mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 21:11:57 +00:00
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
600 lines
22 KiB
Plaintext
600 lines
22 KiB
Plaintext
/datum/admins/proc/Secrets()
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if(!check_rights(0)) return
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var/dat = "<B>The first rule of adminbuse is: you don't talk about the adminbuse.</B><HR>"
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dat +={"
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<B>General Secrets</B><BR>
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<BR>
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<A href='?src=\ref[src];secrets=list_job_debug'>Show Job Debug</A><BR>
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<A href='?src=\ref[src];secrets=admin_log'>Admin Log</A><BR>
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<A href='?src=\ref[src];secrets=show_admins'>Show Admin List</A><BR>
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<BR>
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"}
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if(check_rights(R_ADMIN,0))
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dat += {"
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<B>Admin Secrets</B><BR>
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<BR>
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<A href='?src=\ref[src];secrets=clear_virus'>Cure all diseases currently in existence</A><BR>
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<A href='?src=\ref[src];secrets=list_bombers'>Bombing List</A><BR>
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<A href='?src=\ref[src];secrets=check_antagonist'>Show current traitors and objectives</A><BR>
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<A href='?src=\ref[src];secrets=list_signalers'>Show last [length(lastsignalers)] signalers</A><BR>
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<A href='?src=\ref[src];secrets=list_lawchanges'>Show last [length(lawchanges)] law changes</A><BR>
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<A href='?src=\ref[src];secrets=showailaws'>Show AI Laws</A><BR>
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<A href='?src=\ref[src];secrets=showgm'>Show Game Mode</A><BR>
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<A href='?src=\ref[src];secrets=manifest'>Show Crew Manifest</A><BR>
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<A href='?src=\ref[src];secrets=DNA'>List DNA (Blood)</A><BR>
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<A href='?src=\ref[src];secrets=fingerprints'>List Fingerprints</A><BR>
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<A href='?src=\ref[src];secrets=ctfbutton'>Enable/Disable CTF</A><BR><BR>
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<A href='?src=\ref[src];secrets=tdomereset'>Reset Thunderdome to default state</A><BR>
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<A href='?src=\ref[src];secrets=reset_name'>Reset Station Name</A><BR>
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<BR>
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<B>Shuttles</B><BR>
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<BR>
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<A href='?src=\ref[src];secrets=moveferry'>Move Ferry</A><BR>
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<A href='?src=\ref[src];secrets=moveminingshuttle'>Move Mining Shuttle</A><BR>
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<A href='?src=\ref[src];secrets=movelaborshuttle'>Move Labor Shuttle</A><BR>
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<BR>
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"}
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if(check_rights(R_FUN,0))
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dat += {"
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<B>Fun Secrets</B><BR>
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<BR>
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<A href='?src=\ref[src];secrets=virus'>Trigger a Virus Outbreak</A><BR>
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<A href='?src=\ref[src];secrets=monkey'>Turn all humans into monkeys</A><BR>
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<A href='?src=\ref[src];secrets=anime'>Chinese Cartoons</A><BR>
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<A href='?src=\ref[src];secrets=allspecies'>Change the species of all humans</A><BR>
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<A href='?src=\ref[src];secrets=power'>Make all areas powered</A><BR>
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<A href='?src=\ref[src];secrets=unpower'>Make all areas unpowered</A><BR>
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<A href='?src=\ref[src];secrets=quickpower'>Power all SMES</A><BR>
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<A href='?src=\ref[src];secrets=tripleAI'>Triple AI mode (needs to be used in the lobby)</A><BR>
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<A href='?src=\ref[src];secrets=traitor_all'>Everyone is the traitor</A><BR>
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<A href='?src=\ref[src];secrets=guns'>Summon Guns</A><BR>
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<A href='?src=\ref[src];secrets=magic'>Summon Magic</A><BR>
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<A href='?src=\ref[src];secrets=events'>Summon Events (Toggle)</A><BR>
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<A href='?src=\ref[src];secrets=onlyone'>There can only be one!</A><BR>
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<A href='?src=\ref[src];secrets=onlyme'>There can only be me!</A><BR>
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<A href='?src=\ref[src];secrets=retardify'>Make all players retarded</A><BR>
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<A href='?src=\ref[src];secrets=eagles'>Egalitarian Station Mode</A><BR>
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<A href='?src=\ref[src];secrets=blackout'>Break all lights</A><BR>
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<A href='?src=\ref[src];secrets=whiteout'>Fix all lights</A><BR>
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<A href='?src=\ref[src];secrets=floorlava'>The floor is lava! (DANGEROUS: extremely lame)</A><BR>
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<BR>
