mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub
This commit is contained in:
@@ -89,7 +89,7 @@
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if("delete")
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for(var/datum/d in objs)
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del(d)
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qdel(d)
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if("select")
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var/text = ""
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@@ -81,7 +81,7 @@
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/*if(C && C.last_pm_recieved + config.simultaneous_pm_warning_timeout > world.time && holder)
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//send a warning to admins, but have a delay popup for mods
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if(holder.rights & R_ADMIN)
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to_chat(src, "\red <b>Simultaneous PMs warning:</b> that player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]")
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to_chat(src, "<span class='danger'>Simultaneous PMs warning:</span> that player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]")
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else
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if(alert("That player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]","Simultaneous PMs warning","Continue","Cancel") == "Cancel")
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return*/
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@@ -373,7 +373,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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for(var/I in singularities)
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var/obj/singularity/S = I
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if(S.z == ZLEVEL_CENTCOMM || S.z >= MAX_Z)
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if(!is_level_reachable(S.z))
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continue
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qdel(S)
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log_admin("[key_name(src)] has deleted all Singularities and Tesla orbs.")
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@@ -593,17 +593,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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"tournament janitor",
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"pirate",
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"space pirate",
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"soviet tourist",
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"soviet soldier",
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"soviet admiral",
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"tunnel clown",
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"mime assassin",
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"survivor",
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"greytide",
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"greytide leader",
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"greytide xeno",
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"masked killer",
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"singuloth knight",
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"dark lord",
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"assassin",
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"spy",
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"vox",
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"death commando",
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"syndicate agent",
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"syndicate operative",
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"syndicate bomber",
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"syndicate strike team",
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"syndicate officer",
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"chrono legionnaire",
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@@ -648,7 +656,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(jobdatum)
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dresscode = "[jobdatum.title]"
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jobdatum.equip(M)
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equip_special_id(M,jobdatum.access,jobdatum.title, jobdatum.idtype)
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equip_special_id(M,jobdatum.get_access(),jobdatum.title, jobdatum.idtype)
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if("standard space gear")
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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@@ -728,7 +736,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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var/obj/item/weapon/storage/backpack/backpack = new(M)
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for(var/obj/item/I in backpack)
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del(I)
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qdel(I)
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M.equip_to_slot_or_del(backpack, slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
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var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
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@@ -746,30 +754,29 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if("pirate")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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equip_special_id(M,get_all_accesses(), "Pirate", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_maint_tunnels), "Pirate", /obj/item/weapon/card/id)
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if("space pirate")
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if("space pirate") // not spaceworthy, just has fancier coat.
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M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
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equip_special_id(M,get_all_accesses(), "Space Pirate", /obj/item/weapon/card/id)
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if("soviet soldier")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
