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Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
Conflicts: README.txt SQL/tgstation_schema.sql baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/pipes.dm code/FEA/FEA_airgroup.dm code/FEA/FEA_fire.dm code/FEA/FEA_gas_mixture.dm code/FEA/FEA_turf_tile.dm code/TriDimension/Pipes.dm code/WorkInProgress/buildmode.dm code/WorkInProgress/organs/organs.dm code/WorkInProgress/virus2/Disease2/analyser.dm code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm code/WorkInProgress/virus2/Disease2/cureimplanter.dm code/WorkInProgress/virus2/Disease2/diseasesplicer.dm code/WorkInProgress/virus2/Disease2/dishincubator.dm code/WorkInProgress/virus2/Disease2/isolator.dm code/WorkInProgress/virus2/Disease2/monkeydispensor.dm code/WorkInProgress/virus2/analyser.dm code/WorkInProgress/virus2/antibodies.dm code/WorkInProgress/virus2/base.dm code/WorkInProgress/virus2/biohazard destroyer.dm code/WorkInProgress/virus2/cureimplanter.dm code/WorkInProgress/virus2/curer.dm code/WorkInProgress/virus2/diseasesplicer.dm 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code/game/objects/door_assembly.dm code/game/objects/effect_system.dm code/game/objects/electricchair.dm code/game/objects/explosion.dm code/game/objects/gibs.dm code/game/objects/grille.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/candle.dm code/game/objects/items/clothing.dm code/game/objects/items/food.dm code/game/objects/items/helper_procs.dm code/game/objects/items/item.dm code/game/objects/items/robot_items.dm code/game/objects/items/robot_parts.dm code/game/objects/items/tk_grab.dm code/game/objects/items/weapons/AI_modules.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/RSF.dm code/game/objects/items/weapons/cameras.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/cigs_lighters.dm code/game/objects/items/weapons/clown_items.dm code/game/objects/items/weapons/dna_injector.dm code/game/objects/items/weapons/explosives.dm code/game/objects/items/weapons/flamethrower.dm 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code/game/objects/items/weapons/twohanded.dm code/game/objects/items/weapons/wrappingpaper.dm code/game/objects/mineral_doors.dm code/game/objects/radio/beacon.dm code/game/objects/radio/electropack.dm code/game/objects/radio/encryptionkey.dm code/game/objects/radio/headset.dm code/game/objects/radio/intercom.dm code/game/objects/radio/radio.dm code/game/objects/secstorage/sbriefcase.dm code/game/objects/secstorage/ssafe.dm code/game/objects/stacks/glass.dm code/game/objects/stacks/metal.dm code/game/objects/stacks/stack.dm code/game/objects/stacks/wood.dm code/game/objects/stool.dm code/game/objects/storage/backpack.dm code/game/objects/storage/belt.dm code/game/objects/storage/bible.dm code/game/objects/storage/briefcase.dm code/game/objects/storage/lockbox.dm code/game/objects/storage/storage.dm code/game/objects/storage/uplink_kits.dm code/game/objects/structures.dm code/game/objects/tables_racks.dm code/game/objects/tank.dm code/game/objects/tanks/emergency.dm 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code/modules/mob/screen.dm code/modules/mob/simple_animal/crab.dm code/modules/mob/transform_procs.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/filingcabinet.dm code/modules/paperwork/folders.dm code/modules/paperwork/handlabeler.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/paperwork/photocopier.dm code/modules/paperwork/stamps.dm code/modules/power/antimatter/computer.dm code/modules/power/antimatter/engine.dm code/modules/power/antimatter/fuel.dm code/modules/power/apc.dm code/modules/power/cable.dm code/modules/power/cable_heavyduty.dm code/modules/power/cell.dm code/modules/power/generator.dm code/modules/power/generator_type2.dm code/modules/power/gravitygenerator.dm code/modules/power/lighting.dm code/modules/power/port_gen.dm code/modules/power/sd_DynamicAreaLighting.dm code/modules/power/singularity/collector.dm code/modules/power/singularity/containment_field.dm code/modules/power/singularity/emitter.dm code/modules/power/singularity/field_generator.dm code/modules/power/singularity/generator.dm code/modules/power/singularity/investigate.dm code/modules/power/singularity/particle_accelerator/particle.dm code/modules/power/singularity/particle_accelerator/particle_accelerator.dm code/modules/power/singularity/particle_accelerator/particle_chamber.dm code/modules/power/singularity/particle_accelerator/particle_control.dm code/modules/power/singularity/particle_accelerator/particle_emitter.dm code/modules/power/singularity/particle_accelerator/particle_power.dm code/modules/power/singularity/singularity.dm code/modules/power/smes.dm code/modules/power/solar.dm code/modules/power/switch.dm code/modules/power/turbine.dm code/modules/projectiles/ammunition.dm code/modules/projectiles/gun.dm code/modules/projectiles/guns/energy.