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<A href='?src=\ref[src];secrets=changebombcap'>Change bomb cap</A><BR>
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<A href='?src=\ref[src];secrets=masspurrbation'>Mass Purrbation</A><BR>
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<A href='?src=\ref[src];secrets=massremovepurrbation'>Mass Remove Purrbation</A><BR>
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"}
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dat += "<BR>"
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if(check_rights(R_DEBUG,0))
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dat += {"
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<B>Security Level Elevated</B><BR>
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<BR>
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<A href='?src=\ref[src];secrets=maint_access_engiebrig'>Change all maintenance doors to engie/brig access only</A><BR>
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<A href='?src=\ref[src];secrets=maint_access_brig'>Change all maintenance doors to brig access only</A><BR>
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<A href='?src=\ref[src];secrets=infinite_sec'>Remove cap on security officers</A><BR>
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<BR>
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"}
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usr << browse(dat, "window=secrets")
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return
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/datum/admins/proc/Secrets_topic(item,href_list)
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var/datum/round_event/E
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var/ok = 0
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switch(item)
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if("admin_log")
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var/dat = "<B>Admin Log<HR></B>"
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for(var/l in admin_log)
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dat += "<li>[l]</li>"
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if(!admin_log.len)
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dat += "No-one has done anything this round!"
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usr << browse(dat, "window=admin_log")
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if("list_job_debug")
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var/dat = "<B>Job Debug info.</B><HR>"
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if(SSjob)
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for(var/line in SSjob.job_debug)
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dat += "[line]<BR>"
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dat+= "*******<BR><BR>"
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for(var/datum/job/job in SSjob.occupations)
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if(!job)
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continue
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dat += "job: [job.title], current_positions: [job.current_positions], total_positions: [job.total_positions] <BR>"
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usr << browse(dat, "window=jobdebug;size=600x500")
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if("show_admins")
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var/dat = "<B>Current admins:</B><HR>"
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if(admin_datums)
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for(var/ckey in admin_datums)
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var/datum/admins/D = admin_datums[ckey]
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dat += "[ckey] - [D.rank.name]<br>"
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usr << browse(dat, "window=showadmins;size=600x500")
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if("tdomereset")
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if(!check_rights(R_ADMIN))
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return
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var/delete_mobs = alert("Clear all mobs?","Confirm","Yes","No","Cancel")
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if(delete_mobs == "Cancel")
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return
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log_admin("[key_name(usr)] reset the thunderdome to default with delete_mobs==[delete_mobs].", 1)
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] reset the thunderdome to default with delete_mobs==[delete_mobs].</span>")
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var/area/thunderdome = locate(/area/tdome/arena)
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if(delete_mobs == "Yes")
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for(var/mob/living/mob in thunderdome)
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qdel(mob) //Clear mobs
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for(var/obj/obj in thunderdome)
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if(!istype(obj,/obj/machinery/camera))
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qdel(obj) //Clear objects
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var/area/template = locate(/area/tdome/arena_source)
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template.copy_contents_to(thunderdome)
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if("clear_virus")
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var/choice = input("Are you sure you want to cure all disease?") in list("Yes", "Cancel")
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if(choice == "Yes")
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message_admins("[key_name_admin(usr)] has cured all diseases.")
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for(var/datum/disease/D in SSdisease.processing)
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D.cure(D)
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if("reset_name")
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if(!check_rights(R_ADMIN))
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return
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world.name = new_station_name()
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station_name = world.name
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log_admin("[key_name(usr)] reset the station name.")
