/client/proc/Debug2() set category = "Debug" set name = "Debug-Game" if(!check_rights(R_DEBUG)) return if(Debug2) Debug2 = 0 message_admins("[key_name(src)] toggled debugging off.") log_admin("[key_name(src)] toggled debugging off.") else Debug2 = 1 message_admins("[key_name(src)] toggled debugging on.") log_admin("[key_name(src)] toggled debugging on.") feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! // callproc moved to code/modules/admin/callproc /client/proc/Cell() set category = "Debug" set name = "Cell" if(!mob) return var/turf/T = mob.loc if (!( istype(T, /turf) )) return var/datum/gas_mixture/env = T.return_air() var/t = "\blue Coordinates: [T.x],[T.y],[T.z]\n" t += "\red Temperature: [env.temperature]\n" t += "\red Pressure: [env.return_pressure()]kPa\n" for(var/g in env.gas) t += "\blue [g]: [env.gas[g]] / [env.gas[g] * R_IDEAL_GAS_EQUATION * env.temperature / env.volume]kPa\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! /client/proc/cmd_admin_robotize(var/mob/M in mob_list) set category = "Fun" set name = "Make Robot" if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon/human)) log_admin("[key_name(src)] has robotized [M.key].") spawn(10) M:Robotize() else alert("Invalid mob") /client/proc/cmd_admin_animalize(var/mob/M in mob_list) set category = "Fun" set name = "Make Simple Animal" if(!ticker) alert("Wait until the game starts") return if(!M) alert("That mob doesn't seem to exist, close the panel and try again.") return if(istype(M, /mob/new_player)) alert("The mob must not be a new_player.") return log_admin("[key_name(src)] has animalized [M.key].") spawn(10) M.Animalize() /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 mob_list) if(C.key) available.Add(C) var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available if(!choice) return 0 if(!istype(choice, /mob/observer/dead)) var/confirm = input("[choice.key] isn't ghosting right now. Are you sure you want to yank them out of them out of their body and place them in this pAI?", "Spawn pAI Confirmation", "No") in list("Yes", "No") if(confirm != "Yes") return 0 var/obj/item/device/paicard/card = new(T) var/mob/living/silicon/pai/pai = new(card) pai.name = sanitizeSafe(input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text) pai.real_name = pai.name pai.key = choice.key 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! /client/proc/cmd_admin_slimeize(var/mob/M in mob_list) set category = "Fun" set name = "Make slime" if(!ticker) alert("Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(src)] has slimeized [M.key].") spawn(10) M:slimeize() 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 slime.") message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into a slime.", 1) else alert("Invalid mob") /* /client/proc/cmd_admin_monkeyize(var/mob/M in world) set category = "Fun" set name = "Make Monkey" if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/target = M log_admin("[key_name(src)] is attempting to monkeyize [M.key].") spawn(10) target.monkeyize() else alert("Invalid mob") /client/proc/cmd_admin_changelinginize(var/mob/M in world) set category = "Fun" set name = "Make Changeling" if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon/human)) log_admin("[key_name(src)] has made [M.key] a changeling.") spawn(10) M.absorbed_dna[M.real_name] = M.dna.Clone() M.make_changeling() if(M.mind) M.mind.special_role = "Changeling" else alert("Invalid mob") */ /* /client/proc/cmd_admin_abominize(var/mob/M in world) set category = null set name = "Make Abomination" usr << "Ruby Mode disabled. Command aborted." return if(!ticker) alert("Wait until the game starts.") return if(istype(M, /mob/living/carbon/human)) log_admin("[key_name(src)] has made [M.key] an abomination.") // spawn(10) // M.make_abomination() */ /* /client/proc/make_cultist(var/mob/M in world) // -- TLE, modified by Urist set category = "Fun" set name = "Make Cultist" set desc = "Makes target a cultist" if(!cultwords["travel"]) runerandom() if(M) if(M.mind in ticker.mode.cult) return else if(alert("Spawn that person a tome?",,"Yes","No")=="Yes") M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie. A tome, a message from your new master, appears on the ground." new /obj/item/weapon/book/tome(M.loc) else M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie." var/glimpse=pick("1","2","3","4","5","6","7","8") switch(glimpse) if("1") M << "\red You remembered one thing from the glimpse... [cultwords["travel"]] is travel..." if("2") M << "\red You remembered one thing from the glimpse... [cultwords["blood"]] is blood..." if("3") M << "\red You remembered one thing from the glimpse... [cultwords["join"]] is join..." if("4") M << "\red You remembered one thing from the glimpse... [cultwords["hell"]] is Hell..." if("5") M << "\red You remembered one thing from the glimpse... [cultwords["destroy"]] is destroy..." if("6") M << "\red You remembered one thing from the