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/nuclear.dm code/modules/projectiles/guns/energy/pulse.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/projectiles/guns/projectile.dm code/modules/projectiles/guns/projectile/pistol.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/guns/projectile/shotgun.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm code/modules/projectiles/projectile/bullets.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/Chemistry-Recipes.dm code/modules/recycling/conveyor2.dm code/modules/recycling/disposal-construction.dm code/modules/recycling/disposal.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/message_server.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/rdmachines.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/scripting/AST/Operators/Binary Operators.dm code/modules/scripting/Implementations/Telecomms.dm code/modules/scripting/Parser/Keywords.dm code/modules/scripting/Scanner/Tokens.dm code/modules/scripting/stack.dm code/modules/security levels/keycard authentication.dm code/modules/security levels/security levels.dm code/setup.dm code/stylesheet.dm code/unused/AI_Visibility.dm code/unused/Ultralight.dm code/unused/airtunnel.dm code/unused/beast/bodypart.dm code/unused/conveyor.dm code/unused/disease2/analyser.dm code/unused/disease2/base.dm code/unused/disease2/biohazard destroyer.dm code/unused/disease2/cureimplanter.dm code/unused/disease2/curer.dm code/unused/disease2/diseasesplicer.dm code/unused/disease2/dishincubator.dm code/unused/disease2/isolator.dm code/unused/disease2/monkeydispensor.dm code/unused/dna.dm code/unused/gamemodes/deathmatch.dm code/unused/jobs.dm code/unused/mining/datum_processing_recipe.dm code/unused/mining/spaceship_builder_unused.dm code/unused/new_year.dm code/unused/spacecraft/manufacturing.dm code/unused/spacecraft/shipcore.dm config/README feedback.txt config/admins.txt config/config.txt config/rules.html data/mode.txt html/add-to-changelog.html html/archivedchangelog.html html/changelog.css html/changelog.html html/changelog.js icons/effects/blood.dmi icons/effects/genetics.dmi icons/misc/fullscreen.dmi icons/mob/AI.dmi icons/mob/alien.dmi icons/mob/animal.dmi icons/mob/back.dmi icons/mob/belt.dmi icons/mob/blob.dmi icons/mob/critter.dmi icons/mob/dam_human.dmi icons/mob/eyes.dmi icons/mob/feet.dmi icons/mob/hands.dmi icons/mob/head.dmi icons/mob/human.dmi icons/mob/human_face.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/livestock.dmi icons/mob/mask.dmi icons/mob/mecha.dmi icons/mob/mob.dmi icons/mob/monkey.dmi icons/mob/robots.dmi icons/mob/screen1.dmi icons/mob/screen1_Midnight.dmi icons/mob/screen1_Orange.dmi icons/mob/screen1_alien.dmi icons/mob/screen1_old.dmi icons/mob/suit.dmi icons/mob/uniform.dmi icons/mob/zone_sel.dmi icons/obj/Cryogenic2.dmi icons/obj/aibots.dmi icons/obj/ammo.dmi icons/obj/atmos.dmi icons/obj/bureaucracy.dmi icons/obj/card.dmi icons/obj/cigarettes.dmi icons/obj/closet.dmi icons/obj/clothing/glasses.dmi icons/obj/clothing/gloves.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/uniforms.dmi icons/obj/computer.dmi icons/obj/contraband.dmi icons/obj/decals.dmi icons/obj/device.dmi icons/obj/doors/DoorHazard.dmi icons/obj/doors/door_assembly.dmi icons/obj/drinks.dmi icons/obj/engine.dmi icons/obj/food.dmi icons/obj/grenade.dmi icons/obj/gun.dmi icons/obj/harvest.