Files
Bubberstation/code/__DEFINES/access.dm
SkyratBot dd39e6f07e [MIRROR] Adds separate aux base access (#1084)
* Merge pull request #54049 from kriskog/auxbase

Adds separate aux base access

* Adds separate aux base access

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-09-30 18:47:21 +02:00

144 lines
4.5 KiB
Plaintext

// Security equipment, security records, gulag item storage, secbots
#define ACCESS_SECURITY 1
/// Brig cells+timers, permabrig, gulag+gulag shuttle, prisoner management console
#define ACCESS_BRIG 2
/// Armory, gulag teleporter, execution chamber
#define ACCESS_ARMORY 3
///Detective's office, forensics lockers, security+medical records
#define ACCESS_FORENSICS_LOCKERS 4
/// Medical general access
#define ACCESS_MEDICAL 5
/// Morgue access
#define ACCESS_MORGUE 6
/// R&D department and R&D console
#define ACCESS_RND 7
/// Toxins lab and burn chamber
#define ACCESS_TOXINS 8
/// Genetics access
#define ACCESS_GENETICS 9
/// Engineering area, power monitor, power flow control console
#define ACCESS_ENGINE 10
///APCs, EngiVend/YouTool, engineering equipment lockers
#define ACCESS_ENGINE_EQUIP 11
#define ACCESS_MAINT_TUNNELS 12
#define ACCESS_EXTERNAL_AIRLOCKS 13
#define ACCESS_CHANGE_IDS 15
#define ACCESS_AI_UPLOAD 16
#define ACCESS_TELEPORTER 17
#define ACCESS_EVA 18
/// Bridge, EVA storage windoors, gateway shutters, AI integrity restorer, comms console
#define ACCESS_HEADS 19
#define ACCESS_CAPTAIN 20
#define ACCESS_ALL_PERSONAL_LOCKERS 21
#define ACCESS_CHAPEL_OFFICE 22
#define ACCESS_TECH_STORAGE 23
#define ACCESS_ATMOSPHERICS 24
#define ACCESS_BAR 25
#define ACCESS_JANITOR 26
#define ACCESS_CREMATORIUM 27
#define ACCESS_KITCHEN 28
#define ACCESS_ROBOTICS 29
#define ACCESS_RD 30
#define ACCESS_CARGO 31
#define ACCESS_CONSTRUCTION 32
///Allows access to chemistry factory areas on compatible maps
#define ACCESS_CHEMISTRY 33
#define ACCESS_HYDROPONICS 35
#define ACCESS_LIBRARY 37
#define ACCESS_LAWYER 38
#define ACCESS_VIROLOGY 39
#define ACCESS_CMO 40
#define ACCESS_QM 41
#define ACCESS_COURT 42
#define ACCESS_SURGERY 45
#define ACCESS_THEATRE 46
#define ACCESS_RESEARCH 47
#define ACCESS_MINING 48
#define ACCESS_MAILSORTING 50
#define ACCESS_VAULT 53
#define ACCESS_MINING_STATION 54
#define ACCESS_XENOBIOLOGY 55
#define ACCESS_CE 56
#define ACCESS_HOP 57
#define ACCESS_HOS 58
/// Request console announcements
#define ACCESS_RC_ANNOUNCE 59
/// Used for events which require at least two people to confirm them
#define ACCESS_KEYCARD_AUTH 60
/// has access to the entire telecomms satellite / machinery
#define ACCESS_TCOMSAT 61
#define ACCESS_GATEWAY 62
/// Outer brig doors, department security posts
#define ACCESS_SEC_DOORS 63
/// For releasing minerals from the ORM
#define ACCESS_MINERAL_STOREROOM 64
#define ACCESS_MINISAT 65
/// Weapon authorization for secbots
#define ACCESS_WEAPONS 66
/// NTnet diagnostics/monitoring software
#define ACCESS_NETWORK 67
/// Pharmacy access (Chemistry room in Medbay)
#define ACCESS_PHARMACY 69 ///Nice.
#define ACCESS_PSYCHOLOGY 70
/// Toxins tank storage room access
#define ACCESS_TOXINS_STORAGE 71
/// Room and launching.
#define ACCESS_AUX_BASE 72
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
Mostly for admin fun times.*/
/// General facilities. CentCom ferry.
#define ACCESS_CENT_GENERAL 101
/// Thunderdome.
#define ACCESS_CENT_THUNDER 102
/// Special Ops. Captain's display case, Marauder and Seraph mechs.
#define ACCESS_CENT_SPECOPS 103
/// Medical/Research
#define ACCESS_CENT_MEDICAL 104
/// Living quarters.
#define ACCESS_CENT_LIVING 105
/// Generic storage areas.
#define ACCESS_CENT_STORAGE 106
/// Teleporter.
#define ACCESS_CENT_TELEPORTER 107
/// Captain's office/ID comp/AI.
#define ACCESS_CENT_CAPTAIN 109
/// The non-existent CentCom Bar
#define ACCESS_CENT_BAR 110
//The Syndicate
/// General Syndicate Access. Includes Syndicate mechs and ruins.
#define ACCESS_SYNDICATE 150
/// Nuke Op Leader Access
#define ACCESS_SYNDICATE_LEADER 151
//Away Missions or Ruins
/*For generic away-mission/ruin access. Why would normal crew have access to a long-abandoned derelict
or a 2000 year-old temple? */
/// Away general facilities.
#define ACCESS_AWAY_GENERAL 200
/// Away maintenance
#define ACCESS_AWAY_MAINT 201
/// Away medical
#define ACCESS_AWAY_MED 202
/// Away security
#define ACCESS_AWAY_SEC 203
/// Away engineering
#define ACCESS_AWAY_ENGINE 204
///Away generic access
#define ACCESS_AWAY_GENERIC1 205
#define ACCESS_AWAY_GENERIC2 206
#define ACCESS_AWAY_GENERIC3 207
#define ACCESS_AWAY_GENERIC4 208
//Special, for anything that's basically internal
#define ACCESS_BLOODCULT 250
// Mech Access, allows maintanenace of internal components and altering keycard requirements.
#define ACCESS_MECH_MINING 300
#define ACCESS_MECH_MEDICAL 301
#define ACCESS_MECH_SECURITY 302
#define ACCESS_MECH_SCIENCE 303
#define ACCESS_MECH_ENGINE 304