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equip_special_id(M,get_all_accesses(), "Soviet Soldier", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_maint_tunnels), "Space Pirate", /obj/item/weapon/card/id)
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if("tunnel clown")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
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@@ -780,25 +787,106 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
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equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id)
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equip_special_id(M,list(access_clown, access_theatre, access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_to_slot_or_del(fire_axe, slot_r_hand)
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if("mime assassin")
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/mime(M), slot_back)
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if(M.gender == FEMALE)
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M.equip_or_collect(new /obj/item/clothing/under/sexymime(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/mask/gas/sexymime(M), slot_wear_mask)
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else
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M.equip_or_collect(new /obj/item/clothing/under/mime(M), slot_w_uniform)
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M.equip_or_collect(new /obj/item/clothing/mask/gas/mime(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
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||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/suspenders(M), slot_wear_suit)
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||||
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/syndie_kit/caneshotgun, slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/toy/crayon/mime, slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/suppressor(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack)
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M.equip_to_slot_or_del(new /obj/item/weapon/pen/sleepy(M), slot_in_backpack)
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M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
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var/obj/item/device/pda/mime/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Mime"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_wear_pda)
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equip_special_id(M,list(access_mime, access_theatre, access_maint_tunnels), "Mime", /obj/item/weapon/card/id/syndicate)
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M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
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if("survivor")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
|
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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equip_special_id(M,get_all_accesses(), "Survivor", /obj/item/weapon/card/id)
|
||||
equip_special_id(M,list(access_maint_tunnels), "Survivor", /obj/item/weapon/card/id)
|
||||
for(var/obj/item/carried_item in M.contents)
|
||||
if(!istype(carried_item, /obj/item/weapon/implant))
|
||||
carried_item.add_blood(M)
|
||||
|
||||
if("greytide")
|
||||
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/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
|
||||
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/mask/gas(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand)
|
||||
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/device/flashlight(M), slot_in_backpack)
|
||||
equip_special_id(M,list(access_maint_tunnels), "Greytide", /obj/item/weapon/card/id)
|
||||
|
||||
if("greytide leader")
|
||||
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/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
|
||||
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/mask/gas(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/flag/grey(M), slot_r_hand)
|
||||
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/gloves/color/yellow(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
equip_special_id(M,list(access_maint_tunnels), "Greytide Leader", /obj/item/weapon/card/id)
|
||||
|
||||
if("greytide xeno")
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform)
|
||||
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/storage/box/survival(M), slot_in_backpack)
|
||||
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/mask/gas(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/xenos(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/xenos(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/toy/toy_xeno(M), slot_r_store)
|
||||
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/gloves/color/yellow(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
equip_special_id(M,list(access_maint_tunnels), "Legit Xenomorph", /obj/item/weapon/card/id)
|
||||
|
||||
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/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
|
||||
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/color/latex(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
|
||||
@@ -809,7 +897,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/knife(M), slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
|
||||
equip_special_id(M,list(access_maint_tunnels), "Masked Killer", /obj/item/weapon/card/id/syndicate, "syndie")
|
||||
var/obj/item/weapon/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)
|
||||
@@ -821,6 +909,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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/color/black(M), slot_gloves)
|
||||
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/survival(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand)
|
||||
@@ -841,6 +930,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
|
||||
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/survival(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
|
||||
for(var/obj/item/briefcase_item in sec_briefcase)
|
||||
@@ -859,7 +949,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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)
|
||||
M.equip_to_slot_or_del(pda, slot_wear_pda)
|
||||
