// Admin Tab - Game Verbs /datum/admins/proc/show_player_panel(mob/M in GLOB.mob_list) set category = "Admin.Game" set name = "Show Player Panel" set desc="Edit player (respawn, ban, heal, etc)" if(!check_rights()) return log_admin("[key_name(usr)] checked the individual player panel for [key_name(M)][isobserver(usr)?"":" while in game"].") if(!M) to_chat(usr, span_warning("You seem to be selecting a mob that doesn't exist anymore."), confidential = TRUE) return var/body = "Options for [M.key]" body += "Options panel for [M]" if(M.client) body += " played by [M.client] " body += "\[[M.client.holder ? M.client.holder.rank : "Player"]\]" if(CONFIG_GET(flag/use_exp_tracking)) body += "\[" + M.client.get_exp_living(FALSE) + "\]" if(isnewplayer(M)) body += " Hasn't Entered Game " else body += " \[Heal\] " if(M.client) body += "
\[First Seen: [M.client.player_join_date]\]\[Byond account registered on: [M.client.account_join_date]\]" body += "

CentCom Galactic Ban DB: " if(CONFIG_GET(string/centcom_ban_db)) body += "Search" else body += "Disabled" body += "

Show related accounts by: " body += "\[ CID | " body += "IP \]" var/full_version = "Unknown" if(M.client.byond_version) full_version = "[M.client.byond_version].[M.client.byond_build ? M.client.byond_build : "xxx"]" body += "
\[Byond version: [full_version]\]
" body += "

\[ " body += "VV - " if(M.mind) body += "TP - " body += "SKILLS - " else body += "Init Mind - " if (iscyborg(M)) body += "BP - " body += "PM - " body += "SM - " if (ishuman(M) && M.mind) body += "HM - " body += "FLW - " //Default to client logs if available var/source = LOGSRC_MOB if(M.ckey) source = LOGSRC_CKEY body += "LOGS\]
" body += "Mob type = [M.type]

" body += "Kick | " if(M.client) body += "Ban | " else body += "Ban | " body += "Notes | Messages | Watchlist | " if(M.client) body += "| Prison | " body += "\ Send back to Lobby | " var/muted = M.client.prefs.muted body += "
Mute: " body += "\[IC | " body += "OOC | " body += "PRAY | " body += "ADMINHELP | " body += "DEADCHAT\]" body += "(toggle all)" body += "

" body += "Jump to | " body += "Get | " body += "Send To" body += "

" body += "Traitor panel | " body += "Narrate to | " body += "Subtle message | " body += "Play sound to | " body += "Language Menu" if (M.client) if(!isnewplayer(M)) body += "

" body += "Transformation:" body += "
" //Human if(ishuman(M) && !ismonkey(M)) body += "Human | " else body += "Humanize | " //Monkey if(ismonkey(M)) body += "Monkeyized | " else body += "Monkeyize | " //Corgi if(iscorgi(M)) body += "Corgized | " else body += "Corgize | " //AI / Cyborg if(isAI(M)) body += "Is an AI " else if(ishuman(M)) body += "Make AI | " body += "Make Robot | " body += "Make Alien | " body += "Make Slime | " body += "Make Blob | " //Simple Animals if(isanimal(M)) body += "Re-Animalize | " else body += "Animalize | " body += "

" body += "Rudimentary transformation:
These transformations only create a new mob type and copy stuff over. They do not take into account MMIs and similar mob-specific things. The buttons in 'Transformations' are preferred, when possible.

