/client/proc/Debug2() set category = "Debug" set name = "Debug-Game" if(!authenticated || !holder) src << "Only administrators may use this command." return if(holder.rank == "Game Admin") Debug2 = !Debug2 world << "Debugging [Debug2 ? "On" : "Off"]" log_admin("[key_name(src)] toggled debugging to [Debug2]") else if(holder.rank == "Game Master") Debug2 = !Debug2 world << "Debugging [Debug2 ? "On" : "Off"]" log_admin("[key_name(src)] toggled debugging to [Debug2]") else alert("Coders only baby") return /* 21st Sept 2010 Updated by Skie -- Still not perfect but better! Stuff you can't do: Call proc /mob/proc/make_dizzy() for some player Because if you select a player mob as owner it tries to do the proc for /mob/living/carbon/human/ instead. And that gives a run-time error. But you can call procs that are of type /mob/living/carbon/human/proc/ for that player. */ /client/proc/callproc() set category = "Debug" set name = "Advanced ProcCall" if(!authenticated || !holder) src << "Only administrators may use this command." return var/target = null var/lst[] // List reference lst = new/list() // Make the list var/returnval = null var/class = null switch(alert("Proc owned by something?",,"Yes","No")) if("Yes") class = input("Proc owned by...","Owner") in list("Obj","Mob","Area or Turf","Client","CANCEL ABORT STOP") switch(class) if("CANCEL ABORT STOP") return if("Obj") target = input("Enter target:","Target",usr) as obj in world if("Mob") target = input("Enter target:","Target",usr) as mob in world if("Area or Turf") target = input("Enter target:","Target",usr.loc) as area|turf in world if("Client") var/list/keys = list() for(var/mob/M in world) keys += M.client target = input("Please, select a player!", "Selection", null, null) as null|anything in keys if("No") target = null var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) var/argnum = input("Number of arguments","Number:",0) as num lst.len = argnum // Expand to right length var/i for(i=1, i= 0) log_admin("[key_name(src)] has modified world.tick_lag to [newtick]", 0) message_admins("[key_name(src)] has modified world.tick_lag to [newtick]", 0) world.tick_lag = newtick /client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in world) set category = "Fun" set name = "Select equipment" if(!ishuman(M)) alert("Invalid mob") return //log_admin("[key_name(src)] has alienized [M.key].") var/list/dresspacks = list( "strip", "standard space gear", "tournament standard red", "tournament standard green", "tournament gangster", "tournament chef", "tournament janitor", "pirate", "space pirate", "soviet admiral", "tunnel clown", "masked killer", "assassin", "death commando", "syndicate commando", "centcom official", "centcom commander", "special ops officer", "blue wizard", "red wizard", "marisa wizard", ) var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if (isnull(dresscode)) return for (var/obj/item/I in M) if (istype(I, /obj/item/weapon/implant)) continue del(I) switch(dresscode) if ("strip") //do nothing if ("standard space gear") M.equip_if_possible(new /obj/item/clothing/shoes/black(M), 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) var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M) M.equip_if_possible(J, M.slot_back) J.toggle() M.equip_if_possible(new /obj/item/clothing/mask/breath(M), 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) 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_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_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) 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_if_possible(new /obj/item/clothing/suit/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_if_possible(new /obj/item/weapon/cloaking_device(M), 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) 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/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_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) 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) 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_if_possible(new /obj/item/weapon/mop(M), 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_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) 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) 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_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), 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) */ 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/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) 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 = M.real_name M.equip_if_possible(W, M.slot_wear_id) var/obj/item/weapon/fireaxe/fire_axe = new(M) fire_axe.name = "Fire Axe (Unwielded)" M.equip_if_possible(fire_axe, M.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/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) var/obj/item/weapon/fireaxe/fire_axe = new(M) fire_axe.name = "Fire Axe (Unwielded)" M.equip_if_possible(fire_axe, M.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/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) 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/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) 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) 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 = M.real_name M.equip_if_possible(W, M.slot_wear_id) if("death commando")//Was looking to add this for a while. M.equip_death_commando() if("syndicate commando") M.equip_syndicate_commando() 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/black(M), M.slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(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/weapon/gun/energy(M), M.slot_belt) M.equip_if_possible(new /obj/item/weapon/pen(M), 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_hand) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" 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 = M.real_name M.equip_if_possible(W, M.slot_wear_id) if("centcom commander") M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/armor/bulletproof(M), 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/swat(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/eyepatch(M), M.slot_glasses) 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_belt) 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) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "CentCom Commanding Officer" W.registered = M.real_name M.equip_if_possible(W, M.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/armor/swat/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/helmet/space/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) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "Special Operations Officer" W.registered = M.real_name M.equip_if_possible(W, M.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) 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) 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) 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) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "Admiral" W.registered = M.real_name M.equip_if_possible(W, M.slot_wear_id) M.update_clothing() return