diff --git a/code/controllers/voting.dm b/code/controllers/voting.dm index 29008770f5f..efab1204833 100644 --- a/code/controllers/voting.dm +++ b/code/controllers/voting.dm @@ -39,12 +39,12 @@ datum/controller/vote result() for(var/client/C in voting) if(C) - C << browse(null,"window=vote;can_close=0") + C << browse(null,"window=vote") reset() else for(var/client/C in voting) if(C) - C << browse(vote.interface(C),"window=vote;can_close=0") + C << browse(vote.interface(C),"window=vote") voting.Cut() @@ -392,4 +392,4 @@ datum/controller/vote set name = "Vote" if(vote) - src << browse(vote.interface(client),"window=vote;can_close=0") + src << browse(vote.interface(client),"window=vote") diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm index 881dea4dbd4..2d7c27b3cc9 100644 --- a/code/game/gamemodes/game_mode.dm +++ b/code/game/gamemodes/game_mode.dm @@ -16,6 +16,8 @@ var/global/list/additional_antag_types = list() var/ert_disabled = 0 // ERT cannot be called. var/deny_respawn = 0 // Disable respawn during this round. + var/list/disabled_jobs = list() // Mostly used for Malf. This check is performed in job_controller so it doesn't spawn a regular AI. + var/shuttle_delay = 1 // Shuttle transit time is multiplied by this. var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled? diff --git a/code/game/gamemodes/malfunction/malfunction.dm b/code/game/gamemodes/malfunction/malfunction.dm index b4409316fef..c7b76d95072 100644 --- a/code/game/gamemodes/malfunction/malfunction.dm +++ b/code/game/gamemodes/malfunction/malfunction.dm @@ -8,3 +8,4 @@ end_on_antag_death = 0 auto_recall_shuttle = 0 antag_tags = list(MODE_MALFUNCTION) + disabled_jobs = list("AI") diff --git a/code/game/jobs/job_controller.dm b/code/game/jobs/job_controller.dm index 19a6449a863..7bf949e217f 100644 --- a/code/game/jobs/job_controller.dm +++ b/code/game/jobs/job_controller.dm @@ -191,36 +191,6 @@ var/global/datum/controller/occupations/job_master return - proc/FillAIPosition() - var/ai_selected = 0 - var/datum/job/job = GetJob("AI") - if(!job) return 0 - if((job.title == "AI") && (config) && (!config.allow_ai)) return 0 - - for(var/i = job.total_positions, i > 0, i--) - for(var/level = 1 to 3) - var/list/candidates = list() - if(ticker.mode.name == "AI malfunction")//Make sure they want to malf if its malf - candidates = FindOccupationCandidates(job, level, BE_MALF) - else - candidates = FindOccupationCandidates(job, level) - if(candidates.len) - var/mob/new_player/candidate = pick(candidates) - if(AssignRole(candidate, "AI")) - ai_selected++ - break - //Malf NEEDS an AI so force one if we didn't get a player who wanted it - if((ticker.mode.name == "AI malfunction")&&(!ai_selected)) - unassigned = shuffle(unassigned) - for(var/mob/new_player/player in unassigned) - if(jobban_isbanned(player, "AI")) continue - if(AssignRole(player, "AI")) - ai_selected++ - break - if(ai_selected) return 1 - return 0 - - /** Proc DivideOccupations * fills var "assigned_role" for all ready players. * This proc must not have any side effect besides of modifying "assigned_role". @@ -266,11 +236,6 @@ var/global/datum/controller/occupations/job_master FillHeadPosition() Debug("DO, Head Check end") - //Check for an AI - Debug("DO, Running AI Check") - FillAIPosition() - Debug("DO, AI Check end") - //Other jobs are now checked Debug("DO, Running Standard Check") @@ -281,6 +246,7 @@ var/global/datum/controller/occupations/job_master // Loop through all levels from high to low var/list/shuffledoccupations = shuffle(occupations) + // var/list/disabled_jobs = ticker.mode.disabled_jobs // So we can use .Find down below without a colon. for(var/level = 1 to 3) //Check the head jobs first each level CheckHeadPositions(level) @@ -290,7 +256,7 @@ var/global/datum/controller/occupations/job_master // Loop through all jobs for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY - if(!job) + if(!job || ticker.mode.disabled_jobs.Find(job.title) ) continue if(jobban_isbanned(player, job.title)) diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index f1684e55c5e..3e2847d14db 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -163,7 +163,7 @@ playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1) for(var/obj/item/weapon/reagent_containers/glass/G in beakers) - G.reagents.trans_to(src, G.reagents.total_volume) + G.reagents.trans_to_obj(src, G.reagents.total_volume) if(src.reagents.total_volume) //The possible reactions didnt use up all reagents. var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread() diff --git a/code/modules/admin/admin.dm b/code/modules/admin/admin.dm index 32b6bde1d42..6ad8b95058a 100644 --- a/code/modules/admin/admin.dm +++ b/code/modules/admin/admin.dm @@ -1302,7 +1302,7 @@ proc/admin_notice(var/message, var/rights) if (!istype(src,/datum/admins)) src = usr.client.holder - if (!istype(src,/datum/admins)) + if (!istype(src,/datum/admins) || !check_rights(R_ADMIN)) usr << "Error: you are not an admin!" return @@ -1310,5 +1310,21 @@ proc/admin_notice(var/message, var/rights) usr << "Mode has not started." return - message_admins("[key_name(usr)] attempting to force mode autospawn.") + log_and_message_admins("attempting to force mode autospawn.") ticker.mode.process_autoantag() + +/datum/admins/proc/paralyze_mob(mob/living/H as mob) + set category = "Admin" + set name = "Toggle Paralyze" + set desc = "Paralyzes a player. Or unparalyses them." + + var/msg + + if(check_rights(R_ADMIN)) + if (H.paralysis == 0) + H.paralysis = 8000 + msg = "has paralyzed [key_name(H)]." + else + H.paralysis = 0 + msg = "has unparalyzed [key_name(H)]." + log_and_message_admins(msg) diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm index b36761e3fbc..69798c391a8 100644 --- a/code/modules/admin/admin_verbs.dm +++ b/code/modules/admin/admin_verbs.dm @@ -91,7 +91,8 @@ var/list/admin_verbs_admin = list( /client/proc/change_human_appearance_self, // Allows the human-based mob itself change its basic appearance , /client/proc/change_security_level, /client/proc/view_chemical_reaction_logs, - /client/proc/makePAI + /client/proc/makePAI, + /datum/admins/proc/paralyze_mob ) var/list/admin_verbs_ban = list( /client/proc/unban_panel, @@ -294,7 +295,8 @@ var/list/admin_verbs_mod = list( /datum/admins/proc/show_player_panel, /client/proc/check_antagonists, /client/proc/jobbans, - /client/proc/cmd_admin_subtle_message // send an message to somebody as a 'voice in their head', + /client/proc/cmd_admin_subtle_message, // send an message to somebody as a 'voice in their head', + /datum/admins/proc/paralyze_mob ) var/list/admin_verbs_mentor = list(