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/obj/janitor.dmi icons/obj/library.dmi icons/obj/lighting.dmi icons/obj/machines/field_generator.dmi icons/obj/machines/gateway.dmi icons/obj/machines/mining_machines.dmi icons/obj/machines/particle_accelerator.dmi icons/obj/meter.dmi icons/obj/mining.dmi icons/obj/objects.dmi icons/obj/paper.dmi icons/obj/pda.dmi icons/obj/pipes/disposal.dmi icons/obj/plants.dmi icons/obj/power.dmi icons/obj/projectiles.dmi icons/obj/robotics.dmi icons/obj/seeds.dmi icons/obj/singularity.dmi icons/obj/stationobjs.dmi icons/obj/stock_parts.dmi icons/obj/storage.dmi icons/obj/structures.dmi icons/obj/surgery.dmi icons/obj/syringe.dmi icons/obj/tank.dmi icons/obj/terminals.dmi icons/obj/toy.dmi icons/obj/vending.dmi icons/obj/watercloset.dmi icons/obj/weapons.dmi icons/obj/wizard.dmi icons/turf/areas.dmi icons/turf/floors.dmi icons/turf/walls.dmi interface/interface.dm interface/skin.dmf maps/Antiqua.dmm maps/RandomZLevels/assistantChamber.dmm maps/RandomZLevels/fileList.txt maps/tgstation.2.0.9.dmm sound/AI/animes.ogg sound/AI/newroundsexy.ogg sound/AI/newroundsexy2.ogg sound/effects/adminhelp.ogg tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt tools/expand_filedir_paths.py tools/readme.txt Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -17,7 +17,7 @@
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else
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alert("Coders only baby")
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return
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// feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -32,7 +32,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/client/proc/callproc()
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set category = "Debug"
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set name = "Advanced ProcCall (TG Version)"
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set name = "Advanced ProcCall"
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if(!holder)
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src << "Only administrators may use this command."
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@@ -98,21 +98,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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lst[i] = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
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if("reference")
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switch(alert("Would you like to enter a specific object, or search for it from the world?","Choose!","Specifc UID (Hexadecimal number)", "Search"))
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if("Specifc UID (Hexadecimal number)")
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var/UID = input("Type in UID, without the leading 0x","Type in UID") as text|null
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if(!UID) return
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var/temp_variable = locate("\[0x[UID]\]")
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if(!temp_variable)
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usr << "ERROR. Could not locate referenced object."
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return
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switch(alert("You have chosen [temp_variable], in [get_area(temp_variable)]. Are you sure?","You sure?","Yes","NONOCANCEL!"))
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if("Yes")
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lst[i] = temp_variable
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if("NONOCANCEL!")
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return
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if("Search")
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lst[i] = input("Select reference:","Reference") as null|mob|obj|turf|area in world
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lst[i] = input("Select reference:","Reference",src) as mob|obj|turf|area in world
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if("mob reference")
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lst[i] = input("Select reference:","Reference",usr) as mob in world
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@@ -148,135 +134,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
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usr << "<font color='blue'>[procname] returned: [returnval ? returnval : "null"]</font>"
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//feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/callprocgen()
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set category = "Debug"
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set name = "ProcCall (BS12 Version)"
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if(!src.holder)
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src << "Only administrators may use this command."
