This commit is contained in:
Aurorablade
2016-08-09 02:43:27 -04:00
445 changed files with 4842 additions and 5906 deletions
+5 -4
View File
@@ -114,7 +114,8 @@ var/list/admin_verbs_event = list(
var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_atom, /*allows us to spawn instances*/
/client/proc/respawn_character
/client/proc/respawn_character,
/client/proc/admin_deserialize
)
var/list/admin_verbs_server = list(
/client/proc/ToRban,
@@ -152,8 +153,6 @@ var/list/admin_verbs_debug = list(
/client/proc/toggledebuglogs,
/client/proc/qdel_toggle,
/client/proc/gc_dump_hdl,
/client/proc/gc_toggle_profiling,
/client/proc/gc_show_del_report,
/client/proc/debugNatureMapGenerator,
/client/proc/check_bomb_impacts,
/client/proc/test_movable_UI,
@@ -162,7 +161,9 @@ var/list/admin_verbs_debug = list(
/proc/machine_upgrade,
/client/proc/map_template_load,
/client/proc/map_template_upload,
/client/proc/view_runtimes
/client/proc/view_runtimes,
/client/proc/admin_serialize,
/client/proc/admin_deserialize
)
var/list/admin_verbs_possess = list(
/proc/possess,
+44 -4
View File
@@ -8,7 +8,8 @@
#define FILL_BUILDMODE 8
#define LINK_BUILDMODE 9
#define BOOM_BUILDMODE 10
#define NUM_BUILDMODES 10
#define SAVE_BUILDMODE 11
#define NUM_BUILDMODES 11
/obj/screen/buildmode
icon = 'icons/misc/buildmode.dmi'
@@ -81,8 +82,11 @@
/obj/effect/buildmode_reticule/New(var/turf/t, var/client/c)
loc = t
I = image('icons/mob/blob.dmi', t, "marker",19.0,2) // Sprite reuse wooo
cl = c
cl.images += I
if(c)
cl = c
cl.images += I
else
log_debug("Buildmode reticule created without a client!")
/obj/effect/buildmode_reticule/proc/deselect()
qdel(src)
@@ -174,6 +178,8 @@
var/light = -1
var/flash = -1
var/flames = -1
// Saving mode
var/use_json = TRUE
/datum/click_intercept/buildmode/New(client/c)
..()
@@ -261,6 +267,13 @@
to_chat(user, "<span class='notice'>***********************************************************</span>")
to_chat(user, "<span class='notice'>Mouse Button on obj = Kaboom</span>")
to_chat(user, "<span class='notice'>***********************************************************</span>")
if(SAVE_BUILDMODE)
to_chat(user, "<span class='notice'>***********************************************************</span>")
to_chat(user, "<span class='notice'>Left Mouse Button on turf/obj/mob = Select corner</span>")
to_chat(user, "<span class='notice'>***********************************************************</span>")
/datum/click_intercept/buildmode/proc/change_settings(mob/user)
switch(mode)
@@ -345,6 +358,9 @@
var/flames = input("Range of flames. -1 to none", text("Input")) as num|null
if(flames == null) flames = -1
if(SAVE_BUILDMODE)
use_json = (alert("Would you like to use json (Default is \"Yes\")?",,"Yes","No") == "Yes")
/datum/click_intercept/buildmode/proc/change_dir()
switch(build_dir)
if(NORTH)
@@ -613,7 +629,7 @@
var/obj/effect/buildmode_line/L2 = new(holder, P, M, "[M.name] to [P.name]") // Yes, reversed one so that you can see it from both sides.
L2.color = L.color
link_lines += L2
for(var/obj/machinery/door/poddoor/P in world)
for(var/obj/machinery/door/poddoor/P in airlocks)
if(P.id_tag == M.id)
var/obj/effect/buildmode_line/L = new(holder, M, P, "[M.name] to [P.name]")
L.color = M.normaldoorcontrol ? "#993333" : "#339933"
@@ -625,3 +641,27 @@
link_lines += L2
if(BOOM_BUILDMODE)
explosion(object, devastation, heavy, light, flash, null, null,flames)
if(SAVE_BUILDMODE)
if(!cornerA)
cornerA = select_tile(get_turf(object))
return
if(!cornerB)
cornerB = select_tile(get_turf(object))
if(left_click)
if(cornerA && cornerB)
var/turf/A = get_turf(cornerA)
var/turf/B = get_turf(cornerB)
deselect_region() // So we don't read our own reticules
var/map_name = input(holder, "Please select a name for your map", "Buildmode", "")
if(map_name == "")
return
var/map_flags = 0
if(use_json)
map_flags = 32 // Magic number defined in `writer.dm` that I can't use directly
// because #defines are for some reason our coding standard
var/our_map = maploader.save_map(A,B,map_name,map_flags)
holder << ftp(our_map) // send the map they've made! Or are stealing, whatever
to_chat(holder, "Map saving complete! [our_map]")
return
deselect_region()
+5 -1
View File
@@ -24,6 +24,10 @@ var/list/admin_datums = list()
rights = initial_rights
admin_datums[ckey] = src
/datum/admins/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
/datum/admins/proc/associate(client/C)
if(istype(C))
owner = C
@@ -85,7 +89,7 @@ you will have to do something like if(client.holder.rights & R_ADMIN) yourself.
admin_datums -= ckey
if(holder)
holder.disassociate()
del(holder)
qdel(holder)
return 1
//This proc checks whether subject has at least ONE of the rights specified in rights_required.
