = "Worn by robust fighters, flying high to defeat their foes!"
icon_state = "luchag"
item_state = "luchag"
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
siemens_coefficient = 3.0
/obj/item/clothing/mask/luchador/tecnicos
name = "Tecnicos Mask"
desc = "Worn by robust fighters who uphold justice and fight honorably."
icon_state = "luchador"
item_state = "luchador"
/obj/item/clothing/mask/luchador/rudos
name = "Rudos Mask"
desc = "Worn by robust fighters who are willing to do anything to win."
icon_state = "luchar"
item_state = "luchar"
+60
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/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKINTERNALS
w_class = 2
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
var/hanging = 0
verb/toggle()
set category = "Object"
set name = "Adjust mask"
set src in usr
if(usr.canmove && !usr.stat && !usr.restrained())
if(!src.hanging)
src.hanging = !src.hanging
gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
flags &= ~(MASKCOVERSMOUTH | MASKINTERNALS)
icon_state = "breathdown"
usr << "Your mask is now hanging on your neck."
else
src.hanging = !src.hanging
gas_transfer_coefficient = 0.10
flags |= MASKCOVERSMOUTH | MASKINTERNALS
icon_state = "breath"
usr << "You pull the mask up to cover your face."
usr.update_inv_wear_mask()
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "medical"
permeability_coefficient = 0.01
/obj/item/clothing/mask/breath/vox
desc = "A weirdly-shaped breath mask."
name = "vox breath mask"
icon_state = "voxmask"
item_state = "voxmask"
permeability_coefficient = 0.01
toggle()
set category = "Object"
set name = "Adjust mask"
set src in usr
usr << "You can't really adjust this mask - it's moulded to your beak!"
/obj/item/clothing/mask/breath/vox/mob_can_equip(M as mob, slot)
var/mob/living/carbon/human/V = M
if(V.species.name != "Vox")
V << "<span class='warning'>This clearly isn't designed for your species!</span>"
return 0
return ..()
+94
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/obj/item/clothing/mask/gas
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
icon_state = "gas_alt"
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
w_class = 3.0
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
siemens_coefficient = 0.9
var/gas_filter_strength = 1 //For gas mask filters
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
/obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/voice
name = "gas mask"
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
var/voice = "Unknown"
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
origin_tech = "syndicate=4"
/obj/item/clothing/mask/gas/voice/space_ninja
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
icon_state = "s-ninja"
item_state = "s-ninja_mask"
vchange = 1
siemens_coefficient = 0.2
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
icon_state = "clown"
item_state = "clown_hat"
/obj/item/clothing/mask/gas/sexyclown
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
icon_state = "sexyclown"
item_state = "sexyclown"
/obj/item/clothing/mask/gas/mime
name = "mime mask"
desc = "The traditional mime's mask. It has an eerie facial posture."
icon_state = "mime"
item_state = "mime"
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
desc = "A mask used when acting as a monkey."
icon_state = "monkeymask"
item_state = "monkeymask"
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
desc = "A traditional female mime's mask."
icon_state = "sexymime"
item_state = "sexymime"
/obj/item/clothing/mask/gas/death_commando
name = "Death Commando Mask"
icon_state = "death_commando_mask"
item_state = "death_commando_mask"
siemens_coefficient = 0.2
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
desc = "Beep boop"
icon_state = "death"
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
@@ -0,0 +1,102 @@
/obj/item/clothing/mask/muzzle
name = "muzzle"
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "muzzle"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
//Monkeys can not take the muzzle off of themself! Call PETA!
/obj/item/clothing/mask/muzzle/attack_paw(mob/user as mob)
if (src == user.wear_mask)
return
else
..()
return
/obj/item/clothing/mask/surgical
name = "sterile mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
w_class = 1
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 25, rad = 0)
/obj/item/clothing/mask/fakemoustache
name = "fake moustache"
desc = "Warning: moustache is fake."
icon_state = "fake-moustache"
flags = FPRINT|TABLEPASS
flags_inv = HIDEFACE
/obj/item/clothing/mask/snorkel
name = "Snorkel"
desc = "For the Swimming Savant."
icon_state = "snorkel"
flags = FPRINT|TABLEPASS
flags_inv = HIDEFACE
//scarves (fit in in mask slot)
/obj/item/clothing/mask/bluescarf
name = "blue neck scarf"
desc = "A blue neck scarf."
icon_state = "blueneckscarf"
item_state = "blueneckscarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/redscarf
name = "red scarf"
desc = "A red and white checkered neck scarf."
icon_state = "redwhite_scarf"
item_state = "redwhite_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/greenscarf
name = "green scarf"
desc = "A green neck scarf."