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return
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var/class = null
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var/returnval = null
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var/procname = input("Procpath (in full)","path", null)
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var/argNum = input("Number of arguments:","Number",null) as num //input("Arguments","Arguments:", null)
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var/list/argL = new/list()
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var/i
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for(i=0; i<argNum; i++)
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class = input("Type of Argument #[i]","Variable Type", "text") in list("text","num","type","reference","icon","file","marked datum","cancel")
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switch(class)
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if("cancel")
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return
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if("text")
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argL.Add( input("Enter new text:","Text",null) as text )
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if("num")
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argL.Add( input("Enter new number:","Num",null) as num )
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if("type")
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argL.Add( input("Enter type:","Type",null) in typesof(/obj,/mob,/area,/turf) )
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if("reference")
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switch(alert("Would you like to enter a specific object, or search for it from the world?","Choose!","Specifc UID (Hexadecimal number)", "Search"))
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if("Specifc UID (Hexadecimal number)")
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var/UID = input("Type in UID, without the leading 0x","Type in UID") as text|null
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if(!UID) return
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var/temp_variable = locate("\[0x[UID]\]")
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if(!temp_variable)
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usr << "ERROR. Could not locate referenced object."
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return
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switch(alert("You have chosen [temp_variable], in [get_area(temp_variable)]. Are you sure?","You sure?","Yes","NONOCANCEL!"))
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if("Yes")
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argL.Add(temp_variable)
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if("NONOCANCEL!")
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return
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if("Search")
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argL.Add(input("Select reference:","Reference") as null|mob|obj|turf|area in world)
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if("icon")
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argL.Add( input("Pick icon:","Icon",null) as icon )
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if("file")
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argL.Add( input("Pick file:","File",null) as file )
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if("marked datum")
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argL.Add(holder.marked_datum)
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usr << "\blue Calling '[procname]'"
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returnval = call(procname)(arglist(argL))
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usr << "\blue Proc returned: [returnval ? returnval : "null"]"
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/client/proc/callprocobj(var/target as obj|mob|area|turf in world)
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set category = "Debug"
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set name = "Object ProcCall (BS12 Version)"
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if(!src.holder)
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src << "Only administrators may use this command."
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return
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var/class = null
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var/returnval = null
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var/procname = input("Procpath (e.g. just \"update\" for lights)","path:", null) as null|text
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if(!procname || procname == "") return
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if(procname == "") return
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var/argNum = input("Number of arguments:","Number",null) as num //input("Arguments","Arguments:", null)
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var/list/argL = new/list()
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var/i
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for(i=0; i<argNum; i++)
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class = input("Type of Argument #[i]","Variable Type", "text") in list("text","num","type","reference","icon","file","marked datum","cancel")
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switch(class)
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if("cancel")
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return
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if("text")
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argL.Add( input("Enter new text:","Text",null) as text )
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if("num")
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argL.Add( input("Enter new number:","Num",null) as num )
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if("type")
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argL.Add( input("Enter type:","Type",null) in typesof(/obj,/mob,/area,/turf) )
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if("reference")
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switch(alert("Would you like to enter a specific object, or search for it from the world?","Choose!","Specifc UID (Hexadecimal number)", "Search"))
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if("Specifc UID (Hexadecimal number)")
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var/UID = input("Type in UID, without the leading 0x","Type in UID") as text|null
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if(!UID) return
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var/temp_variable = locate("\[0x[UID]\]")
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if(!temp_variable)
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usr << "ERROR. Could not locate referenced object."
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return
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switch(alert("You have chosen [temp_variable], in [get_area(temp_variable)]. Are you sure?","You sure?","Yes","NONOCANCEL!"))
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if("Yes")
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argL.Add(temp_variable)
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if("NONOCANCEL!")