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] reset the station name.</span>")
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if("list_bombers")
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if(!check_rights(R_ADMIN))
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return
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var/dat = "<B>Bombing List<HR>"
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for(var/l in bombers)
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dat += text("[l]<BR>")
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usr << browse(dat, "window=bombers")
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if("list_signalers")
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if(!check_rights(R_ADMIN))
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return
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var/dat = "<B>Showing last [length(lastsignalers)] signalers.</B><HR>"
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for(var/sig in lastsignalers)
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dat += "[sig]<BR>"
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usr << browse(dat, "window=lastsignalers;size=800x500")
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if("list_lawchanges")
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if(!check_rights(R_ADMIN))
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return
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var/dat = "<B>Showing last [length(lawchanges)] law changes.</B><HR>"
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for(var/sig in lawchanges)
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dat += "[sig]<BR>"
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usr << browse(dat, "window=lawchanges;size=800x500")
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if("moveminingshuttle")
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if(!check_rights(R_ADMIN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","ShM")
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if(!SSshuttle.toggleShuttle("mining","mining_home","mining_away"))
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message_admins("[key_name_admin(usr)] moved mining shuttle")
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log_admin("[key_name(usr)] moved the mining shuttle")
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if("movelaborshuttle")
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if(!check_rights(R_ADMIN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","ShL")
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if(!SSshuttle.toggleShuttle("laborcamp","laborcamp_home","laborcamp_away"))
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message_admins("[key_name_admin(usr)] moved labor shuttle")
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log_admin("[key_name(usr)] moved the labor shuttle")
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if("moveferry")
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if(!check_rights(R_ADMIN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","ShF")
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if(!SSshuttle.toggleShuttle("ferry","ferry_home","ferry_away"))
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message_admins("[key_name_admin(usr)] moved the centcom ferry")
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log_admin("[key_name(usr)] moved the centcom ferry")
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if("showailaws")
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if(!check_rights(R_ADMIN))
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return
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output_ai_laws()
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if("showgm")
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if(!check_rights(R_ADMIN))
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return
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if(!ticker || !ticker.mode)
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alert("The game hasn't started yet!")
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else if (ticker.mode)
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alert("The game mode is [ticker.mode.name]")
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else alert("For some reason there's a ticker, but not a game mode")
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if("manifest")
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if(!check_rights(R_ADMIN))
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return
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var/dat = "<B>Showing Crew Manifest.</B><HR>"
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dat += "<table cellspacing=5><tr><th>Name</th><th>Position</th></tr>"
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for(var/datum/data/record/t in data_core.general)
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dat += "<tr><td>[t.fields["name"]]</td><td>[t.fields["rank"]]</td></tr>"
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dat += "</table>"
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usr << browse(dat, "window=manifest;size=440x410")
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if("DNA")
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if(!check_rights(R_ADMIN))
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return
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var/dat = "<B>Showing DNA from blood.</B><HR>"
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dat += "<table cellspacing=5><tr><th>Name</th><th>DNA</th><th>Blood Type</th></tr>"
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for(var/mob/living/carbon/human/H in mob_list)
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if(H.ckey)
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dat += "<tr><td>[H]</td><td>[H.dna.unique_enzymes]</td><td>[H.dna.blood_type]</td></tr>"
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dat += "</table>"
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usr << browse(dat, "window=DNA;size=440x410")
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if("fingerprints")
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if(!check_rights(R_ADMIN))
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return
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var/dat = "<B>Showing Fingerprints.</B><HR>"
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dat += "<table cellspacing=5><tr><th>Name</th><th>Fingerprints</th></tr>"
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for(var/mob/living/carbon/human/H in mob_list)
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if(H.ckey)
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dat += "<tr><td>[H]</td><td>[md5(H.dna.uni_identity)]</td></tr>"
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dat += "</table>"
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usr << browse(dat, "window=fingerprints;size=440x410")
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if("monkey")
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if(!check_rights(R_FUN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","M")
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for(var/mob/living/carbon/human/H in mob_list)
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spawn(0)
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H.monkeyize()
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ok = 1
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if("allspecies")
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if(!check_rights(R_FUN))
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return
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var/result = input(usr, "Please choose a new species","Species") as null|anything in species_list
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if(result)
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log_admin("[key_name(usr)] turned all humans into [result]", 1)
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message_admins("\blue [key_name_admin(usr)] turned all humans into [result]")
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var/newtype = species_list[result]
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for(var/mob/living/carbon/human/H in mob_list)
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H.set_species(newtype)
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if("corgi")
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if(!check_rights(R_FUN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","M")
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for(var/mob/living/carbon/human/H in mob_list)
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spawn(0)
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H.corgize()
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ok = 1
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if("tripleAI")
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if(!check_rights(R_FUN))
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return
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usr.client.triple_ai()
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","TriAI")
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if("power")
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if(!check_rights(R_FUN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","P")
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log_admin("[key_name(usr)] made all areas powered", 1)
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] made all areas powered</span>")
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power_restore()
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if("unpower")
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if(!check_rights(R_FUN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","UP")
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log_admin("[key_name(usr)] made all areas unpowered", 1)
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] made all areas unpowered</span>")
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power_failure()
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if("quickpower")
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if(!check_rights(R_FUN))
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","QP")
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log_admin("[key_name(usr)] made all SMESs powered", 1)
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message_admins("<span class='adminnotice'>[key_name_admin(usr)] made all SMESs powered</span>")
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power_restore_quick()
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if("traitor_all")
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if(!check_rights(R_FUN))
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return
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if(!ticker || !ticker.mode)
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alert("The game hasn't started yet!")