" body += "Observer | " body += "\[ Alien: Drone, " body += "Hunter, " body += "Sentinel, " body += "Praetorian, " body += "Queen, " body += "Larva \] " body += "Human " body += "\[ slime: Baby, " body += "Adult \] " body += "Monkey | " body += "Cyborg | " body += "Cat | " body += "Runtime | " body += "Corgi | " body += "Ian | " body += "Crab | " body += "Coffee | " body += "\[ Construct: Juggernaut , " body += "Artificer , " body += "Wraith \] " body += "Shade" body += "
" if (M.client) body += "

" body += "Other actions:" body += "
" body += "Forcesay | " body += "Thunderdome 1 | " body += "Thunderdome 2 | " body += "Thunderdome Admin | " body += "Thunderdome Observer | " body += "Commend Behavior | " body += "
" body += "" usr << browse(body, "window=adminplayeropts-[REF(M)];size=550x515") SSblackbox.record_feedback("tally", "admin_verb", 1, "Player Panel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_godmode(mob/M in GLOB.mob_list) set category = "Admin.Game" set name = "Godmode" if(!check_rights(R_ADMIN)) return M.status_flags ^= GODMODE to_chat(usr, span_adminnotice("Toggled [(M.status_flags & GODMODE) ? "ON" : "OFF"]"), confidential = TRUE) log_admin("[key_name(usr)] has toggled [key_name(M)]'s nodamage to [(M.status_flags & GODMODE) ? "On" : "Off"]") var/msg = "[key_name_admin(usr)] has toggled [ADMIN_LOOKUPFLW(M)]'s nodamage to [(M.status_flags & GODMODE) ? "On" : "Off"]" message_admins(msg) admin_ticket_log(M, msg) SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Godmode", "[M.status_flags & GODMODE ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /* 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 = "Admin.Game" 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(!check_rights(R_ADMIN)) 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 GLOB.player_list) if(G.ckey == input) G_found = G break if(!G_found)//If a ghost was not found. to_chat(usr, "There is no active key like that in the game or the person is not currently a ghost.", confidential = TRUE) return if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something //check if they were a monkey if(findtext(G_found.real_name,"monkey")) if(tgui_alert(usr,"This character appears to have been a monkey. Would you like to respawn them as such?",,list("Yes","No"))=="Yes") var/mob/living/carbon/human/species/monkey/new_monkey = new SSjob.SendToLateJoin(new_monkey) 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 to_chat(new_monkey, "You have been fully respawned. Enjoy the game.", confidential = TRUE) var/msg = span_adminnotice("[key_name_admin(usr)] has respawned [new_monkey.key] as a filthy monkey.") message_admins(msg) admin_ticket_log(new_monkey, msg) return //all done. The ghost is auto-deleted //Ok, it's not a monkey. So, spawn a human. var/mob/living/carbon/human/new_character = new//The mob being spawned. SSjob.SendToLateJoin(new_character) 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 GLOB.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.title]") record_found = find_record("id", id, GLOB.data_core.locked) 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["gender"] new_character.age = record_found.fields["age"] new_character.hardset_dna(record_found.fields["identity"], record_found.fields["enzymes"], null, record_found.fields["name"], record_found.fields["blood_type"], new record_found.fields["species"], record_found.fields["features"]) else new_character.randomize_human_appearance() new_character.dna.update_dna_identity() 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 else new_character.mind_initialize() if(is_unassigned_job(new_character.mind.assigned_role)) new_character.mind.set_assigned_role(SSjob.GetJobType(SSjob.overflow_role)) 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. var/datum/antagonist/traitor/traitordatum = new_character.mind.has_antag_datum(/datum/antagonist/traitor) if(traitordatum) SSjob.EquipRank(new_character, new_character.mind.assigned_role, new_character.client) new_character.mind.give_uplink(silent = TRUE, antag_datum = traitordatum) switch(new_character.mind.special_role) if(ROLE_WIZARD) new_character.forceMove(pick(GLOB.wizardstart)) var/datum/antagonist/wizard/A = new_character.mind.has_antag_datum(/datum/antagonist/wizard,TRUE) A.equip_wizard() if(ROLE_SYNDICATE) new_character.forceMove(pick(GLOB.nukeop_start)) var/datum/antagonist/nukeop/N = new_character.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE) N.equip_op() if(ROLE_NINJA) var/list/ninja_spawn = list() for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list) ninja_spawn += L var/datum/antagonist/ninja/ninjadatum = new_character.mind.has_antag_datum(/datum/antagonist/ninja) ninjadatum.equip_space_ninja() if(ninja_spawn.len) new_character.forceMove(pick(ninja_spawn)) else//They may also be a cyborg or AI. switch(new_character.mind.assigned_role.type) if(/datum/job/cyborg)//More rigging to make em' work and check if they're traitor. new_character = new_character.Robotize(TRUE) if(/datum/job/ai) new_character = new_character.AIize() else if(!traitordatum) // Already equipped there. SSjob.EquipRank(new_character, new_character.mind.assigned_role, new_character.client)//Or we simply equip them. //Announces the character on all the systems, based on the record. if(!record_found && (new_character.mind.assigned_role.job_flags & JOB_CREW_MEMBER)) //Power to the user! if(tgui_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?",,list("No","Yes"))=="Yes") GLOB.data_core.manifest_inject(new_character) if(tgui_alert(new_character,"Would you like an active AI to announce this character?",,list("No","Yes"))=="Yes") announce_arrival(new_character, new_character.mind.assigned_role.title) var/msg = span_adminnotice("[admin] has respawned [player_key] as [new_character.real_name].") message_admins(msg) admin_ticket_log(new_character, msg) to_chat(new_character, "You have been fully respawned. Enjoy the game.", confidential = TRUE) SSblackbox.record_feedback("tally", "admin_verb", 1, "Respawn Character") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! return new_character /client/proc/cmd_admin_list_open_jobs() set category = "Admin.Game" set name = "Manage Job Slots" if(!check_rights(R_ADMIN)) return holder.manage_free_slots() SSblackbox.record_feedback("tally", "admin_verb", 1, "Manage Job Slots") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /datum/admins/proc/manage_free_slots() if(!check_rights()) return var/datum/browser/browser = new(usr, "jobmanagement", "Manage Free Slots", 520) var/list/dat = list() var/count = 0 if(!SSjob.initialized) tgui_alert(usr, "You cannot manage jobs before the job subsystem is initialized!") return if(SSlag_switch.measures[DISABLE_NON_OBSJOBS]) dat += "
Lag Switch \"Disable non-observer late joining\" is ON. Only Observers may join!
" dat += "" for(var/datum/job/job as anything in SSjob.joinable_occupations) count++ var/J_title = html_encode(job.title) var/J_opPos = html_encode(job.total_positions - (job.total_positions - job.current_positions)) var/J_totPos = html_encode(job.total_positions) dat += "" dat += "" else dat += "Limit" browser.height = min(100 + count * 20, 650) browser.set_content(dat.Join()) browser.open() /client/proc/toggle_view_range() set category = "Admin.Game" set name = "Change View Range" set desc = "switches between 1x and custom views" if(view_size.getView() == view_size.default) view_size.setTo(input("Select view range:", "FUCK YE", 7) in list(1,2,3,4,5,6,7,8,9,10,11,12,13,14,37) - 7) else view_size.resetToDefault(getScreenSize(prefs.read_preference(/datum/preference/toggle/widescreen))) log_admin("[key_name(usr)] changed their view range to [view].") //message_admins("\blue [key_name_admin(usr)] changed their view range to [view].") //why? removed by order of XSI SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Change View Range", "[view]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/toggle_combo_hud() set category = "Admin.Game" set name = "Toggle Combo HUD" set desc = "Toggles the Admin Combo HUD (antag, sci, med, eng)" if(!check_rights(R_ADMIN)) return var/adding_hud = !has_antag_hud() for(var/hudtype in list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC_ADVANCED)) // add data huds var/datum/atom_hud/H = GLOB.huds[hudtype] (adding_hud) ? H.add_hud_to(usr) : H.remove_hud_from(usr) for(var/datum/atom_hud/antag/H in GLOB.huds) // add antag huds (adding_hud) ? H.add_hud_to(usr) : H.remove_hud_from(usr) if(prefs.toggles & COMBOHUD_LIGHTING) if(adding_hud) mob.lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE else mob.lighting_alpha = initial(mob.lighting_alpha) mob.update_sight() to_chat(usr, "You toggled your admin combo HUD [adding_hud ? "ON" : "OFF"].", confidential = TRUE) message_admins("[key_name_admin(usr)] toggled their admin combo HUD [adding_hud ? "ON" : "OFF"].") log_admin("[key_name(usr)] toggled their admin combo HUD [adding_hud ? "ON" : "OFF"].") SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Combo HUD", "[adding_hud ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/has_antag_hud() var/datum/atom_hud/A = GLOB.huds[ANTAG_HUD_TRAITOR] return A.hudusers[mob] /datum/admins/proc/show_traitor_panel(mob/target_mob in GLOB.mob_list) set category = "Admin.Game" set desc = "Edit mobs's memory and role" set name = "Show Traitor Panel" var/datum/mind/target_mind = target_mob.mind if(!target_mind) to_chat(usr, "This mob has no mind!", confidential = TRUE) return if(!istype(target_mob) && !istype(target_mind)) to_chat(usr, "This can only be used on instances of type /mob and /mind", confidential = TRUE) return target_mind.traitor_panel() SSblackbox.record_feedback("tally", "admin_verb", 1, "Traitor Panel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /datum/admins/proc/show_skill_panel(target) set category = "Admin.Game" set desc = "Edit mobs's experience and skill levels" set name = "Show Skill Panel" var/datum/mind/target_mind if(ismob(target)) var/mob/target_mob = target target_mind = target_mob.mind else if (istype(target, /datum/mind)) target_mind = target else to_chat(usr, "This can only be used on instances of type /mob and /mind", confidential = TRUE) return var/datum/skill_panel/SP = new(usr, target_mind) SP.ui_interact(usr) /datum/admins/proc/show_lag_switch_panel() set category = "Admin.Game" set name = "Show Lag Switches" set desc="Display the controls for drastic lag mitigation measures." if(!SSlag_switch.initialized) to_chat(usr, span_notice("The Lag Switch subsystem has not yet been initialized.")) return if(!check_rights()) return var/list/dat = list("Lag Switches