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return
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if("Search")
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argL.Add(input("Select reference:","Reference") as null|mob|obj|turf|area in world)
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if("icon")
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argL.Add( input("Pick icon:","Icon",null) as icon )
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if("file")
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argL.Add( input("Pick file:","File",null) as file )
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if("marked datum")
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argL.Add(holder.marked_datum)
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usr << "\blue Calling '[procname]' on '[target]'"
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returnval = call(target,procname)(arglist(argL))
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usr << "\blue Proc returned: [returnval ? returnval : "null"]"
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feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/Cell()
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set category = "Debug"
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@@ -297,9 +155,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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t+= "CO2: [env.carbon_dioxide]\n"
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usr.show_message(t, 1)
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//feedback_add_details("admin_verb","ASL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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feedback_add_details("admin_verb","ASL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_admin_robotize(var/mob/M in world)
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/client/proc/cmd_admin_robotize(var/mob/M in mob_list)
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set category = "Fun"
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set name = "Make Robot"
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@@ -314,13 +172,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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else
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alert("Invalid mob")
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/client/proc/makepAI(var/turf/T in world)
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/client/proc/makepAI(var/turf/T in mob_list)
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set category = "Fun"
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set name = "Make pAI"
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set desc = "Specify a location to spawn a pAI device, then specify a key to play that pAI"
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var/list/available = list()
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for(var/mob/C in world)
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for(var/mob/C in mob_list)
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if(C.key)
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available.Add(C)
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var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available
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@@ -335,13 +193,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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pai.name = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
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pai.real_name = pai.name
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pai.key = choice.key
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card.pai = pai
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card.setPersonality(pai)
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for(var/datum/paiCandidate/candidate in paiController.pai_candidates)
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if(candidate.key == choice.key)
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paiController.pai_candidates.Remove(candidate)
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//feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_admin_alienize(var/mob/M in world)
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/client/proc/cmd_admin_alienize(var/mob/M in mob_list)
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set category = "Fun"
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set name = "Make Alien"
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@@ -352,13 +210,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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log_admin("[key_name(src)] has alienized [M.key].")
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spawn(10)
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M:Alienize()
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//feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(usr)] made [key_name(M)] into an alien.")
|
||||
message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into an alien.", 1)
|
||||
else
|
||||
alert("Invalid mob")
|
||||
|
||||
/client/proc/cmd_admin_metroidize(var/mob/M in world)
|
||||
/client/proc/cmd_admin_metroidize(var/mob/M in mob_list)
|
||||
set category = "Fun"
|
||||
set name = "Make Metroid"
|
||||
|
||||
@@ -369,7 +227,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
log_admin("[key_name(src)] has metroidized [M.key].")
|
||||
spawn(10)
|
||||
M:Metroidize()
|
||||
//feedback_add_details("admin_verb","MKMET") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","MKMET") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
log_admin("[key_name(usr)] made [key_name(M)] into a metroid.")
|
||||
message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into a metroid.", 1)
|
||||
else
|
||||
@@ -479,7 +337,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
del(O)
|
||||
log_admin("[key_name(src)] has deleted all instances of [hsbitem].")
|
||||
message_admins("[key_name_admin(src)] has deleted all instances of [hsbitem].", 0)
|
||||
// feedback_add_details("admin_verb","DELA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","DELA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/cmd_debug_make_powernets()
|
||||
set category = "Debug"
|
||||
@@ -487,7 +345,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
makepowernets()
|
||||
log_admin("[key_name(src)] has remade the powernet. makepowernets() called.")
|
||||
message_admins("[key_name_admin(src)] has remade the powernets. makepowernets() called.", 0)
|
||||
// feedback_add_details("admin_verb","MPWN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","MPWN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/cmd_debug_tog_aliens()
|
||||
set category = "Server"
|
||||
@@ -496,9 +354,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
aliens_allowed = !aliens_allowed
|
||||
log_admin("[key_name(src)] has turned aliens [aliens_allowed ? "on" : "off"].")
|
||||
message_admins("[key_name_admin(src)] has turned aliens [aliens_allowed ? "on" : "off"].", 0)
|
||||
// feedback_add_details("admin_verb","TAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","TAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/cmd_admin_grantfullaccess(var/mob/M in world)
|
||||
/client/proc/cmd_admin_grantfullaccess(var/mob/M in mob_list)
|
||||
set category = "Admin"
|
||||
set name = "Grant Full Access"
|
||||
|
||||
@@ -521,15 +379,15 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
id.registered_name = H.real_name
|
||||
id.assignment = "Captain"
|
||||
id.name = "[id.registered_name]'s ID Card ([id.assignment])"
|
||||
H.equip_if_possible(id, H.slot_wear_id)
|
||||
H.update_clothing()
|
||||
H.equip_to_slot_or_del(id, slot_wear_id)
|
||||
H.update_inv_wear_id()
|
||||
else
|
||||
alert("Invalid mob")
|
||||
//feedback_add_details("admin_verb","GFA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","GFA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
log_admin("[key_name(src)] has granted [M.key] full access.")