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return
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var/objective = copytext(sanitize(input("Enter an objective")),1,MAX_MESSAGE_LEN)
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if(!objective)
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return
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","TA([objective])")
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for(var/mob/living/carbon/human/H in player_list)
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if(H.stat == 2 || !H.client || !H.mind) continue
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if(is_special_character(H)) continue
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//traitorize(H, objective, 0)
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ticker.mode.traitors += H.mind
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H.mind.special_role = "traitor"
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var/datum/objective/new_objective = new
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new_objective.owner = H
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new_objective.explanation_text = objective
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H.mind.objectives += new_objective
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ticker.mode.greet_traitor(H.mind)
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//ticker.mode.forge_traitor_objectives(H.mind)
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ticker.mode.finalize_traitor(H.mind)
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for(var/mob/living/silicon/A in player_list)
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if(A.stat == 2 || !A.client || !A.mind) continue
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if(ispAI(A)) continue
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else if(is_special_character(A)) continue
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ticker.mode.traitors += A.mind
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A.mind.special_role = "traitor"
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var/datum/objective/new_objective = new
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new_objective.owner = A
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new_objective.explanation_text = objective
|
|
A.mind.objectives += new_objective
|
|
ticker.mode.greet_traitor(A.mind)
|
|
ticker.mode.finalize_traitor(A.mind)
|
|
message_admins("<span class='adminnotice'>[key_name_admin(usr)] used everyone is a traitor secret. Objective is [objective]</span>")
|
|
log_admin("[key_name(usr)] used everyone is a traitor secret. Objective is [objective]")
|
|
|
|
if("changebombcap")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","BC")
|
|
|
|
var/newBombCap = input(usr,"What would you like the new bomb cap to be. (entered as the light damage range (the 3rd number in common (1,2,3) notation)) Must be above 4)", "New Bomb Cap", MAX_EX_LIGHT_RANGE) as num|null
|
|
if (newBombCap < 4)
|
|
return
|
|
|
|
MAX_EX_DEVESTATION_RANGE = round(newBombCap/4)
|
|
MAX_EX_HEAVY_RANGE = round(newBombCap/2)
|
|
MAX_EX_LIGHT_RANGE = newBombCap
|
|
//I don't know why these are their own variables, but fuck it, they are.
|
|
MAX_EX_FLASH_RANGE = newBombCap
|
|
MAX_EX_FLAME_RANGE = newBombCap
|
|
|
|
message_admins("<span class='boldannounce'>[key_name_admin(usr)] changed the bomb cap to [MAX_EX_DEVESTATION_RANGE], [MAX_EX_HEAVY_RANGE], [MAX_EX_LIGHT_RANGE]</span>")
|
|
log_admin("[key_name(usr)] changed the bomb cap to [MAX_EX_DEVESTATION_RANGE], [MAX_EX_HEAVY_RANGE], [MAX_EX_LIGHT_RANGE]")
|
|
|
|
|
|
if("lightsout")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","LO")
|
|
message_admins("[key_name_admin(usr)] has broke a lot of lights")
|
|
E = new /datum/round_event/electrical_storm{lightsoutAmount = 2}()
|
|
|
|
if("blackout")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","BO")
|
|
message_admins("[key_name_admin(usr)] broke all lights")
|
|
for(var/obj/machinery/light/L in machines)
|
|
L.break_light_tube()
|
|
|
|
if("anime")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","CC")
|
|
message_admins("[key_name_admin(usr)] made everything kawaii.")