icon_state = "green_scarf"
item_state = "green_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/ninjascarf
name = "ninja scarf"
desc = "A stealthy, dark scarf."
icon_state = "ninja_scarf"
item_state = "ninja_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
siemens_coefficient = 0
/obj/item/clothing/mask/pig
name = "pig mask"
desc = "A rubber pig mask."
icon_state = "pig"
item_state = "pig"
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
siemens_coefficient = 0.9
/obj/item/clothing/mask/horsehead
name = "horse head mask"
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
icon_state = "horsehead"
item_state = "horsehead"
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
var/voicechange = 0
siemens_coefficient = 0.9
+105
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/obj/item/clothing/shoes/black
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECITON_TEMPERATURE
redcoat
item_color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/brown
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
item_color = "brown"
captain
item_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
hop
item_color = "hop" //Exists for washing machines. Is not different from brown shoes in any way.
ce
item_color = "chief" //Exists for washing machines. Is not different from brown shoes in any way.
rd
item_color = "director" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
item_color = "medical" //Exists for washing machines. Is not different from brown shoes in any way.
cmo
item_color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "blue shoes"
icon_state = "blue"
item_color = "blue"
/obj/item/clothing/shoes/green
name = "green shoes"
icon_state = "green"
item_color = "green"
/obj/item/clothing/shoes/yellow
name = "yellow shoes"
icon_state = "yellow"
item_color = "yellow"
/obj/item/clothing/shoes/purple
name = "purple shoes"
icon_state = "purple"
item_color = "purple"
/obj/item/clothing/shoes/brown
name = "brown shoes"
icon_state = "brown"
item_color = "brown"
/obj/item/clothing/shoes/red
name = "red shoes"
desc = "Stylish red shoes."
icon_state = "red"
item_color = "red"
/obj/item/clothing/shoes/white
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.01
item_color = "white"
/obj/item/clothing/shoes/leather
name = "leather shoes"
desc = "A sturdy pair of leather shoes."
icon_state = "leather"
item_color = "leather"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
icon_state = "rain_bow"
item_color = "rainbow"
/obj/item/clothing/shoes/orange
name = "orange shoes"
icon_state = "orange"
item_color = "orange"
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
if (src.chained)
src.chained = null
src.slowdown = SHOES_SLOWDOWN
new /obj/item/weapon/handcuffs( user.loc )
src.icon_state = "orange"
return
/obj/item/clothing/shoes/orange/attackby(H as obj, loc)
..()
if ((istype(H, /obj/item/weapon/handcuffs) && !( src.chained )))
//H = null
if (src.icon_state != "orange") return
del(H)
src.chained = 1
src.slowdown = 15
src.icon_state = "orange1"
return
+37
View File
@@ -0,0 +1,37 @@
/obj/item/clothing/shoes/magboots
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
species_restricted = null
var/magpulse = 0
// flags = NOSLIP //disabled by default
verb/toggle()
set name = "Toggle Magboots"
set category = "Object"
set src in usr
if(usr.stat)
return
if(src.magpulse)
src.flags &= ~NOSLIP
src.slowdown = SHOES_SLOWDOWN
src.magpulse = 0
icon_state = "magboots0"
usr << "You disable the mag-pulse traction system."
else
src.flags |= NOSLIP
src.slowdown = 2
src.magpulse = 1
icon_state = "magboots1"
usr << "You enable the mag-pulse traction system."
usr.update_inv_shoes() //so our mob-overlays update
examine()
set src in view()
..()
var/state = "disabled"
if(src.flags&NOSLIP)
state = "enabled"
usr << "Its mag-pulse traction system appears to be [state]."
@@ -0,0 +1,135 @@
/obj/item/clothing/shoes/syndigaloshes
desc = "A pair of brown shoes. They seem to have extra grip."
name = "brown shoes"
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
flags = NOSLIP
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
siemens_coefficient = 0.8
species_restricted = null
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
item_color = "mime"
/obj/item/clothing/shoes/swat
name = "\improper SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0.6
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
desc = "When you REALLY want to turn up the heat"
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0.6
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
icon_state = "s-ninja"
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = null
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
icon_state = "wizard"
species_restricted = null
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "magic shoes"
icon_state = "black"
/obj/item/clothing/shoes/galoshes
desc = "Rubber boots"
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
name = "clown shoes"
icon_state = "clown"
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
item_color = "clown"
var/footstep = 1 //used for squeeks whilst walking
species_restricted = null
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
item_color = "hosred"
siemens_coefficient = 0.7
/obj/item/clothing/shoes/cult
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."
icon_state = "cult"
item_state = "cult"
item_color = "cult"
siemens_coefficient = 0.7
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = null
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume"
icon_state = "boots"
/obj/item/clothing/shoes/slippers
name = "bunny slippers"
desc = "Fluffy!"
icon_state = "slippers"
item_state = "slippers"
species_restricted = null
/obj/item/clothing/shoes/slippers_worn
name = "worn bunny slippers"
desc = "Fluffy..."
icon_state = "slippers_worn"
item_state = "slippers_worn"
/obj/item/clothing/shoes/laceup
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
/obj/item/clothing/shoes/swimmingfins
desc = "Help you swim good."
name = "swimming fins"
icon_state = "flipperfeet"
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+262
View File
@@ -0,0 +1,262 @@
// Tajaran rigs.