glimpse... [cultwords["technology"]] is technology..." if("7") M << "\red You remembered one thing from the glimpse... [cultwords["self"]] is self..." if("8") M << "\red You remembered one thing from the glimpse... [cultwords["see"]] is see..." if(M.mind) M.mind.special_role = "Cultist" ticker.mode.cult += M.mind src << "Made [M] a cultist." */ //TODO: merge the vievars version into this or something maybe mayhaps /client/proc/cmd_debug_del_all() set category = "Debug" set name = "Del-All" // to prevent REALLY stupid deletions var/blocked = list(/obj, /mob, /mob/living, /mob/living/carbon, /mob/living/carbon/human, /mob/observer/dead, /mob/living/silicon, /mob/living/silicon/robot, /mob/living/silicon/ai) var/hsbitem = input(usr, "Choose an object to delete.", "Delete:") as null|anything in typesof(/obj) + typesof(/mob) - blocked if(hsbitem) for(var/atom/O in world) if(istype(O, hsbitem)) qdel(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! /client/proc/cmd_debug_make_powernets() set category = "Debug" set name = "Make Powernets" 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! /client/proc/cmd_debug_tog_aliens() set category = "Server" set name = "Toggle Aliens" config.aliens_allowed = !config.aliens_allowed log_admin("[key_name(src)] has turned aliens [config.aliens_allowed ? "on" : "off"].") message_admins("[key_name_admin(src)] has turned aliens [config.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! /client/proc/cmd_admin_grantfullaccess(var/mob/M in mob_list) set category = "Admin" set name = "Grant Full Access" if (!ticker) alert("Wait until the game starts") return if (istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/H = M if (H.wear_id) var/obj/item/weapon/card/id/id = H.wear_id if(istype(H.wear_id, /obj/item/device/pda)) var/obj/item/device/pda/pda = H.wear_id id = pda.id id.icon_state = "gold" id.access = get_all_accesses() else var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M); id.icon_state = "gold" id.access = get_all_accesses() id.registered_name = H.real_name id.assignment = "Colony Director" id.name = "[id.registered_name]'s ID Card ([id.assignment])" 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! 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 mob_list) set category = "Admin" set name = "Assume direct control" set desc = "Direct intervention" if(!check_rights(R_DEBUG|R_ADMIN)) return if(M.ckey) 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/observer/dead/ghost = new/mob/observer/dead(M,1) ghost.ckey = M.ckey message_admins("\blue [key_name_admin(usr)] assumed direct control of [M].", 1) log_admin("[key_name(usr)] assumed direct control of [M].") var/mob/adminmob = src.mob M.ckey = src.ckey if( isobserver(adminmob) ) qdel(adminmob) feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_areatest() set category = "Mapping" set name = "Test areas" var/list/areas_all = list() var/list/areas_with_APC = list() var/list/areas_with_air_alarm = list() var/list/areas_with_RC = list() var/list/areas_with_light = list() var/list/areas_with_LS = list() var/list/areas_with_intercom = list() var/list/areas_with_camera = list() for(var/area/A in world) if(!(A.type in areas_all)) areas_all.Add(A.type) for(var/obj/machinery/power/apc/APC in world) var/area/A = get_area(APC) if(!(A.type in areas_with_APC)) areas_with_APC.Add(A.type) for(var/obj/machinery/alarm/alarm in world) var/area/A = get_area(alarm) if(!(A.type in areas_with_air_alarm)) areas_with_air_alarm.Add(A.type) for(var/obj/machinery/requests_console/RC in world) var/area/A = get_area(RC) if(!(A.type in areas_with_RC)) areas_with_RC.Add(A.type) for(var/obj/machinery/light/L in world) var/area/A = get_area(L) if(!(A.type in areas_with_light)) areas_with_light.Add(A.type) for(var/obj/machinery/light_switch/LS in world) var/area/A = get_area(LS) if(!(A.type in areas_with_LS)) areas_with_LS.Add(A.type) for(var/obj/item/device/radio/intercom/I in world) var/area/A = get_area(I) if(!(A.type in areas_with_intercom)) areas_with_intercom.Add(A.type) for(var/obj/machinery/camera/C in world) var/area/A = get_area(C) if(!(A.type in areas_with_camera)) areas_with_camera.Add(A.type) var/list/areas_without_APC = areas_all - areas_with_APC var/list/areas_without_air_alarm = areas_all - areas_with_air_alarm var/list/areas_without_RC = areas_all - areas_with_RC var/list/areas_without_light = areas_all - areas_with_light var/list/areas_without_LS = areas_all - areas_with_LS var/list/areas_without_intercom = areas_all - areas_with_intercom var/list/areas_without_camera = areas_all - areas_with_camera world << "AREAS WITHOUT AN APC:" for(var/areatype in areas_without_APC) world << "* [areatype]" world << "AREAS WITHOUT AN AIR ALARM:" for(var/areatype in areas_without_air_alarm) world << "* [areatype]" world << "AREAS WITHOUT A REQUEST CONSOLE:" for(var/areatype in areas_without_RC) world << "* [areatype]" world << "AREAS WITHOUT ANY