equip_special_id(M,get_all_accesses(), "Reaper", /obj/item/weapon/card/id/syndicate, "syndie")
|
||||
|
||||
if("spy")
|
||||
@@ -880,14 +970,39 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/pen/sleepy(M), slot_r_store)
|
||||
var/obj/item/weapon/implant/dust/DUST = new /obj/item/weapon/implant/dust(M)
|
||||
DUST.implant(M)
|
||||
var/obj/item/weapon/implant/dust/STOR = new /obj/item/weapon/implant/storage(M)
|
||||
STOR.implant(M)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/implanter/storage(M), slot_in_backpack)
|
||||
var/obj/item/device/pda/heads/pda = new(M)
|
||||
pda.owner = M.real_name
|
||||
pda.ownjob = "Spy"
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
M.equip_to_slot_or_del(pda, slot_belt)
|
||||
equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
|
||||
equip_special_id(M,list(access_maint_tunnels), "Spy", /obj/item/weapon/card/id/syndicate, "syndie")
|
||||
|
||||
|
||||
if("vox")
|
||||
if(istype(M, /mob/living/carbon/human/voxarmalis)) // have to do this, they cannot wear normal vox gear!
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/vox_grey(M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes (M), slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate/vox(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate, slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow/vox, slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic, slot_l_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/vox, slot_r_store)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle, slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs/cable/zipties, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flash, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/noisecannon, slot_in_backpack)
|
||||
equip_special_id(M,get_all_accesses(), "Vox Armalis", /obj/item/weapon/card/id/syndicate/vox, "syndie")
|
||||
else
|
||||
M.equip_vox_raider()
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_l_hand)
|
||||
M.regenerate_icons()
|
||||
|
||||
if("death commando")
|
||||
M.equip_death_commando()
|
||||
@@ -909,15 +1024,31 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
U.hidden_uplink.uses = 20
|
||||
M.equip_to_slot_or_del(U, slot_r_store)
|
||||
|
||||
if("syndicate bomber")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
|
||||
M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/beacon/syndicate/bomb(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/syndicatedetonator(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
|
||||
equip_special_id(M,get_syndicate_access("Syndicate Operative"), "Syndicate Bomber", /obj/item/weapon/card/id/syndicate, "syndie")
|
||||
|
||||
if("syndicate operative")
|
||||
M.equip_or_collect(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
|
||||
M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/ammo_box/magazine/m10mm(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/crowbar/red(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/clothing/glasses/night(M), slot_glasses)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/belt/military(M), slot_belt)
|
||||
@@ -948,8 +1079,8 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_or_collect(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/backpack(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/pill/initropidril(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/belt/military(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/weapon/pinpointer/advpinpointer(M), slot_l_store)
|
||||
@@ -974,9 +1105,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_or_collect(new /obj/item/clothing/shoes/black(M), slot_shoes)
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/clothing/head/that(M), slot_head)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/ert(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/device/pda/(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/device/pda/(M), slot_wear_pda)
|
||||
equip_special_id(M,get_centcom_access("VIP Guest"), "VIP Guest", /obj/item/weapon/card/id/centcom)
|
||||
|
||||
if("nt navy officer")
|
||||
@@ -985,10 +1117,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/centcom(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
|
||||
M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_wear_pda)
|
||||
M.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
|
||||
M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
|
||||
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
|
||||
@@ -1003,10 +1136,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
|
||||
M.equip_or_collect(new /obj/item/device/radio/headset/centcom(M), slot_l_ear)
|
||||
M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
|
||||
M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/device/pda/centcom(M), slot_wear_pda)
|
||||
M.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
|
||||
M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_belt)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
|
||||
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
|
||||
@@ -1047,10 +1181,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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/centcom(src), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head) // job has /obj/item/clothing/head/beret/centcom/officer/navy
|
||||
M.equip_to_slot_or_del(new /obj/item/device/pda/centcom(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/pda/centcom(M), slot_wear_pda)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses) // job has /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
|
||||
@@ -1075,9 +1210,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/centcom(src), slot_l_ear)
|
||||
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/clothing/glasses/thermal/cyber(M), slot_glasses) // special
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol/m1911(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_or_collect(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store)
|
||||
M.equip_or_collect(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_in_backpack)
|
||||
|
||||
@@ -1088,7 +1224,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
|
||||
pda.desc = "A portable microcomputer by Thinktronic Systems, LTD. This is model is a special edition designed for military field work."
|
||||
|
||||
M.equip_or_collect(pda, slot_belt)
|
||||
M.equip_or_collect(pda, slot_wear_pda)
|
||||