/obj/item/clothing/head/helmet/space/rig/tajara
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding. This one doesn't look like it was made for humans."
icon_state = "rig0-taj-helmet"
item_state = "rig0-taj-helmet"
item_color = "taj-helmet"
species_restricted = list("Tajaran")
/obj/item/clothing/suit/space/rig/tajara
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding. This one doesn't look like it was made for humans."
icon_state = "rig-taj"
item_state = "rig-taj"
item_color = "rig-taj"
species_restricted = list("Tajaran")
//Skrell space gear. Sleek like a wetsuit.
/obj/item/clothing/head/helmet/space/skrell
name = "Skrellian helmet"
desc = "Smoothly contoured and polished to a shine. Still looks like a fishbowl."
armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = list("Skrell","Human")
/obj/item/clothing/head/helmet/space/skrell/white
icon_state = "skrell_helmet_white"
item_state = "skrell_helmet_white"
item_color = "skrell_helmet_white"
/obj/item/clothing/head/helmet/space/skrell/black
icon_state = "skrell_helmet_black"
item_state = "skrell_helmet_black"
item_color = "skrell_helmet_black"
/obj/item/clothing/suit/space/skrell
name = "Skrellian hardsuit"
desc = "Seems like a wetsuit with reinforced plating seamlessly attached to it. Very chic."
armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = list("Skrell","Human")
/obj/item/clothing/suit/space/skrell/white
icon_state = "skrell_suit_white"
item_state = "skrell_suit_white"
item_color = "skrell_suit_white"
/obj/item/clothing/suit/space/skrell/black
icon_state = "skrell_suit_black"
item_state = "skrell_suit_black"
item_color = "skrell_suit_black"
//Unathi space gear. Huge and restrictive.
/obj/item/clothing/head/helmet/space/unathi
armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50)
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
var/up = 0 //So Unathi helmets play nicely with the weldervision check.
species_restricted = list("Unathi")
/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
name = "NT breacher helmet"
desc = "Hey! Watch it with that thing! It's a knock-off of a Unathi battle-helm, and that spike could put someone's eye out."
icon_state = "unathi_helm_cheap"
item_state = "unathi_helm_cheap"
item_color = "unathi_helm_cheap"
/obj/item/clothing/suit/space/unathi
armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = list("Unathi")
/obj/item/clothing/suit/space/unathi/rig_cheap
name = "NT breacher chassis"
desc = "A cheap NT knock-off of a Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
icon_state = "rig-unathi-cheap"
item_state = "rig-unathi-cheap"
slowdown = 3
/obj/item/clothing/head/helmet/space/unathi/breacher
name = "breacher helm"
desc = "Weathered, ancient and battle-scarred. The helmet is too."
icon_state = "unathi_breacher"
item_state = "unathi_breacher"
item_color = "unathi_breacher"
/obj/item/clothing/suit/space/unathi/breacher
name = "breacher chassis"
desc = "Huge, bulky and absurdly heavy. It must be like wearing a tank."
icon_state = "unathi_breacher"
item_state = "unathi_breacher"
item_color = "unathi_breacher"
slowdown = 1
// Vox space gear (vaccuum suit, low pressure armour)
// Can't be equipped by any other species due to bone structure and vox cybernetics.
/obj/item/clothing/suit/space/vox
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
slowdown = 2
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = list("Vox")
/obj/item/clothing/head/helmet/space/vox
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES|STOPSPRESSUREDMAGE
species_restricted = list("Vox")
/obj/item/clothing/head/helmet/space/vox/pressure
name = "alien helmet"
icon_state = "vox-pressure"
item_state = "vox-pressure"
desc = "Hey, wasn't this a prop in \'The Abyss\'?"
/obj/item/clothing/suit/space/vox/pressure
name = "alien pressure suit"
icon_state = "vox-pressure"
item_state = "vox-pressure"
desc = "A huge, armoured, pressurized suit, designed for distinctly nonhuman proportions."
/obj/item/clothing/head/helmet/space/vox/carapace
name = "alien visor"
icon_state = "vox-carapace"
item_state = "vox-carapace"
desc = "A glowing visor, perhaps stolen from a depressed Cylon."
