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515 Compliance part 2 (#20809)
* more illegal procpaths * Update code/modules/ruins/lavalandruin_code/puzzle.dm * REGEX_REPLACE_HANDLER * shuttle fix
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@@ -665,7 +665,7 @@ GLOBAL_PROTECT(AdminProcCallSpamPrevention)
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var/datum/outfit/O = path //not much to initalize here but whatever
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if(initial(O.can_be_admin_equipped))
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outfits[initial(O.name)] = path
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outfits = special_outfits + sortTim(outfits, /proc/cmp_text_asc)
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outfits = special_outfits + sortTim(outfits, GLOBAL_PROC_REF(cmp_text_asc))
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var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in outfits
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if(isnull(dresscode))
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@@ -681,7 +681,7 @@ GLOBAL_PROTECT(AdminProcCallSpamPrevention)
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var/datum/outfit/O = path
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if(initial(O.can_be_admin_equipped))
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job_outfits[initial(O.name)] = path
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job_outfits = sortTim(job_outfits, /proc/cmp_text_asc)
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job_outfits = sortTim(job_outfits, GLOBAL_PROC_REF(cmp_text_asc))
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dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in job_outfits
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dresscode = job_outfits[dresscode]
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@@ -784,7 +784,7 @@ GLOBAL_PROTECT(AdminProcCallSpamPrevention)
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return
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var/list/dellog = list("<B>List of things that have gone through qdel this round</B><BR><BR><ol>")
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sortTim(SSgarbage.items, cmp=/proc/cmp_qdel_item_time, associative = TRUE)
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sortTim(SSgarbage.items, GLOBAL_PROC_REF(cmp_qdel_item_time), TRUE)
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for(var/path in SSgarbage.items)
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var/datum/qdel_item/I = SSgarbage.items[path]
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dellog += "<li><u>[path]</u><ul>"
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@@ -466,7 +466,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
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if(synd_spawn)
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new_character.loc = get_turf(synd_spawn)
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call(/datum/game_mode/proc/equip_syndicate)(new_character)
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call(TYPE_PROC_REF(/datum/game_mode, equip_syndicate))(new_character)
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if("Deathsquad Commando")//Leaves them at late-join spawn.
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new_character.equip_deathsquad_commando()
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@@ -496,7 +496,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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GLOB.data_core.manifest_inject(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, new_character.mind.assigned_role)
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call(TYPE_PROC_REF(/mob/new_player, AnnounceArrival))(new_character, new_character.mind.assigned_role)
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message_admins("<span class='notice'>[key_name_admin(usr)] has respawned [key_name_admin(G_found)] as [new_character.real_name].</span>", 1)
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