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CHOMPStation2/code/modules/admin/verbs/debug.dm

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/client/proc/Debug2()
set category = "Debug"
set name = "Debug-Game"
if(!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 (TG Version)"
if(!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 getmobs()
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<argnum+1, i++) // Lists indexed from 1 forwards in byond
// Make a list with each index containing one variable, to be given to the proc
class = input("What kind of variable?","Variable Type") in list("text","num","type","reference","mob reference","icon","file","client","mob's area","CANCEL")
switch(class)
if("CANCEL")
return
if("text")
lst[i] = input("Enter new text:","Text",null) as text
if("num")
lst[i] = input("Enter new number:","Num",0) as num
if("type")
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
if(length(UID) != 7)
usr << "ERROR. UID must be 7 digits"
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
if("mob reference")
lst[i] = input("Select reference:","Reference",usr) as mob in getmobs()
if("file")
lst[i] = input("Pick file:","File") as file
if("icon")
lst[i] = input("Pick icon:","Icon") as icon
if("client")
var/list/keys = list()
for(var/mob/M in world)
keys += M.client
sortList(keys)
lst[i] = input("Please, select a player!", "Selection", null, null) as null|anything in keys
if("mob's area")
var/mob/temp = input("Select mob", "Selection", usr) as mob in getmobs()
lst[i] = temp.loc
spawn(0)
if(target)
log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
else
log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
usr << "\blue Proc returned: [returnval ? returnval : "null"]"
/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
if(length(UID) != 7)
usr << "ERROR. UID must be 7 digits"
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
if(length(UID) != 7)
usr << "ERROR. UID must be 7 digits"
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"]"
/client/proc/Cell()
set category = "Debug"
set name = "Air Status in Location"
if(!mob)
return
var/turf/T = mob.loc
if (!( istype(T, /turf) ))
return
var/datum/gas_mixture/env = T.return_air()
var/t = ""
t+= "Nitrogen : [env.nitrogen]\n"
t+= "Oxygen : [env.oxygen]\n"
t+= "Plasma : [env.toxins]\n"
t+= "CO2: [env.carbon_dioxide]\n"
usr.show_message(t, 1)
/client/proc/cmd_admin_robotize(var/mob/M in world)
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/makepAI(var/turf/T in world)
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)
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/dead/observer))
var/confirm = input("[choice.key] isn't ghosting right now. Are you sure you want to yank him 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 = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
pai.real_name = pai.name
pai.key = choice.key
card.pai = pai
for(var/datum/paiCandidate/candidate in paiController.pai_candidates)
if(candidate.key == choice.key)
paiController.pai_candidates.Remove(candidate)
/client/proc/cmd_admin_alienize(var/mob/M in world)
set category = "Fun"
set name = "Make Alien"
if(!ticker)
alert("Wait until the game starts")
return
if(ishuman(M))
log_admin("[key_name(src)] has alienized [M.key].")
spawn(10)
M:Alienize()
else
alert("Invalid mob")
/client/proc/cmd_admin_metroidize(var/mob/M in world)
set category = "Fun"
set name = "Make Metroid"
if(!ticker)
alert("Wait until the game starts")
return
if(ishuman(M))
log_admin("[key_name(src)] has metroidized [M.key].")
spawn(10)
M:Metroidize()
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
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(!wordtravel)
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/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... [wordtravel] is travel..."
if("2")
M << "\red You remembered one thing from the glimpse... [wordblood] is blood..."
if("3")
M << "\red You remembered one thing from the glimpse... [wordjoin] is join..."
if("4")
M << "\red You remembered one thing from the glimpse... [wordhell] is Hell..."
if("5")
M << "\red You remembered one thing from the glimpse... [worddestr] is destroy..."
if("6")
M << "\red You remembered one thing from the glimpse... [wordtech] is technology..."
if("7")
M << "\red You remembered one thing from the glimpse... [wordself] is self..."
if("8")
M << "\red You remembered one thing from the glimpse... [wordsee] is see..."
if(M.mind)
M.mind.special_role = "Cultist"
ticker.mode.cult += M.mind
src << "Made [M] a cultist."
*/
/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)
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))
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)
/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)
/client/proc/cmd_debug_tog_aliens()
set category = "Server"
set name = "Toggle Aliens"
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)
/client/proc/cmd_admin_grantfullaccess(var/mob/M in world)
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
log_admin("[key_name(src)] has granted [M.key] full access.")
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
else
var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M);
log_admin("[key_name(src)] has granted [M.key] full access.")
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
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()
else
alert("Invalid mob")
/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",
"response team",
"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/oxygen/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/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_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/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_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/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(M), M.slot_in_backpack)
M.equip_if_possible(new /obj/item/stack/tile/steel(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/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)
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)
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/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)
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/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)
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_name = 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("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)
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)
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)
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/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_name = M.real_name
W.over_jumpsuit = 0
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/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/havanian(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/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_name = 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_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
M.update_clothing()
return