M.equip_or_collect(new /obj/item/weapon/implanter/dust(M), slot_in_backpack)
|
||||
M.equip_or_collect(new /obj/item/weapon/implanter/death_alarm(M), slot_in_backpack)
|
||||
equip_special_id(M,get_centcom_access("Special Operations Officer"), "Special Operations Officer", /obj/item/weapon/card/id/centcom)
|
||||
@@ -1117,7 +1253,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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/twohanded/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)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id)
|
||||
|
||||
if("red wizard")
|
||||
@@ -1130,7 +1266,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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/twohanded/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)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id)
|
||||
|
||||
if("marisa wizard")
|
||||
@@ -1143,20 +1279,53 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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/twohanded/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)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id)
|
||||
|
||||
if("soviet tourist")
|
||||
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/head/ushanka(M), slot_head)
|
||||
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/color/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/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(M), slot_in_backpack)
|
||||
equip_special_id(M,list(access_maint_tunnels), "Soviet Tourist", /obj/item/weapon/card/id)
|
||||
|
||||
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/head/ushanka(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(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/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/card/emag(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/c4(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
||||
equip_special_id(M,list(access_maint_tunnels), "Soviet Soldier", /obj/item/weapon/card/id)
|
||||
|
||||
if("soviet admiral")
|
||||
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/head/hgpiratecap(M), slot_head)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/syndicate(M), slot_l_ear)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/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)
|
||||
equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id, "commander")
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_in_backpack)
|
||||
equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Soviet Admiral", /obj/item/weapon/card/id, "commander")
|
||||
//W.icon_state = "commander"
|
||||
|
||||
if("chrono legionnaire")
|
||||
@@ -1201,33 +1370,28 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
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)
|
||||
for(var/obj/machinery/power/emitter/E in machines)
|
||||
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/field/generator/F in machines)
|
||||
if(F.active == 0)
|
||||
F.active = 1
|
||||
F.state = 2
|
||||
F.power = 250
|
||||
F.anchored = 1
|
||||
F.warming_up = 3
|
||||
F.start_fields()
|
||||
F.update_icon()
|
||||
|
||||
for(var/obj/machinery/power/rad_collector/Rad in world)
|
||||
spawn(30)
|
||||
for(var/obj/machinery/the_singularitygen/G in machines)
|
||||
if(G.anchored)
|
||||
var/obj/singularity/S = new /obj/singularity(get_turf(G))
|
||||
S.energy = 800
|
||||
break
|
||||
|
||||
for(var/obj/machinery/power/rad_collector/Rad in machines)
|
||||
if(Rad.anchored)
|
||||
if(!Rad.P)
|
||||
var/obj/item/weapon/tank/plasma/Plasma = new/obj/item/weapon/tank/plasma(Rad)
|
||||
@@ -1239,7 +1403,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
if(!Rad.active)
|
||||
Rad.toggle_power()
|
||||
|
||||
for(var/obj/machinery/power/smes/SMES in world)
|
||||
for(var/obj/machinery/power/smes/SMES in machines)
|
||||
if(SMES.anchored)
|
||||
SMES.input_attempt = 1
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@ var/global/list/frozen_mob_list = list()
|
||||
|
||||
///mob freeze procs
|
||||
|
||||
/mob/living/var/frozen = 0 //used for preventing attacks on admin-frozen mobs
|
||||
/mob/living/var/frozen = null //used for preventing attacks on admin-frozen mobs
|
||||
/mob/living/var/admin_prev_sleeping = 0 //used for keeping track of previous sleeping value with admin freeze
|
||||
|
||||
/mob/living/proc/admin_Freeze(var/client/admin)
|
||||
@@ -34,7 +34,7 @@ var/global/list/frozen_mob_list = list()
|
||||
src.overlays += AO
|
||||
|
||||
anchored = 1
|
||||
frozen = 1
|
||||
frozen = AO
|
||||
admin_prev_sleeping = sleeping
|
||||
sleeping += 20000
|
||||
if(!(src in frozen_mob_list))
|
||||
@@ -46,15 +46,16 @@ var/global/list/frozen_mob_list = list()
|
||||
message_admins("\blue [key_name_admin(admin)] unfroze [key_name_admin(src)]")
|
||||
log_admin("[key_name(admin)] unfroze [key_name(src)]")
|
||||
|
||||
update_icons()
|
||||
|
||||
anchored = 0
|
||||
frozen = 0
|
||||
overlays -= frozen
|
||||
frozen = null
|
||||
sleeping = admin_prev_sleeping
|
||||
admin_prev_sleeping = null
|
||||
if(src in frozen_mob_list)
|
||||
frozen_mob_list -= src
|
||||
|
||||
update_icons()
|
||||
|
||||
|
||||
/mob/living/carbon/slime/admin_Freeze(admin)
|
||||
..(admin)
|
||||
@@ -89,7 +90,7 @@ var/global/list/frozen_mob_list = list()
|
||||
return
|
||||
var/obj/mecha/M = O
|
||||
if(!istype(M,/obj/mecha))
|
||||
to_chat(src, "\red <b>This can only be used on Mechs!</b>")
|
||||
to_chat(src, "<span class='danger'>This can only be used on Mechs!</span>")
|
||||
return
|
||||
else
|
||||
if(usr)
|
||||
|
||||
@@ -64,7 +64,7 @@ var/global/sent_honksquad = 0
|
||||
//So they don't forget their code or mission.
|
||||
new_honksquad.mind.store_memory("<B>Mission:</B> \red [input].")
|
||||
|
||||
to_chat(new_honksquad, "\blue You are a HONKsquad. [!honk_leader_selected?"commando":"<B>LEADER</B>"] in the service of Clown Planet. You are called in cases of exteme low levels of HONK. You are NOT authorized to kill. \nYour current mission is: \red<B>[input]</B>")
|
||||
to_chat(new_honksquad, "\blue You are a HONKsquad. [!honk_leader_selected?"commando":"<B>LEADER</B>"] in the service of Clown Planet. You are called in cases of exteme low levels of HONK. You are NOT authorized to kill. \nYour current mission is: <span class='danger'>[input]</span>")
|
||||
|
||||
honksquad_number--
|
||||
|
||||
@@ -92,7 +92,7 @@ var/global/sent_honksquad = 0
|
||||
//Creates mind stuff.
