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	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
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	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
	code/WorkInProgress/virus2/dishincubator.dm
	code/WorkInProgress/virus2/isolator.dm
	code/WorkInProgress/virus2/monkeydispensor.dm
	code/datums/ai_laws.dm
	code/datums/configuration.dm
	code/datums/datumvars.dm
	code/datums/diseases/alien_embryo.dm
	code/datums/diseases/appendicitis.dm
	code/datums/diseases/robotic_transformation.dm
	code/datums/diseases/xeno_transformation.dm
	code/datums/helper_datums/getrev.dm
	code/datums/helper_datums/teleport.dm
	code/datums/helper_datums/tension.dm
	code/datums/mind.dm
	code/datums/mixed.dm
	code/datums/shuttle_controller.dm
	code/datums/spell.dm
	code/datums/spells/ethereal_jaunt.dm
	code/datums/spells/genetic.dm
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	code/defines/area/Space Station 13 areas.dm
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	code/defines/mob/dead/observer.dm
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	code/defines/procs/station_name.dm
	code/defines/procs/statistics.dm
	code/defines/turf.dm
	code/game/algorithm.dm
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	code/game/events/EventProcs/ninja_equipment.dm
	code/game/events/EventProcs/space_ninja.dm
	code/game/events/EventProcs/spacevines.dm
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	code/game/gamemodes/changeling/traitor_chan.dm
	code/game/gamemodes/cult/cult.dm
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	code/game/gamemodes/events.dm
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	code/game/gamemodes/factions.dm
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	code/game/gamemodes/gameticker.dm
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	code/game/gamemodes/objective.dm
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	code/game/gamemodes/sandbox/h_sandbox.dm
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	code/game/gamemodes/setupgame.dm
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	code/game/machinery/Sleeper.dm
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	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/biogenerator.dm
	code/game/machinery/bots/bots.dm
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/mulebot.dm
	code/game/machinery/camera.dm
	code/game/machinery/cell_charger.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/Operating.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/arcade.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/buildandrepair.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/crew.dm
	code/game/machinery/computer/hologram.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/power.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/robot.dm
	code/game/machinery/computer/security.dm
	code/game/machinery/computer/shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/deployable.dm
	code/game/machinery/door_control.dm
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/airlock_electronics.dm
	code/game/machinery/doors/brigdoors.dm
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	code/game/machinery/doors/firedoor.dm
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	code/game/machinery/doors/unpowered.dm
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	code/game/machinery/flasher.dm
	code/game/machinery/gateway.dm
	code/game/machinery/hologram.dm
	code/game/machinery/hydroponics.dm
	code/game/machinery/kitchen/gibber.dm
	code/game/machinery/morgue.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/pipe/construction.dm
	code/game/machinery/pipe/pipe_dispenser.dm
	code/game/machinery/portable_turret.dm
	code/game/machinery/recharger.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/requests_console.dm
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	code/game/machinery/spaceheater.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/machinery/syndicatebeacon.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/telecomms/telemonitor.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/turrets.dm
	code/game/machinery/vending.dm
	code/game/magic/cultist/ritual.dm
	code/game/magic/cultist/runes.dm
	code/game/magic/library.dm
	code/game/magic/musician.dm
	code/game/master_controller.dm
	code/game/mecha/combat/combat.dm
	code/game/mecha/combat/gygax.dm
	code/game/mecha/equipment/mecha_equipment.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/mecha.dm
	code/game/mecha/mecha_construction_paths.dm
	code/game/mecha/mecha_wreckage.dm
	code/game/mecha/medical/medical.dm
	code/game/mecha/medical/odysseus.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/alien/facehugger.dm
	code/game/objects/alien/resin.dm
	code/game/objects/bodybag.dm
	code/game/objects/closets.dm
	code/game/objects/closets/emergency.dm
	code/game/objects/closets/extinguisher.dm
	code/game/objects/closets/fireaxe.dm
	code/game/objects/closets/firecloset.dm
	code/game/objects/closets/fitnesscloset.dm
	code/game/objects/closets/janitor.dm
	code/game/objects/closets/kitchen.dm
	code/game/objects/closets/nuclear.dm
	code/game/objects/closets/secure/bar.dm
	code/game/objects/closets/secure/cargo.dm
	code/game/objects/closets/secure/engineering.dm
	code/game/objects/closets/secure/hydroponics.dm
	code/game/objects/closets/secure/medical.dm
	code/game/objects/closets/secure/personal.dm
	code/game/objects/closets/secure/scientist.dm
	code/game/objects/closets/secure/secure_closets.dm
	code/game/objects/closets/secure/security.dm
	code/game/objects/closets/syndicate.dm
	code/game/objects/closets/wardrobe.dm
	code/game/objects/contraband.dm
	code/game/objects/crates.dm
	code/game/objects/devices/PDA/PDA.dm
	code/game/objects/devices/PDA/cart.dm
	code/game/objects/devices/PDA/chatroom.dm
	code/game/objects/devices/aicard.dm