LIGHTS:" for(var/areatype in areas_without_light) world << "* [areatype]" world << "AREAS WITHOUT A LIGHT SWITCH:" for(var/areatype in areas_without_LS) world << "* [areatype]" world << "AREAS WITHOUT ANY INTERCOMS:" for(var/areatype in areas_without_intercom) world << "* [areatype]" world << "AREAS WITHOUT ANY CAMERAS:" for(var/areatype in areas_without_camera) world << "* [areatype]" /client/proc/cmd_admin_dress() set category = "Fun" set name = "Select equipment" var/mob/living/carbon/human/M = input("Select mob.", "Select equipment.") as null|anything in human_mob_list if(!M) return //log_admin("[key_name(src)] has alienized [M.key].") var/list/dresspacks = list( "strip", "job", "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", "special ops officer", "blue wizard", "red wizard", "marisa wizard", "emergency response team", "nanotrasen representative", "nanotrasen officer", "nanotrasen captain" ) 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! for (var/obj/item/I in M) if (istype(I, /obj/item/weapon/implant)) continue M.drop_from_inventory(I) if(I.loc != M) qdel(I) switch(dresscode) if ("strip") //do nothing if ("job") var/selected_job = input("Select job", "Robust quick dress shop") as null|anything in joblist if (isnull(selected_job)) return var/datum/job/job = job_master.GetJob(selected_job) if(!job) return job.equip(M) job.apply_fingerprints(M) job_master.spawnId(M, selected_job) if ("standard space gear") 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/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_to_slot_or_del(J, slot_back) J.toggle() 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_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform) else 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_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_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/material/knife(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_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_to_slot_or_del(new /obj/item/clothing/suit/storage/det_trench(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/head/det(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver(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_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_to_slot_or_del(new /obj/item/weapon/material/kitchen/rollingpin(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_s_store) if ("tournament janitor") 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) qdel(I) M.equip_to_slot_or_del(backpack, slot_back) 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_to_slot_or_del(bucket, slot_l_hand) 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/floor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack) if ("pirate") 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_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_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) if ("soviet soldier") 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_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/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/hooded/chaplain_hoodie(M), slot_wear_suit) 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_station_access() W.assignment = "Tunnel Clown!" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/weapon/material/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) if("masked killer") 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/sterile/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_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/apron(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/material/knife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/surgical/scalpel(M), slot_r_store) var/obj/item/weapon/material/twohanded/fireaxe/fire_axe = new(M) 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_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_l_ear) 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/accessory/wcoat(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store) var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M) for(var/obj/item/briefcase_item in sec_briefcase) qdel(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/revolver/mateba sec_briefcase.contents += new /obj/item/ammo_magazine/a357 sec_briefcase.contents += new /obj/item/weapon/plastique 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_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_station_access() W.assignment = "Reaper" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("death commando")//Was looking to add this for a while. deathsquad.equip(M) if("syndicate commando") commandos.equip(M) if("nanotrasen representative") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "NanoTrasen Navy Representative" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_r_store) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_belt) 