|
||||
new_honksquad.mind_initialize()
|
||||
new_honksquad.mind.assigned_role = "MODE"
|
||||
new_honksquad.mind.special_role = "HONKsquad"
|
||||
new_honksquad.mind.special_role = SPECIAL_ROLE_HONKSQUAD
|
||||
ticker.mode.traitors |= new_honksquad.mind//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
new_honksquad.equip_honksquad(honk_leader_selected)
|
||||
return new_honksquad
|
||||
@@ -111,7 +111,7 @@ var/global/sent_honksquad = 0
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(src), slot_w_uniform)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(src), slot_shoes)
|
||||
equip_to_slot_or_del(new /obj/item/device/pda/clown(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/device/pda/clown(src), slot_wear_pda)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/bikehorn(src), slot_in_backpack)
|
||||
|
||||
@@ -139,7 +139,9 @@ var/list/admin_verbs_show_debug_verbs = list(
|
||||
/client/proc/print_jobban_old_filter,
|
||||
/client/proc/forceEvent,
|
||||
/client/proc/nanomapgen_DumpImage,
|
||||
/client/proc/reload_nanoui_resources
|
||||
/client/proc/reload_nanoui_resources,
|
||||
/client/proc/admin_redo_space_transitions,
|
||||
/client/proc/make_turf_space_map
|
||||
)
|
||||
|
||||
/client/proc/enable_debug_verbs()
|
||||
|
||||
@@ -17,37 +17,15 @@ client/proc/one_click_antag()
|
||||
<a href='?src=\ref[src];makeAntag=2'>Make Changelings</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=3'>Make Revolutionaries</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=5'>Make Malf AI</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=6'>Make Wizard (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=7'>Make Vampires</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=8'>Make Vox Raiders (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=9'>Make Abductor Team (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=5'>Make Wizard (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=6'>Make Vampires</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=7'>Make Vox Raiders (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=8'>Make Abductor Team (Requires Ghosts)</a><br>
|
||||
"}
|
||||
usr << browse(dat, "window=oneclickantag;size=400x400")
|
||||
return
|
||||
|
||||
|
||||
/datum/admins/proc/makeMalfAImode()
|
||||
|
||||
var/list/mob/living/silicon/AIs = list()
|
||||
var/mob/living/silicon/malfAI = null
|
||||
var/datum/mind/themind = null
|
||||
|
||||
for(var/mob/living/silicon/ai/ai in player_list)
|
||||
if(ai.client && (ROLE_MALF in ai.client.prefs.be_special))
|
||||
AIs += ai
|
||||
|
||||
if(AIs.len)
|
||||
malfAI = pick(AIs)
|
||||
|
||||
if(malfAI)
|
||||
themind = malfAI.mind
|
||||
themind.make_AI_Malf()
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
/datum/admins/proc/makeTraitors()
|
||||
var/datum/game_mode/traitor/temp = new
|
||||
|
||||
@@ -146,40 +124,16 @@ client/proc/one_click_antag()
|
||||
return 0
|
||||
|
||||
/datum/admins/proc/makeWizard()
|
||||
var/list/mob/candidates = list()
|
||||
var/mob/theghost = null
|
||||
var/time_passed = world.time
|
||||
|
||||
for(var/mob/G in respawnable_list)
|
||||
if(istype(G) && G.client && (ROLE_WIZARD in G.client.prefs.be_special))
|
||||
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
|
||||
if(player_old_enough_antag(G.client,ROLE_WIZARD))
|
||||
spawn(0)
|
||||
switch(G.timed_alert("Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","No",300,"Yes","No"))//alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
|
||||
if("Yes")
|
||||
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
|
||||
return
|
||||
candidates += G
|
||||
if("No")
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
sleep(300)
|
||||
var/list/candidates = pollCandidates("Do you wish to be considered for the position of a Wizard Foundation 'diplomat'?", "wizard")
|
||||
|
||||
if(candidates.len)
|
||||
candidates = shuffle(candidates)
|
||||
for(var/mob/dead/observer/i in candidates)
|
||||
if(!i || !i.client) continue //Dont bother removing them from the list since we only grab one wizard
|
||||
var/mob/dead/observer/selected = pick(candidates)
|
||||
candidates -= selected
|
||||
|
||||
theghost = i
|
||||
break
|
||||
|
||||
if(theghost)
|
||||
var/mob/living/carbon/human/new_character=makeBody(theghost)
|
||||
var/mob/living/carbon/human/new_character = makeBody(selected)
|
||||
new_character.mind.make_Wizard()
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
@@ -379,7 +333,7 @@ client/proc/one_click_antag()
|
||||
//So they don't forget their code or mission.
|
||||
|
||||
|
||||
to_chat(new_syndicate_commando, "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>")
|
||||
to_chat(new_syndicate_commando, "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: <span class='danger'> [input]</span>")
|
||||
|
||||
numagents--
|
||||
if(numagents >= 6)
|
||||
@@ -425,7 +379,7 @@ client/proc/one_click_antag()
|
||||
//Creates mind stuff.
|
||||
new_syndicate_commando.mind_initialize()
|
||||
new_syndicate_commando.mind.assigned_role = "MODE"
|
||||
new_syndicate_commando.mind.special_role = "Syndicate Commando"
|
||||
new_syndicate_commando.mind.special_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
|
||||
|
||||
//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
ticker.mode.traitors += new_syndicate_commando.mind
|
||||
@@ -486,7 +440,7 @@ client/proc/one_click_antag()
|
||||
new_vox.key = theghost.key
|
||||
ticker.mode.traitors += new_vox.mind
|
||||
|
||||
to_chat(new_vox, "\blue You are a Vox Primalis, fresh out of the Shoal. Your ship has arrived at the Tau Ceti system hosting the NSV Exodus... or was it the Luna? NSS? Utopia? Nobody is really sure, but everyong is raring to start pillaging! Your current goal is: \red<B> [input]</B>")
|
||||
to_chat(new_vox, "\blue You are a Vox Primalis, fresh out of the Shoal. Your ship has arrived at the Tau Ceti system hosting the NSV Exodus... or was it the Luna? NSS? Utopia? Nobody is really sure, but everyong is raring to start pillaging! Your current goal is: <span class='danger'> [input]</span>")
|
||||
to_chat(new_vox, "\red Don't forget to turn on your nitrogen internals!")