|
|
for(var/mob/living/carbon/human/H in mob_list)
|
|
H << sound('sound/AI/animes.ogg')
|
|
|
|
if(H.dna.species.id == "human")
|
|
if(H.dna.features["tail_human"] == "None" || H.dna.features["ears"] == "None")
|
|
H.dna.features["tail_human"] = "Cat"
|
|
H.dna.features["ears"] = "Cat"
|
|
var/seifuku = pick(typesof(/obj/item/clothing/under/schoolgirl))
|
|
var/obj/item/clothing/under/schoolgirl/I = new seifuku
|
|
var/list/honorifics = list("[MALE]" = list("kun"), "[FEMALE]" = list("chan","tan"), "[NEUTER]" = list("san")) //John Robust -> Robust-kun
|
|
var/list/names = splittext(H.real_name," ")
|
|
var/forename = names.len > 1 ? names[2] : names[1]
|
|
var/newname = "[forename]-[pick(honorifics["[H.gender]"])]"
|
|
H.fully_replace_character_name(H.real_name,newname)
|
|
H.unEquip(H.w_uniform)
|
|
H.equip_to_slot_or_del(I, slot_w_uniform)
|
|
I.flags |= NODROP
|
|
else
|
|
H << "You're not kawaii enough for this."
|
|
|
|
if("whiteout")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","WO")
|
|
message_admins("[key_name_admin(usr)] fixed all lights")
|
|
for(var/obj/machinery/light/L in machines)
|
|
L.fix()
|
|
|
|
if("floorlava")
|
|
SSweather.run_weather("the floor is lava")
|
|
|
|
if("virus")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","V")
|
|
switch(alert("Do you want this to be a random disease or do you have something in mind?",,"Make Your Own","Random","Choose"))
|
|
if("Make Your Own")
|
|
AdminCreateVirus(usr.client)
|
|
if("Random")
|
|
E = new /datum/round_event/disease_outbreak()
|
|
if("Choose")
|
|
var/virus = input("Choose the virus to spread", "BIOHAZARD") as null|anything in typesof(/datum/disease)
|
|
E = new /datum/round_event/disease_outbreak{}()
|
|
var/datum/round_event/disease_outbreak/DO = E
|
|
DO.virus_type = virus
|
|
|
|
if("retardify")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","RET")
|
|
for(var/mob/living/carbon/human/H in player_list)
|
|
H << "<span class='boldannounce'>You suddenly feel stupid.</span>"
|
|
H.setBrainLoss(60)
|
|
message_admins("[key_name_admin(usr)] made everybody retarded")
|
|
|
|
if("eagles")//SCRAW
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","EgL")
|
|
for(var/obj/machinery/door/airlock/W in machines)
|
|
if(W.z == ZLEVEL_STATION && !istype(get_area(W), /area/bridge) && !istype(get_area(W), /area/crew_quarters) && !istype(get_area(W), /area/security/prison))
|
|
W.req_access = list()
|
|
message_admins("[key_name_admin(usr)] activated Egalitarian Station mode")
|
|
priority_announce("Centcom airlock control override activated. Please take this time to get acquainted with your coworkers.", null, 'sound/AI/commandreport.ogg')
|
|
|
|
if("guns")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","SG")
|
|
var/survivor_probability = 0
|
|
switch(alert("Do you want this to create survivors antagonists?",,"No Antags","Some Antags","All Antags!"))
|
|
if("Some Antags")
|
|
survivor_probability = 25
|
|
if("All Antags!")
|
|
survivor_probability = 100
|
|
|
|
rightandwrong(0, usr, survivor_probability)
|
|
|
|
if("magic")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","SM")
|
|
var/survivor_probability = 0
|
|
switch(alert("Do you want this to create survivors antagonists?",,"No Antags","Some Antags","All Antags!"))