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_station_access() W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer") W.assignment = "NanoTrasen Navy Representative" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("nanotrasen officer") 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/laceup(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "NanoTrasen Navy Officer" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_r_store) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt) var/obj/item/weapon/card/id/centcom/W = new(M) W.name = "[M.real_name]'s ID Card" W.access = get_all_station_access() W.access += get_all_centcom_access() W.assignment = "NanoTrasen Navy Officer" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("nanotrasen captain") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "NanoTrasen Navy Captain" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_r_store) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt) var/obj/item/weapon/card/id/centcom/W = new(M) W.name = "[M.real_name]'s ID Card" W.access = get_all_station_access() W.access += get_all_centcom_access() W.assignment = "NanoTrasen Navy Captain" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("emergency response team") 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/boots/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/ert(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) 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/storage/backpack/satchel(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_station_access() W.access += get_all_centcom_access() W.assignment = "Emergency Response Team" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("special ops officer") 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/boots/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_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/mask/smokable/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/flame/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" W.icon_state = "centcom" W.access = get_all_station_access() W.access += get_all_centcom_access() W.assignment = "Special Operations Officer" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("blue wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/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_l_ear) 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_to_slot_or_del(new /obj/item/clothing/under/color/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_l_ear) 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_to_slot_or_del(new /obj/item/clothing/under/color/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_l_ear) 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_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/boots/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_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/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/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/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" W.access = get_all_station_access() W.access += get_all_centcom_access() W.assignment = "Admiral" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) 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) return /client/proc/startSinglo() set category = "Debug" set name = "Start Singularity" set desc = "Sets up the singularity and all machines to get power flowing through the station" if(alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Yes","No") != "Yes") return for(var/obj/machinery/power/emitter/E in world) if(E.anchored) E.active = 1 for(var/obj/machinery/field_generator/F in world) if(F.anchored) F.Varedit_start = 1 spawn(30) for(var/obj/machinery/the_singularitygen/G in world) if(G.anchored) var/obj/singularity/S = new /obj/singularity(get_turf(G), 50) spawn(0) qdel(G) S.energy = 1750 S.current_size = 7 S.icon = 'icons/effects/224x224.dmi' S.icon_state = "singularity_s7" S.pixel_x = -96 S.pixel_y = -96 S.grav_pull = 0 //S.consume_range = 3 S.dissipate = 0 //S.dissipate_delay = 10 //S.dissipate_track = 0 //S.dissipate_strength = 10 for(var/obj/machinery/power/rad_collector/Rad in world) if(Rad.anchored) if(!Rad.P) var/obj/item/weapon/tank/phoron/Phoron = new/obj/item/weapon/tank/phoron(Rad) Phoron.air_contents.gas["phoron"] = 70 Rad.drainratio = 0 Rad.P = Phoron Phoron.loc = Rad if(!Rad.active) Rad.toggle_power() for(var/obj/machinery/power/smes/SMES in world) if(SMES.anchored) SMES.input_attempt = 1 /client/proc/setup_supermatter_engine() set category = "Debug" set name = "Setup supermatter" set desc = "Sets up the supermatter engine" if(!check_rights(R_DEBUG|R_ADMIN)) return var/response = alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Setup Completely","Setup except coolant","No") if(response == "No") return var/found_the_pump = 0 var/obj/machinery/power/supermatter/SM for(var/obj/machinery/M in world) if(!M) continue if(!M.loc) continue if(!M.loc.loc) continue