|
||||
|
||||
raiders--
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
A.copy_to(H)
|
||||
|
||||
ticker.mode.traitors += H.mind
|
||||
H.mind.special_role = "traitor"
|
||||
H.mind.special_role = SPECIAL_ROLE_TRAITOR
|
||||
|
||||
var/datum/objective/hijack/hijack_objective = new
|
||||
hijack_objective.owner = H.mind
|
||||
|
||||
@@ -81,7 +81,7 @@ var/list/sounds_cache = list()
|
||||
|
||||
for(var/O in global_intercoms)
|
||||
var/obj/item/device/radio/intercom/I = O
|
||||
if(I.z != ZLEVEL_STATION && !ignore_z)
|
||||
if(!is_station_level(I.z) && !ignore_z)
|
||||
continue
|
||||
if(!I.on && !ignore_power)
|
||||
continue
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
/proc/Centcomm_announce(var/text , var/mob/Sender)
|
||||
var/msg = sanitize(copytext(text, 1, MAX_MESSAGE_LEN))
|
||||
msg = "\blue <b><font color=orange>CENTCOMM: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
|
||||
msg = "<span class='boldnotice'><font color=orange>CENTCOMM: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;CentcommReply=\ref[Sender]'>RPLY</A>):</span> [msg]"
|
||||
for(var/client/X in admins)
|
||||
if(R_EVENT & X.holder.rights)
|
||||
to_chat(X, msg)
|
||||
@@ -34,7 +34,7 @@
|
||||
|
||||
/proc/Syndicate_announce(var/text , var/mob/Sender)
|
||||
var/msg = sanitize(copytext(text, 1, MAX_MESSAGE_LEN))
|
||||
msg = "\blue <b><font color='#DC143C'>SYNDICATE: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;SyndicateReply=\ref[Sender]'>REPLY</A>):</b> [msg]"
|
||||
msg = "<span class='boldnotice'><font color='#DC143C'>SYNDICATE: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;SyndicateReply=\ref[Sender]'>REPLY</A>):</span> [msg]"
|
||||
for(var/client/X in admins)
|
||||
if(check_rights(R_EVENT,0,X.mob))
|
||||
to_chat(X, msg)
|
||||
@@ -43,7 +43,7 @@
|
||||
|
||||
/proc/HONK_announce(var/text , var/mob/Sender)
|
||||
var/msg = sanitize(copytext(text, 1, MAX_MESSAGE_LEN))
|
||||
msg = "\blue <b><font color=pink>HONK: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;HONKReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
|
||||
msg = "<span class='boldnotice'><font color=pink>HONK: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;HONKReply=\ref[Sender]'>RPLY</A>):</span> [msg]"
|
||||
for(var/client/X in admins)
|
||||
if(R_EVENT & X.holder.rights)
|
||||
to_chat(X, msg)
|
||||
|
||||
@@ -235,19 +235,19 @@ proc/cmd_admin_mute(mob/M as mob, mute_type, automute = 0)
|
||||
if(g.antagHUD)
|
||||
g.antagHUD = 0 // Disable it on those that have it enabled
|
||||
g.has_enabled_antagHUD = 2 // We'll allow them to respawn
|
||||
to_chat(g, "\red <B>The Administrator has disabled AntagHUD </B>")
|
||||
to_chat(g, "<span class='danger'>The Administrator has disabled AntagHUD </span>")
|
||||
config.antag_hud_allowed = 0
|
||||
to_chat(src, "\red <B>AntagHUD usage has been disabled</B>")
|
||||
to_chat(src, "<span class='danger'>AntagHUD usage has been disabled</span>")
|
||||
action = "disabled"
|
||||
else
|
||||
for(var/mob/dead/observer/g in get_ghosts())
|
||||
if(!g.client.holder) // Add the verb back for all non-admin ghosts
|
||||
g.verbs += /mob/dead/observer/verb/toggle_antagHUD
|
||||
to_chat(g, "\blue <B>The Administrator has enabled AntagHUD </B>")// Notify all observers they can now use AntagHUD
|
||||
to_chat(g, "<span class='boldnotice'>The Administrator has enabled AntagHUD </span>")// Notify all observers they can now use AntagHUD