Lag (Reduction) Switches

") dat += "Automatic Trigger: [SSlag_switch.auto_switch ? "On" : "Off"]
" dat += "Population Threshold: [SSlag_switch.trigger_pop]
" dat += "Slowmode Cooldown (toggle On/Off below): [SSlag_switch.slowmode_cooldown/10] seconds
" dat += "
SET ALL MEASURES: ON | OFF
" dat += "
Disable ghosts zoom and t-ray verbs (except staff): [SSlag_switch.measures[DISABLE_GHOST_ZOOM_TRAY] ? "On" : "Off"]
" dat += "Disable late joining: [SSlag_switch.measures[DISABLE_NON_OBSJOBS] ? "On" : "Off"]
" dat += "
============! MAD GHOSTS ZONE !============
" dat += "Disable deadmob keyLoop (except staff, informs dchat): [SSlag_switch.measures[DISABLE_DEAD_KEYLOOP] ? "On" : "Off"]
" dat += "==========================================
" dat += "
Measures below can be bypassed with a special trait
" dat += "Slowmode say verb (informs world): [SSlag_switch.measures[SLOWMODE_SAY] ? "On" : "Off"]
" dat += "Disable runechat: [SSlag_switch.measures[DISABLE_RUNECHAT] ? "On" : "Off"] - trait applies to speaker
" dat += "Disable examine icons: [SSlag_switch.measures[DISABLE_USR_ICON2HTML] ? "On" : "Off"] - trait applies to examiner
" dat += "" usr << browse(dat.Join(), "window=lag_switch_panel;size=420x420")
[J_title]: [J_opPos]/[job.total_positions < 0 ? " (unlimited)" : J_totPos]" dat += "" if(job.total_positions >= 0) dat += "Custom | " dat += "Add 1 | " if(job.total_positions > job.current_positions) dat += "Remove | " else dat += "Remove | " dat += "Unlimit