if(istype(M.loc.loc,/area/engineering/engine_room)) if(istype(M,/obj/machinery/power/rad_collector)) var/obj/machinery/power/rad_collector/Rad = M Rad.anchored = 1 Rad.connect_to_network() var/obj/item/weapon/tank/phoron/Phoron = new/obj/item/weapon/tank/phoron(Rad) Phoron.air_contents.gas["phoron"] = 29.1154 //This is a full tank if you filled it from a canister Rad.P = Phoron Phoron.loc = Rad if(!Rad.active) Rad.toggle_power() Rad.update_icon() else if(istype(M,/obj/machinery/atmospherics/binary/pump)) //Turning on every pump. var/obj/machinery/atmospherics/binary/pump/Pump = M if(Pump.name == "Engine Feed" && response == "Setup Completely") found_the_pump = 1 Pump.air2.gas["nitrogen"] = 3750 //The contents of 2 canisters. Pump.air2.temperature = 50 Pump.air2.update_values() Pump.use_power=1 Pump.target_pressure = 4500 Pump.update_icon() else if(istype(M,/obj/machinery/power/supermatter)) SM = M spawn(50) SM.power = 320 else if(istype(M,/obj/machinery/power/smes)) //This is the SMES inside the engine room. We don't need much power. var/obj/machinery/power/smes/SMES = M SMES.input_attempt = 1 SMES.input_level = 200000 SMES.output_level = 75000 else if(istype(M.loc.loc,/area/engineering/engine_smes)) //Set every SMES to charge and spit out 300,000 power between the 4 of them. if(istype(M,/obj/machinery/power/smes)) var/obj/machinery/power/smes/SMES = M SMES.input_attempt = 1 SMES.input_level = 200000 SMES.output_level = 75000 if(!found_the_pump && response == "Setup Completely") src << "\red Unable to locate air supply to fill up with coolant, adding some coolant around the supermatter" var/turf/simulated/T = SM.loc T.zone.air.gas["nitrogen"] += 450 T.zone.air.temperature = 50 T.zone.air.update_values() log_admin("[key_name(usr)] setup the supermatter engine [response == "Setup except coolant" ? "without coolant" : ""]") message_admins("\blue [key_name_admin(usr)] setup the supermatter engine [response == "Setup except coolant" ? "without coolant": ""]", 1) return /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 << jointext(player_list,",") if("Admins") usr << jointext(admins,",") if("Mobs") usr << jointext(mob_list,",") if("Living Mobs") usr << jointext(living_mob_list,",") if("Dead Mobs") usr << jointext(dead_mob_list,",") if("Clients") usr << jointext(clients,",") /client/proc/cmd_debug_using_map() set category = "Debug" set name = "Debug Map Datum" set desc = "Debug the map metadata about the currently compiled in map." if(!check_rights(R_DEBUG)) return debug_variables(using_map) // DNA2 - Admin Hax /client/proc/cmd_admin_toggle_block(var/mob/M,var/block) if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon)) M.dna.SetSEState(block,!M.dna.GetSEState(block)) domutcheck(M,null,MUTCHK_FORCED) M.update_mutations() var/state="[M.dna.GetSEState(block)?"on":"off"]" var/blockname=assigned_blocks[block] message_admins("[key_name_admin(src)] has toggled [M.key]'s [blockname] block [state]!") log_admin("[key_name(src)] has toggled [M.key]'s [blockname] block [state]!") else alert("Invalid mob") /datum/admins/proc/view_runtimes() set category = "Debug" set name = "View Runtimes" set desc = "Open the Runtime Viewer" if(!check_rights(R_DEBUG)) return error_cache.showTo(usr) /datum/admins/proc/change_weather() set category = "Debug" set name = "Change Weather" set desc = "Changes the current weather." if(!check_rights(R_DEBUG)) return var/datum/planet/planet = input(usr, "Which planet do you want to modify the weather on?", "Change Weather") in planet_controller.planets var/datum/weather/new_weather = input(usr, "What weather do you want to change to?", "Change Weather") as null|anything in planet.weather_holder.allowed_weather_types if(new_weather) planet.weather_holder.change_weather(new_weather) var/log = "[key_name(src)] changed [planet.name]'s weather to [new_weather]." message_admins(log) log_admin(log) /datum/admins/proc/change_time() set category = "Debug" set name = "Change Planet Time" set desc = "Changes the time of a planet." if(!check_rights(R_DEBUG)) return var/datum/planet/planet = input(usr, "Which planet do you want to modify time on?", "Change Time") in planet_controller.planets var/datum/time/current_time_datum = planet.current_time var/new_hour = input(usr, "What hour do you want to change to?", "Change Time", text2num(current_time_datum.show_time("hh"))) as null|num if(!isnull(new_hour)) var/new_minute = input(usr, "What minute do you want to change to?", "Change Time", text2num(current_time_datum.show_time("mm")) ) as null|num if(!isnull(new_minute)) var/type_needed = current_time_datum.type var/datum/time/new_time = new type_needed() new_time = new_time.add_hours(new_hour) new_time = new_time.add_minutes(new_minute) planet.current_time = new_time spawn(1) planet.update_sun() var/log = "[key_name(src)] changed [planet.name]'s time to [planet.current_time.show_time("hh:mm")]." message_admins(log) log_admin(log)