/obj/item/clothing/suit/space/vox/carapace
name = "alien carapace armour"
icon_state = "vox-carapace"
item_state = "vox-carapace"
desc = "An armoured, segmented carapace with glowing purple lights. It looks pretty run-down."
/obj/item/clothing/head/helmet/space/vox/stealth
name = "alien stealth helmet"
icon_state = "vox-stealth"
item_state = "vox-stealth"
desc = "A smoothly contoured, matte-black alien helmet."
/obj/item/clothing/suit/space/vox/stealth
name = "alien stealth suit"
icon_state = "vox-stealth"
item_state = "vox-stealth"
desc = "A sleek black suit. It seems to have a tail, and is very heavy."
/obj/item/clothing/head/helmet/space/vox/medic
name = "alien goggled helmet"
icon_state = "vox-medic"
item_state = "vox-medic"
desc = "An alien helmet with enormous goggled lenses."
/obj/item/clothing/suit/space/vox/medic
name = "alien armour"
icon_state = "vox-medic"
item_state = "vox-medic"
desc = "An almost organic looking nonhuman pressure suit."
/obj/item/clothing/under/vox
has_sensor = 0
species_restricted = list("Vox")
/obj/item/clothing/under/vox/vox_casual
name = "alien clothing"
desc = "This doesn't look very comfortable."
icon_state = "vox-casual-1"
item_color = "vox-casual-1"
item_state = "vox-casual-1"
/obj/item/clothing/under/vox/vox_robes
name = "alien robes"
desc = "Weird and flowing!"
icon_state = "vox-casual-2"
item_color = "vox-casual-2"
item_state = "vox-casual-2"
/obj/item/clothing/gloves/yellow/vox
desc = "These bizarre gauntlets seem to be fitted for... bird claws?"
name = "insulated gauntlets"
icon_state = "gloves-vox"
item_state = "gloves-vox"
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="gloves-vox"
species_restricted = list("Vox")
/obj/item/clothing/shoes/magboots/vox
desc = "A pair of heavy, jagged armoured foot pieces, seemingly suitable for a velociraptor."
name = "vox boots"
item_state = "boots-vox"
icon_state = "boots-vox"
species_restricted = list("Vox")
toggle()
//set name = "Toggle Floor Grip"
if(usr.stat)
return
if(src.magpulse)
src.flags &= ~NOSLIP
src.magpulse = 0
usr << "You relax your deathgrip on the flooring."
else
src.flags |= NOSLIP
src.magpulse = 1
usr << "You dig your claws deeply into the flooring, bracing yourself."
examine()
set src in view()
..()
//Species-specific Syndicate rigs.
/obj/item/clothing/head/helmet/space/rig/syndi/tajara
icon_state = "rig0-syndie-taj"
item_state = "syndie_helm"
item_color = "syndie-taj"
species_restricted = list("Tajaran")
/obj/item/clothing/suit/space/rig/syndi/tajara
item_state = "syndie_hardsuit"
icon_state = "rig-syndie-taj"
species_restricted = list("Tajaran")
/obj/item/clothing/head/helmet/space/rig/syndi/unathi
icon_state = "rig0-syndie-unathi"
item_state = "syndie_helm"
item_color = "syndie-unathi"
species_restricted = list("Unathi")
/obj/item/clothing/suit/space/rig/syndi/unathi
item_state = "syndie_hardsuit"
icon_state = "rig-syndie-unathi"
species_restricted = list("Unathi")
/obj/item/clothing/head/helmet/space/rig/syndi/skrell
icon_state = "rig0-syndie-skrell"
item_state = "syndie_helm"
item_color = "syndie-skrell"
species_restricted = list("Skrell")
/obj/item/clothing/suit/space/rig/syndi/skrell
item_state = "syndie_hardsuit"
icon_state = "rig-syndie-skrell"
species_restricted = list("Skrell")
/obj/item/clothing/head/helmet/space/rig/syndi/human
icon_state = "rig0-syndie-human"
item_state = "syndie_helm"
item_color = "syndie-human"
species_restricted = list("Human")
/obj/item/clothing/suit/space/rig/syndi/human
item_state = "syndie_hardsuit"
icon_state = "rig-syndie-human"
species_restricted = list("Human")
@@ -0,0 +1,29 @@
//Captain's Spacesuit
/obj/item/clothing/head/helmet/space/capspace
name = "space helmet"
icon_state = "capspace"
item_state = "capspacehelmet"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
flags_inv = HIDEFACE
permeability_coefficient = 0.01
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
//Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it.
/obj/item/clothing/suit/armor/captain
name = "Captain's armor"
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
icon_state = "caparmor"
item_state = "capspacesuit"
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.7

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