|
|
if("Some Antags")
|
|
survivor_probability = 25
|
|
if("All Antags!")
|
|
survivor_probability = 100
|
|
|
|
rightandwrong(1, usr, survivor_probability)
|
|
|
|
if("events")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
if(!SSevent.wizardmode)
|
|
if(alert("Do you want to toggle summon events on?",,"Yes","No") == "Yes")
|
|
summonevents()
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","SE")
|
|
|
|
else
|
|
switch(alert("What would you like to do?",,"Intensify Summon Events","Turn Off Summon Events","Nothing"))
|
|
if("Intensify Summon Events")
|
|
summonevents()
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","SE")
|
|
if("Turn Off Summon Events")
|
|
SSevent.toggleWizardmode()
|
|
SSevent.resetFrequency()
|
|
|
|
if("dorf")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","DF")
|
|
for(var/mob/living/carbon/human/B in mob_list)
|
|
B.facial_hair_style = "Dward Beard"
|
|
B.update_hair()
|
|
message_admins("[key_name_admin(usr)] activated dorf mode")
|
|
|
|
if("onlyone")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","OO")
|
|
usr.client.only_one()
|
|
// message_admins("[key_name_admin(usr)] has triggered a battle to the death (only one)")
|
|
|
|
if("onlyme")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
feedback_inc("admin_secrets_fun_used",1)
|
|
feedback_add_details("admin_secrets_fun_used","OM")
|
|
only_me()
|
|
|
|
if("maint_access_brig")
|
|
if(!check_rights(R_DEBUG))
|
|
return
|
|
for(var/obj/machinery/door/airlock/maintenance/M in machines)
|
|
M.check_access()
|
|
if (access_maint_tunnels in M.req_access)
|
|
M.req_access = list(access_brig)
|
|
message_admins("[key_name_admin(usr)] made all maint doors brig access-only.")
|
|
if("maint_access_engiebrig")
|
|
if(!check_rights(R_DEBUG))
|
|
return
|
|
for(var/obj/machinery/door/airlock/maintenance/M in machines)
|
|
M.check_access()
|
|
if (access_maint_tunnels in M.req_access)
|
|
M.req_access = list()
|
|
M.req_one_access = list(access_brig,access_engine)
|
|
message_admins("[key_name_admin(usr)] made all maint doors engineering and brig access-only.")
|
|
if("infinite_sec")
|
|
if(!check_rights(R_DEBUG))
|
|
return
|
|
var/datum/job/J = SSjob.GetJob("Security Officer")
|
|
if(!J) return
|
|
J.total_positions = -1
|
|
J.spawn_positions = -1
|
|
message_admins("[key_name_admin(usr)] has removed the cap on security officers.")
|
|
|
|
if("ctfbutton")
|
|
if(!check_rights(R_ADMIN))
|
|
return
|
|
var/ctf_enabled = FALSE
|
|
for(var/obj/machinery/capture_the_flag/CTF in machines)
|
|
ctf_enabled = CTF.toggle_ctf()
|
|
message_admins("[key_name_admin(usr)] has [ctf_enabled? "enabled" : "disabled"] CTF!")
|
|
notify_ghosts("CTF has been [ctf_enabled? "enabled" : "disabled"]!",'sound/effects/ghost2.ogg')
|
|
if("masspurrbation")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
mass_purrbation()
|
|
message_admins("[key_name_admin(usr)] has put everyone on \
|
|
purrbation!")
|
|
log_admin("[key_name(usr)] has put everyone on purrbation.")
|
|
if("massremovepurrbation")
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
mass_remove_purrbation()
|
|
message_admins("[key_name_admin(usr)] has removed everyone from \
|
|
purrbation.")
|
|
log_admin("[key_name(usr)] has removed everyone from purrbation.")
|
|
|
|
if(E)
|
|
E.processing = 0
|
|
if(E.announceWhen>0)
|
|
if(alert(usr, "Would you like to alert the crew?", "Alert", "Yes", "No") == "No")
|
|
E.announceWhen = -1
|
|
E.processing = 1
|
|
if (usr)
|
|
log_admin("[key_name(usr)] used secret [item]")
|
|
if (ok)
|
|
world << text("<B>A secret has been activated by []!</B>", usr.key)
|