	code/game/objects/devices/flash.dm
	code/game/objects/devices/flashlight.dm
	code/game/objects/devices/paicard.dm
	code/game/objects/devices/scanners.dm
	code/game/objects/devices/taperecorder.dm
	code/game/objects/devices/traitordevices.dm
	code/game/objects/door_assembly.dm
	code/game/objects/effect_system.dm
	code/game/objects/electricchair.dm
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	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
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	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/clown_items.dm
	code/game/objects/items/weapons/dna_injector.dm
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	code/game/objects/items/weapons/flamethrower.dm
	code/game/objects/items/weapons/grenades.dm
	code/game/objects/items/weapons/hand_lablers.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/implants/implant.dm
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	code/game/objects/items/weapons/implants/implantfreedom.dm
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	code/game/objects/items/weapons/medical.dm
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	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/swords_axes_etc.dm
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	code/game/objects/items/weapons/twohanded.dm
	code/game/objects/items/weapons/wrappingpaper.dm
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	code/game/objects/radio/beacon.dm
	code/game/objects/radio/electropack.dm
	code/game/objects/radio/encryptionkey.dm
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	code/game/objects/radio/intercom.dm
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	code/game/objects/transfer_valve.dm
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	code/modules/mob/living/carbon/human/hud.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackalien.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/human_defense.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/login.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/whisper.dm
	code/modules/mob/living/carbon/metroid/death.dm
	code/modules/mob/living/carbon/metroid/examine.dm
	code/modules/mob/living/carbon/metroid/life.dm
	code/modules/mob/living/carbon/metroid/login.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/carbon/metroid/powers.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/carbon/monkey/examine.dm
	code/modules/mob/living/carbon/monkey/hud.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/mob/living/carbon/monkey/login.dm
	code/modules/mob/living/carbon/monkey/monkey.dm
	code/modules/mob/living/carbon/monkey/powers.dm
	code/modules/mob/living/damage_procs.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/login.dm
	code/modules/mob/living/say.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/examine.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/ai/login.dm
	code/modules/mob/living/silicon/ai/move.dm
	code/modules/mob/living/silicon/death.dm
	code/modules/mob/living/silicon/decoy/death.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/hud.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/pai/recruit.dm
	code/modules/mob/living/silicon/pai/software.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/emote.dm
	code/modules/mob/living/silicon/robot/examine.dm
	code/modules/mob/living/silicon/robot/hud.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/login.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/mob/living/silicon/robot/say.dm
	code/modules/mob/living/silicon/robot/wires.dm
	code/modules/mob/living/silicon/say.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/login.dm
	code/modules/mob/logout.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_grab.dm
	code/modules/mob/mob_helpers.dm
	code/modules/mob/mob_movement.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/mob/organ/organ.dm
	code/modules/mob/organ/organ_external.dm
	code/modules/mob/organ/pain.dm
	code/modules/mob/say.dm
	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:
Cael_Aislinn
2012-08-22 04:00:11 +10:00
1232 changed files with 108006 additions and 78117 deletions

View File

@@ -17,7 +17,7 @@
else
alert("Coders only baby")
return
// feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -32,7 +32,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
/client/proc/callproc()
set category = "Debug"
set name = "Advanced ProcCall (TG Version)"
set name = "Advanced ProcCall"
if(!holder)
src << "Only administrators may use this command."
@@ -98,21 +98,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
lst[i] = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
if("reference")
switch(alert("Would you like to enter a specific object, or search for it from the world?","Choose!","Specifc UID (Hexadecimal number)", "Search"))
if("Specifc UID (Hexadecimal number)")
var/UID = input("Type in UID, without the leading 0x","Type in UID") as text|null
if(!UID) return
var/temp_variable = locate("\[0x[UID]\]")
if(!temp_variable)
usr << "ERROR. Could not locate referenced object."
return
switch(alert("You have chosen [temp_variable], in [get_area(temp_variable)]. Are you sure?","You sure?","Yes","NONOCANCEL!"))
if("Yes")
lst[i] = temp_variable
if("NONOCANCEL!")
return
if("Search")
lst[i] = input("Select reference:","Reference") as null|mob|obj|turf|area in world
lst[i] = input("Select reference:","Reference",src) as mob|obj|turf|area in world
if("mob reference")
lst[i] = input("Select reference:","Reference",usr) as mob in world
@@ -148,135 +134,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
usr << "<font color='blue'>[procname] returned: [returnval ? returnval : "null"]</font>"
//feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/callprocgen()
set category = "Debug"
set name = "ProcCall (BS12 Version)"
if(!src.holder)
src << "Only administrators may use this command."