|
||||
message_admins("\blue [key_name_admin(usr)] has granted [M.key] full access.", 1)
|
||||
|
||||
/client/proc/cmd_assume_direct_control(var/mob/M in world)
|
||||
/client/proc/cmd_assume_direct_control(var/mob/M in mob_list)
|
||||
set category = "Admin"
|
||||
set name = "Assume direct control"
|
||||
set desc = "Direct intervention"
|
||||
@@ -538,19 +396,32 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if(alert("This mob is being controlled by [M.ckey]. Are you sure you wish to assume control of it? [M.ckey] will be made a ghost.",,"Yes","No") != "Yes")
|
||||
return
|
||||
else
|
||||
var/mob/dead/observer/ghost = new/mob/dead/observer()
|
||||
ghost.ckey = M.ckey;
|
||||
var/mob/dead/observer/ghost = new/mob/dead/observer(M,1)
|
||||
ghost.ckey = M.ckey
|
||||
var/mob/adminmob = src.mob
|
||||
M.ckey = src.ckey;
|
||||
M.ckey = src.ckey
|
||||
if( isobserver(adminmob) )
|
||||
del(adminmob)
|
||||
//feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
log_admin("[key_name(usr)] assumed direct control of [M].")
|
||||
message_admins("\blue [key_name_admin(usr)] assumed direct control of [M].", 1)
|
||||
|
||||
|
||||
|
||||
/client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in world)
|
||||
|
||||
|
||||
/client/proc/cmd_switch_radio()
|
||||
set category = "Debug"
|
||||
set name = "Switch Radio Mode"
|
||||
set desc = "Toggle between normal radios and experimental radios. Have a coder present if you do this."
|
||||
|
||||
GLOBAL_RADIO_TYPE = !GLOBAL_RADIO_TYPE // toggle
|
||||
log_admin("[key_name(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].")
|
||||
message_admins("[key_name_admin(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].", 0)
|
||||
feedback_add_details("admin_verb","SRM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in mob_list)
|
||||
set category = "Fun"
|
||||
set name = "Select equipment"
|
||||
if(!ishuman(M))
|
||||
@@ -573,7 +444,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
"assassin",
|
||||
"death commando",
|
||||
"syndicate commando",
|
||||
"response team",
|
||||
"centcom official",
|
||||
"centcom commander",
|
||||
"special ops officer",
|
||||
@@ -584,7 +454,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
|
||||
if (isnull(dresscode))
|
||||
return
|
||||
//feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
for (var/obj/item/I in M)
|
||||
if (istype(I, /obj/item/weapon/implant))
|
||||
continue
|
||||
@@ -593,176 +463,174 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if ("strip")
|
||||
//do nothing
|
||||
if ("standard space gear")
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
|
||||
M.equip_if_possible(new /obj/item/clothing/under/color/grey(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
|
||||
var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
|
||||
M.equip_if_possible(J, M.slot_back)
|
||||
M.equip_to_slot_or_del(J, slot_back)
|
||||
J.toggle()
|
||||
M.equip_if_possible(new /obj/item/clothing/mask/breath(M), M.slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask)
|
||||
J.Topic(null, list("stat" = 1))
|
||||
if ("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0
|
||||
if (dresscode=="tournament standard red")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
|
||||
else
|
||||
M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/helmet/thunderdome(M), M.slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), M.slot_r_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/smokebomb(M), M.slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store)
|
||||
|
||||
|
||||
if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0
|
||||
M.equip_if_possible(new /obj/item/clothing/under/det(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/storage/det_suit(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/det_hat(M), M.slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/det_suit(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/projectile(M), M.slot_r_hand)
|
||||
M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
|
||||
|
||||
if ("tournament chef") //Steven Seagal FTW
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/chef(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/storage/chef(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_s_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_s_store)
|
||||
|
||||
if ("tournament janitor")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/janitor(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
var/obj/item/weapon/storage/backpack/backpack = new(M)
|
||||
for(var/obj/item/I in backpack)
|
||||
del(I)
|
||||
M.equip_if_possible(backpack, M.slot_back)
|
||||
M.equip_to_slot_or_del(backpack, slot_back)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/mop(M), M.slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
|
||||
var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
|
||||
bucket.reagents.add_reagent("water", 70)
|
||||
M.equip_if_possible(bucket, M.slot_l_hand)
|
||||
M.equip_to_slot_or_del(bucket, slot_l_hand)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/chem_grenade/cleaner(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/chem_grenade/cleaner(M), M.slot_l_store)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
|
||||
|
||||
if ("pirate")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
|
||||
|
||||
if ("space pirate")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/helmet/space/pirate(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
|
||||
|
||||
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
|
||||
|
||||
/*
|
||||
if ("soviet soldier")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head)
|
||||
*/
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
|
||||
|
||||
if("tunnel clown")//Tunnel clowns rule!