|
||||
|
||||
config.antag_hud_allowed = 1
|
||||
action = "enabled"
|
||||
to_chat(src, "\blue <B>AntagHUD usage has been enabled</B>")
|
||||
to_chat(src, "<span class='boldnotice'>AntagHUD usage has been enabled</span>")
|
||||
|
||||
|
||||
log_admin("[key_name(usr)] has [action] antagHUD usage for observers")
|
||||
@@ -264,19 +264,19 @@ proc/cmd_admin_mute(mob/M as mob, mute_type, automute = 0)
|
||||
var/action=""
|
||||
if(config.antag_hud_restricted)
|
||||
for(var/mob/dead/observer/g in get_ghosts())
|
||||
to_chat(g, "\blue <B>The administrator has lifted restrictions on joining the round if you use AntagHUD</B>")
|
||||
to_chat(g, "<span class='boldnotice'>The administrator has lifted restrictions on joining the round if you use AntagHUD</span>")
|
||||
action = "lifted restrictions"
|
||||
config.antag_hud_restricted = 0
|
||||
to_chat(src, "\blue <B>AntagHUD restrictions have been lifted</B>")
|
||||
to_chat(src, "<span class='boldnotice'>AntagHUD restrictions have been lifted</span>")
|
||||
else
|
||||
for(var/mob/dead/observer/g in get_ghosts())
|
||||
to_chat(g, "\red <B>The administrator has placed restrictions on joining the round if you use AntagHUD</B>")
|
||||
to_chat(g, "\red <B>Your AntagHUD has been disabled, you may choose to re-enabled it but will be under restrictions </B>")
|
||||
to_chat(g, "<span class='danger'>The administrator has placed restrictions on joining the round if you use AntagHUD</span>")
|
||||
to_chat(g, "<span class='danger'>Your AntagHUD has been disabled, you may choose to re-enabled it but will be under restrictions </span>")
|
||||
g.antagHUD = 0
|
||||
g.has_enabled_antagHUD = 0
|
||||
action = "placed restrictions"
|
||||
config.antag_hud_restricted = 1
|
||||
to_chat(src, "\red <B>AntagHUD restrictions have been enabled</B>")
|
||||
to_chat(src, "<span class='danger'>AntagHUD restrictions have been enabled</span>")
|
||||
|
||||
log_admin("[key_name(usr)] has [action] on joining the round if they use AntagHUD")
|
||||
message_admins("Admin [key_name_admin(usr)] has [action] on joining the round if they use AntagHUD", 1)
|
||||
@@ -810,7 +810,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
to_chat(usr, text("\red <b>Attack Log for []</b>", mob))
|
||||
to_chat(usr, text("<span class='danger'>Attack Log for []</span>", mob))
|
||||
for(var/t in M.attack_log)
|
||||
to_chat(usr, t)
|
||||
feedback_add_details("admin_verb","ATTL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
@@ -873,8 +873,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
|
||||
set name = "Reset Telecomms Scripts"
|
||||
set desc = "Blanks all telecomms scripts from all telecomms servers"
|
||||
|
||||
if(!holder || !holder.rights || !holder.rights & R_ADMIN)
|
||||
to_chat(usr, "<span class='warning'>Admin only.</span>")
|
||||
if(!check_rights(R_ADMIN, 1, src))
|
||||
return
|
||||
|
||||
var/confirm = alert(src, "You sure you want to blank all NTSL scripts?", "Confirm", "Yes", "No")
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
/client/proc/admin_serialize()
|
||||
set name = "Serialize Marked Datum"
|
||||
set desc = "Turns your marked object into a JSON string you can later use to re-create the object"
|
||||
set category = "Debug"
|
||||
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(!istype(holder.marked_datum, /atom/movable))
|
||||
to_chat(src, "The marked datum is not an atom/movable!")
