mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 23:53:47 +01:00
Fixed some typos in traitorchan (lol).
Adjusted ninja random event to go with the new mode changes. Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva. Brains can now suicide. Warden now starts out with a special hat. Welcome to Hat Station 13. Holograms should no longer be draggable by space wind. Slight change to pulse rifle so it looks like the older sprite. Added deathsquad armor to admin equip list. Added tunnel clown gear to admin equip list. Fixed minor announcement bug with respawn_character. PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink. Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first. Ninjas can now hold an extra battery in their hat and suit slots. C4s now give a message when planted on people and are recorded in the attack log. Fixed spelling on messaging server. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1517,7 +1517,7 @@ var/showadminmessages = 1
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else if(ishuman(M))
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foo += text("<A HREF='?src=\ref[src];makeai=\ref[M]'>Make AI</A> | ")
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foo += text("<A HREF='?src=\ref[src];makerobot=\ref[M]'>Make Robot</A> | ")
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foo += text("<A HREF='?src=\ref[src];makealien=\ref[M]'>Make Alium</A> | ")
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foo += text("<A HREF='?src=\ref[src];makealien=\ref[M]'>Make Alien</A> | ")
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foo += text("<A HREF='?src=\ref[src];tdome1=\ref[M]'>Thunderdome 1</A> | ")
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foo += text("<A HREF='?src=\ref[src];tdome2=\ref[M]'>Thunderdome 2</A> | ")
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foo += text("<A HREF='?src=\ref[src];tdomeadmin=\ref[M]'>Thunderdome Admin</A> | ")
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@@ -1,15 +1,15 @@
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/client/proc/Debug2()
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set category = "Debug"
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set name = "Debug-Game"
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if(!src.authenticated || !src.holder)
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if(!authenticated || !holder)
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src << "Only administrators may use this command."
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return
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if(src.holder.rank == "Game Admin")
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if(holder.rank == "Game Admin")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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log_admin("[key_name(src)] toggled debugging to [Debug2]")
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else if(src.holder.rank == "Game Master")
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else if(holder.rank == "Game Master")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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@@ -32,7 +32,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/client/proc/callproc()
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set category = "Debug"
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set name = "Advanced ProcCall"
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if(!src.authenticated || !src.holder)
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if(!authenticated || !holder)
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src << "Only administrators may use this command."
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return
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var/target = null
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@@ -120,9 +120,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/client/proc/Cell()
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set category = "Debug"
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set name = "Air Status in Location"
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if(!src.mob)
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if(!mob)
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return
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var/turf/T = src.mob.loc
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var/turf/T = mob.loc
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if (!( istype(T, /turf) ))
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return
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@@ -351,6 +351,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"pirate",
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"space pirate",
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//"soviet soldier",
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"tunnel clown",
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"death commando",
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)
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var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
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if (isnull(dresscode))
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@@ -429,7 +431,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/sword/pirate(M), M.slot_r_hand)
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if ("space pirate")
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@@ -447,5 +448,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head)
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*/
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if("tunnel clown")//Tunnel clowns rule!
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M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head)
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M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store)
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M.equip_if_possible(new /obj/item/device/pda/clown(M), M.slot_belt)
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var/obj/item/weapon/fireaxe/fire_axe = new(M)
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fire_axe.name = "Fire Axe (Unwielded)"
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M.equip_if_possible(fire_axe, M.slot_r_hand)
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if("death commando")//Was looking to add this for a while.
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M.equip_death_commando()
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M.update_clothing()
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return
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@@ -363,15 +363,19 @@ Traitors and the like can also be revived with the previous role mostly intact.
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var/mob/living/carbon/human/new_character = new(src)//The mob being spawned.
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//Second, we check if they are an alien or monkey.
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var/adj_name = copytext(G_found.name,1,7)//What is their name?
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var/adj_name = copytext(G_found.real_name,1,7)//What is their name?
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if(G_found.mind&&G_found.mind.special_role=="Alien")//If they have a mind, are they an alien?
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adj_name="alien "
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if( adj_name==("alien "||"monkey"))
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if(alert("This character appears to either be an an alien or monkey. Would you like to respawn them as such?",,"Yes","No")=="Yes")//If you do.
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switch(adj_name)//Let's check based on adjusted name.
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if("monkey")//A monkey. Monkeys don't have a mind, so we can safely spawn them here if needed.
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//TO DO: Monkeys may have a mind now. May need retooling.
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var/mob/living/carbon/monkey/M = new(pick(latejoin))//Spawn a monkey at latejoin.
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M.key = G_found.key//They are now a monkey. Nothing else needs doing.
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M.mind = G_found.mind
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if(M.mind)//If the mind is not null.
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M.mind.current = M
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M.key = G_found.key//They are now a monkey. Nothing else needs doing.
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if("alien ")//An alien. Aliens can have a mind which can be used to determine a few things.
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if(G_found.mind)
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var/turf/location = xeno_spawn.len ? pick(xeno_spawn) : pick(latejoin)//Location where they will be spawned.
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@@ -544,7 +548,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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call(/mob/new_player/proc/ManifestLateSpawn)(new_character)
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if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
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call(/mob/new_player/proc/AnnounceArrival)(new_character)
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call(/mob/new_player/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
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message_admins("\blue [admin] has respawned [player_key] as [new_character.real_name].", 1)
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@@ -95,7 +95,7 @@ var/global/sent_strike_team = 0
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//Spawns the rest of the commando gear.
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for (var/obj/landmark/L)
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if (L.name == "Commando_Manual")
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new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
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//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
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var/obj/item/weapon/paper/P = new(L.loc)
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P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
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P.name = "Spec. Ops. Manual"
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@@ -174,9 +174,7 @@ var/global/sent_strike_team = 0
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equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
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equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
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//equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_l_hand)
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/*Commented out because Commandos now have their rifles spawn in front of them, along with operation manuals.
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Useful for copy pasta since I'm lazy.*/
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equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
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var/obj/item/weapon/card/id/W = new(src)
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W.name = "[real_name]'s ID Card"
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