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/storage/chaplain_hoodie(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.access = get_all_accesses()
|
||||
W.assignment = "Tunnel Clown!"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_if_possible(W, M.slot_wear_id)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
|
||||
M.equip_if_possible(fire_axe, M.slot_r_hand)
|
||||
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
|
||||
|
||||
if("masked killer")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/overalls(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/white(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/latex(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/clothing/mask/surgical(M), M.slot_wear_mask)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/helmet/welding(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/storage/apron(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/latex(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
|
||||
|
||||
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
|
||||
M.equip_if_possible(fire_axe, M.slot_r_hand)
|
||||
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
|
||||
|
||||
for(var/obj/item/carried_item in M.contents)
|
||||
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
|
||||
carried_item.add_blood(M)//Oh yes, there will be blood...
|
||||
|
||||
if("assassin")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/suit_jacket(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/storage/wcoat(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/weapon/melee/energy/sword(M), M.slot_l_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
|
||||
|
||||
var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M)
|
||||
for(var/obj/item/briefcase_item in sec_briefcase)
|
||||
del(briefcase_item)
|
||||
for(var/i=3, i>0, i--)
|
||||
sec_briefcase.contents += new /obj/item/weapon/money/c1000
|
||||
sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000
|
||||
sec_briefcase.contents += new /obj/item/weapon/gun/energy/crossbow
|
||||
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba
|
||||
sec_briefcase.contents += new /obj/item/ammo_magazine/a357
|
||||
sec_briefcase.contents += new /obj/item/weapon/plastique
|
||||
M.equip_if_possible(sec_briefcase, M.slot_l_hand)
|
||||
M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
|
||||
|
||||
var/obj/item/device/pda/heads/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Reaper"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
|
||||
M.equip_if_possible(pda, M.slot_belt)
|
||||
M.equip_to_slot_or_del(pda, slot_belt)
|
||||
|
||||
var/obj/item/weapon/card/id/syndicate/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.access = get_all_accesses()
|
||||
W.assignment = "Reaper"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_if_possible(W, M.slot_wear_id)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("death commando")//Was looking to add this for a while.