|
||||
return
|
||||
|
||||
var/atom/movable/AM = holder.marked_datum
|
||||
to_chat(src, json_encode(AM.serialize()))
|
||||
|
||||
/client/proc/admin_deserialize()
|
||||
set name = "Deserialize JSON datum"
|
||||
set desc = "Creates an object from a JSON string"
|
||||
set category = "Debug"
|
||||
|
||||
if(!check_rights(R_ADMIN|R_DEBUG))
|
||||
return
|
||||
|
||||
var/json_text = input("Enter the JSON code:","Text") as message|null
|
||||
if(json_text)
|
||||
json_to_object(json_text, get_turf(usr))
|
||||
@@ -0,0 +1,41 @@
|
||||
/client/proc/admin_redo_space_transitions()
|
||||
set name = "Remake Space Transitions"
|
||||
set desc = "Re-assigns all space transitions"
|
||||
set category = "Debug"
|
||||
|
||||
if(!check_rights(R_ADMIN|R_DEBUG))
|
||||
return
|
||||
|
||||
var/choice = alert("Do you want to rebuild space transitions?",,"Yes", "No")
|
||||
|
||||
if(choice == "No")
|
||||
return
|
||||
|
||||
|
||||
message_admins("[key_name_admin(usr)] re-assigned all space transitions")
|
||||
space_manager.do_transition_setup()
|
||||
log_admin("[key_name(usr)] re-assigned all space transitions")
|
||||
|
||||
feedback_add_details("admin_verb","SPCRST") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
|
||||
|
||||
/client/proc/make_turf_space_map()
|
||||
set name = "Make Space Map"
|
||||
set desc = "Create a map of the space levels as turfs at your feet"
|
||||
set category = "Debug"
|
||||
|
||||
if(!check_rights(R_ADMIN|R_DEBUG))
|
||||
return
|
||||
|
||||
var/choice = alert("Are you sure you want to make a space map out of turfs?",,"Yes","No")
|
||||
|
||||
if(choice == "No")
|
||||
return
|
||||
|
||||
message_admins("[key_name_admin(usr)] made a space map")
|
||||
|
||||
|
||||
space_manager.map_as_turfs(get_turf(usr))
|
||||
log_admin("[key_name(usr)] made a space map")
|
||||
@@ -71,7 +71,7 @@ var/global/sent_strike_team = 0
|
||||
new_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
|
||||
new_commando.mind.store_memory("<B>Mission:</B> \red [input].")
|
||||
|
||||
to_chat(new_commando, "\blue You are a Special Ops. [!leader_selected?"commando":"<B>LEADER</B>"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>")
|
||||
to_chat(new_commando, "\blue You are a Special Ops. [!leader_selected?"commando":"<B>LEADER</B>"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: <span class='danger'>[input]</span>")
|
||||
|
||||
commando_number--
|
||||
|
||||
@@ -115,7 +115,7 @@ var/global/sent_strike_team = 0
|
||||
//Creates mind stuff.
|
||||
new_commando.mind_initialize()
|
||||
new_commando.mind.assigned_role = "MODE"
|
||||
new_commando.mind.special_role = "Death Commando"
|
||||
new_commando.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
|
||||
ticker.mode.traitors |= new_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
new_commando.equip_death_commando(leader_selected)
|
||||
return new_commando
|
||||
|
||||
@@ -78,7 +78,7 @@ var/global/sent_syndicate_strike_team = 0
|
||||
new_syndicate_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
|
||||
new_syndicate_commando.mind.store_memory("<B>Mission:</B> \red [input].")
|
||||
|
||||
to_chat(new_syndicate_commando, "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B>[input]</B>")
|
||||
to_chat(new_syndicate_commando, "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: <span class='danger'>[input]</span>")
|
||||
|
||||
syndicate_commando_number--
|
||||
|
||||
@@ -118,7 +118,7 @@ var/global/sent_syndicate_strike_team = 0
|
||||
//Creates mind stuff.
|
||||
new_syndicate_commando.mind_initialize()
|
||||
new_syndicate_commando.mind.assigned_role = "MODE"
|
||||
new_syndicate_commando.mind.special_role = "Syndicate Commando"
|
||||
new_syndicate_commando.mind.special_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
|
||||
ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
|
||||
qdel(spawn_location)
|
||||
|
||||
@@ -59,21 +59,6 @@ var/global/vox_tick = 1
|
||||
W.registered_user = src
|
||||
equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
/*
|
||||
var/obj/item/weapon/implant/cortical/I = new(src)
|
||||
I.imp_in = src
|
||||
I.implanted = 1
|
||||
|
||||
if(ticker.mode && ( istype(ticker.mode,/datum/game_mode/vox/heist) ) )
|
||||
var/datum/game_mode/vox/heist/M = ticker.mode
|
||||
M.cortical_stacks += I
|
||||
M.raiders[mind] = I
|
||||
else if(ticker.mode && ( istype(ticker.mode,/datum/game_mode/vox/trade) ) )
|
||||
var/datum/game_mode/vox/trade/M = ticker.mode
|
||||
M.cortical_stacks += I
|
||||
M.traders[mind] = I
|
||||
|
||||
*/
|
||||
vox_tick++
|
||||
if(vox_tick > 4) vox_tick = 1
|
||||
|
||||
|
||||
Reference in New Issue
Block a user