return
var/class = null
var/returnval = null
var/procname = input("Procpath (in full)","path", null)
var/argNum = input("Number of arguments:","Number",null) as num //input("Arguments","Arguments:", null)
var/list/argL = new/list()
var/i
for(i=0; i<argNum; i++)
class = input("Type of Argument #[i]","Variable Type", "text") in list("text","num","type","reference","icon","file","marked datum","cancel")
switch(class)
if("cancel")
return
if("text")
argL.Add( input("Enter new text:","Text",null) as text )
if("num")
argL.Add( input("Enter new number:","Num",null) as num )
if("type")
argL.Add( input("Enter type:","Type",null) in typesof(/obj,/mob,/area,/turf) )
if("reference")
switch(alert("Would you like to enter a specific object, or search for it from the world?","Choose!","Specifc UID (Hexadecimal number)", "Search"))
if("Specifc UID (Hexadecimal number)")
var/UID = input("Type in UID, without the leading 0x","Type in UID") as text|null
if(!UID) return
var/temp_variable = locate("\[0x[UID]\]")
if(!temp_variable)
usr << "ERROR. Could not locate referenced object."
return
switch(alert("You have chosen [temp_variable], in [get_area(temp_variable)]. Are you sure?","You sure?","Yes","NONOCANCEL!"))
if("Yes")
argL.Add(temp_variable)
if("NONOCANCEL!")
return
if("Search")
argL.Add(input("Select reference:","Reference") as null|mob|obj|turf|area in world)
if("icon")
argL.Add( input("Pick icon:","Icon",null) as icon )
if("file")
argL.Add( input("Pick file:","File",null) as file )
if("marked datum")
argL.Add(holder.marked_datum)
usr << "\blue Calling '[procname]'"
returnval = call(procname)(arglist(argL))
usr << "\blue Proc returned: [returnval ? returnval : "null"]"
/client/proc/callprocobj(var/target as obj|mob|area|turf in world)
set category = "Debug"
set name = "Object ProcCall (BS12 Version)"
if(!src.holder)
src << "Only administrators may use this command."
return
var/class = null
var/returnval = null
var/procname = input("Procpath (e.g. just \"update\" for lights)","path:", null) as null|text
if(!procname || procname == "") return
if(procname == "") return
var/argNum = input("Number of arguments:","Number",null) as num //input("Arguments","Arguments:", null)
var/list/argL = new/list()
var/i
for(i=0; i<argNum; i++)
class = input("Type of Argument #[i]","Variable Type", "text") in list("text","num","type","reference","icon","file","marked datum","cancel")
switch(class)
if("cancel")
return
if("text")
argL.Add( input("Enter new text:","Text",null) as text )
if("num")
argL.Add( input("Enter new number:","Num",null) as num )
if("type")
argL.Add( input("Enter type:","Type",null) in typesof(/obj,/mob,/area,/turf) )
if("reference")
switch(alert("Would you like to enter a specific object, or search for it from the world?","Choose!","Specifc UID (Hexadecimal number)", "Search"))
if("Specifc UID (Hexadecimal number)")
var/UID = input("Type in UID, without the leading 0x","Type in UID") as text|null
if(!UID) return
var/temp_variable = locate("\[0x[UID]\]")
if(!temp_variable)
usr << "ERROR. Could not locate referenced object."
return
switch(alert("You have chosen [temp_variable], in [get_area(temp_variable)]. Are you sure?","You sure?","Yes","NONOCANCEL!"))
if("Yes")
argL.Add(temp_variable)
if("NONOCANCEL!")
return
if("Search")
argL.Add(input("Select reference:","Reference") as null|mob|obj|turf|area in world)
if("icon")
argL.Add( input("Pick icon:","Icon",null) as icon )
if("file")
argL.Add( input("Pick file:","File",null) as file )
if("marked datum")
argL.Add(holder.marked_datum)
usr << "\blue Calling '[procname]' on '[target]'"
returnval = call(target,procname)(arglist(argL))
usr << "\blue Proc returned: [returnval ? returnval : "null"]"
feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/Cell()
set category = "Debug"
@@ -297,9 +155,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
t+= "CO2: [env.carbon_dioxide]\n"
usr.show_message(t, 1)
//feedback_add_details("admin_verb","ASL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
feedback_add_details("admin_verb","ASL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_robotize(var/mob/M in world)
/client/proc/cmd_admin_robotize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make Robot"
@@ -314,13 +172,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
else
alert("Invalid mob")
/client/proc/makepAI(var/turf/T in world)
/client/proc/makepAI(var/turf/T in mob_list)
set category = "Fun"
set name = "Make pAI"
set desc = "Specify a location to spawn a pAI device, then specify a key to play that pAI"
var/list/available = list()
for(var/mob/C in world)
for(var/mob/C in mob_list)
if(C.key)
available.Add(C)
var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available
@@ -335,13 +193,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
pai.name = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
pai.real_name = pai.name
pai.key = choice.key
card.pai = pai
card.setPersonality(pai)
for(var/datum/paiCandidate/candidate in paiController.pai_candidates)
if(candidate.key == choice.key)
paiController.pai_candidates.Remove(candidate)
//feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_alienize(var/mob/M in world)
/client/proc/cmd_admin_alienize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make Alien"
@@ -352,13 +210,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
log_admin("[key_name(src)] has alienized [M.key].")
spawn(10)
M:Alienize()
//feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
feedback_add_details("admin_verb","MKAL") //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 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,",")