|
||||
M.equip_death_commando()
|
||||
@@ -770,53 +638,45 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if("syndicate commando")
|
||||
M.equip_syndicate_commando()
|
||||
|
||||
if("response team")
|
||||
M.equip_strike_team()
|
||||
|
||||
if("centcom official")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears)
|
||||
var/obj/item/clothing/suit/storage/armoredundersuit/K = new(M)
|
||||
var/obj/item/clothing/glasses/sunglasses/V = new(M)
|
||||
V.loc = K
|
||||
M.equip_if_possible(K, M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/energy/gun(M), M.slot_s_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
|
||||
|
||||
var/obj/item/device/pda/heads/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "CentCom Review Official"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
|
||||
M.equip_if_possible(pda, M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_store)
|
||||
M.equip_to_slot_or_del(pda, slot_r_store)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.icon_state = "centcom"
|
||||
W.item_state = "id_inv"
|
||||
W.access = get_all_accesses()
|
||||
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
|
||||
W.assignment = "CentCom Review Official"
|
||||
W.registered_name = M.real_name
|
||||
W.over_jumpsuit = 0
|
||||
M.equip_if_possible(W, M.slot_wear_id)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("centcom commander")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform)
|
||||
var/obj/item/clothing/suit/storage/armoredundersuit/K = new(M)
|
||||
var/obj/item/clothing/glasses/eyepatch/G = new(M)
|
||||
G.loc = K
|
||||
M.equip_if_possible(K, M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), M.slot_wear_mask)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_s_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
@@ -825,21 +685,20 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "CentCom Commanding Officer"
|
||||
W.registered_name = M.real_name
|
||||
W.over_jumpsuit = 0
|
||||
M.equip_if_possible(W, M.slot_wear_id)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("special ops officer")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/syndicate/combat(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/storage/officer(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/havana(M), M.slot_wear_mask)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/deathsquad/beret(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), M.slot_belt)
|
||||
M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(M), M.slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat/officer(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/havana(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
@@ -848,53 +707,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "Special Operations Officer"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_if_possible(W, M.slot_wear_id)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("blue wizard")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/wizard(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
|
||||
|
||||
if("red wizard")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/red(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/wizard/red(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
|
||||
|
||||
if("marisa wizard")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/marisa(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/sandal/marisa(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/head/wizard/marisa(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store)
|
||||
M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/marisa(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/staff(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
|
||||
if("soviet admiral")
|
||||
M.equip_if_possible(new /obj/item/clothing/head/hgpiratecap(M), M.slot_head)
|
||||
M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes)
|
||||
M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves)
|
||||
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears)
|
||||
M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses)
|
||||
M.equip_if_possible(new /obj/item/clothing/suit/hgpirate(M), M.slot_wear_suit)
|
||||
M.equip_if_possible(new /obj/item/weapon/storage/backpack/bandolier(M), M.slot_back)
|
||||
M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt)
|
||||
M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/bandolier(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
W.icon_state = "centcom"
|
||||
@@ -902,12 +761,12 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "Admiral"
|
||||
W.registered_name = M.real_name
|
||||
M.equip_if_possible(W, M.slot_wear_id)
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
M.update_clothing()
|
||||
M.regenerate_icons()
|
||||
|
||||
log_admin("[key_name(usr)] changed the equipment of [key_name(M)] to [dresscode].")
|
||||
message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode].", 1)
|
||||
message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode]..", 1)
|
||||
return
|
||||
|
||||
/client/proc/startSinglo()
|
||||
@@ -934,7 +793,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
del(G)
|
||||
S.energy = 1750
|
||||
S.current_size = 7
|
||||
S.icon = '224x224.dmi'
|
||||
S.icon = 'icons/effects/224x224.dmi'
|
||||
S.icon_state = "singularity_s7"
|
||||
S.pixel_x = -96
|
||||
S.pixel_y = -96
|
||||
@@ -959,4 +818,23 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
|
||||
for(var/obj/machinery/power/smes/SMES in world)
|
||||
if(SMES.anchored)
|
||||
SMES.chargemode = 1
|
||||
SMES.chargemode = 1
|
||||
|
||||
/client/proc/cmd_debug_mob_lists()
|
||||
set category = "Debug"
|
||||
set name = "Debug Mob Lists"
|
||||
set desc = "For when you just gotta know"
|
||||
|
||||
switch(input("Which list?") in list("Players","Admins","Mobs","Living Mobs","Dead Mobs", "Clients"))
|
||||
if("Players")
|
||||
usr << dd_list2text(player_list,",")
|
||||
if("Admins")
|
||||
usr << dd_list2text(admin_list,",")
|
||||
if("Mobs")
|
||||
usr << dd_list2text(mob_list,",")
|
||||
if("Living Mobs")
|
||||
usr << dd_list2text(living_mob_list,",")
|
||||
if("Dead Mobs")
|
||||
usr << dd_list2text(dead_mob_list,",")
|
||||
if("Clients")
|
||||
usr << dd_list2text(client_list,",")
|
||||
|
||||
Reference in New Issue
Block a user