+2 -8
View File
@@ -38,13 +38,7 @@
<A href='?src=\ref[src];secretsfun=power'>Make all areas powered</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=unpower'>Make all areas unpowered</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=quickpower'>Power all SMES</A><BR>
<BR>
<B>Shuttle options</b><br>
<A href='?src=\ref[src];secretsfun=launchshuttle'>Launch a shuttle</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=forcelaunchshuttle'>Force launch a shuttle</A><BR>
<A href='?src=\ref[src];secretsfun=jumpshuttle'>Jump a shuttle</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=moveshuttle'>Move a shuttle</A><BR>
<BR></center>
</center>
"}
else if(check_rights(R_SERVER,0)) //only add this if admin secrets are unavailiable; otherwise, it's added inline
@@ -73,7 +67,7 @@
<center>
<h2><B>IC Events</B></h2>
<b>Teams</b><br>
<A href='?src=\ref[src];secretsfun=striketeam'>Send in a strike team</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=striketeam'>Send in the Deathsquad</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=striketeam_syndicate'>Send in a syndicate strike team</A>&nbsp;&nbsp;
<A href='?src=\ref[src];secretsfun=honksquad'>Send in a HONKsquad</A><BR>
<b>Change Security Level</b><BR>
+8 -50
View File
@@ -1252,6 +1252,7 @@
message_admins("[key_name_admin(usr)] has sent [key_name_admin(M)] back to the Lobby.")
var/mob/new_player/NP = new()
non_respawnable_keys -= M.ckey
NP.ckey = M.ckey
qdel(M)
@@ -1565,53 +1566,7 @@
else if(href_list["adminmoreinfo"])
var/mob/M = locate(href_list["adminmoreinfo"])
if(!ismob(M))
to_chat(usr, "This can only be used on instances of type /mob")
return
var/location_description = ""
var/special_role_description = ""
var/health_description = ""
var/gender_description = ""
var/turf/T = get_turf(M)
//Location
if(isturf(T))
if(isarea(T.loc))
location_description = "([M.loc == T ? "at coordinates " : "in [M.loc] at coordinates "] [T.x], [T.y], [T.z] in area <b>[T.loc]</b>)"
else
location_description = "([M.loc == T ? "at coordinates " : "in [M.loc] at coordinates "] [T.x], [T.y], [T.z])"
//Job + antagonist
if(M.mind)
special_role_description = "Role: <b>[M.mind.assigned_role]</b>; Antagonist: <font color='red'><b>[M.mind.special_role]</b></font>; Has been rev: [(M.mind.has_been_rev)?"Yes":"No"]"
else
special_role_description = "Role: <i>Mind datum missing</i> Antagonist: <i>Mind datum missing</i>; Has been rev: <i>Mind datum missing</i>;"
//Health
if(isliving(M))
var/mob/living/L = M
var/status
switch(M.stat)
if(0) status = "Alive"
if(1) status = "<font color='orange'><b>Unconscious</b></font>"
if(2) status = "<font color='red'><b>Dead</b></font>"
health_description = "Status = [status]"
health_description += "<BR>Oxy: [L.getOxyLoss()] - Tox: [L.getToxLoss()] - Fire: [L.getFireLoss()] - Brute: [L.getBruteLoss()] - Clone: [L.getCloneLoss()] - Brain: [L.getBrainLoss()]"
else
health_description = "This mob type has no health to speak of."
//Gener
switch(M.gender)
if(MALE,FEMALE) gender_description = "[M.gender]"
else gender_description = "<font color='red'><b>[M.gender]</b></font>"
to_chat(src.owner, "<b>Info about [M.name]:</b> ")
to_chat(src.owner, "Mob type = [M.type]; Gender = [gender_description] Damage = [health_description]")
to_chat(src.owner, "Name = <b>[M.name]</b>; Real_name = [M.real_name]; Mind_name = [M.mind?"[M.mind.name]":""]; Key = <b>[M.key]</b>;")
to_chat(src.owner, "Location = [location_description];")
to_chat(src.owner, "[special_role_description]")
to_chat(src.owner, "(<a href='?src=\ref[usr];priv_msg=\ref[M]'>PM</a>) (<A HREF='?src=\ref[src];adminplayeropts=\ref[M]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[M]'>VV</A>) (<A HREF='?src=\ref[src];subtlemessage=\ref[M]'>SM</A>) (<A HREF='?src=\ref[src];adminplayerobservefollow=\ref[M]'>FLW</A>) (<A HREF='?src=\ref[src];secretsadmin=check_antagonist'>CA</A>)")
admin_mob_info(M)
else if(href_list["adminspawncookie"])
if(!check_rights(R_ADMIN|R_EVENT)) return
@@ -2025,6 +1980,7 @@
return
else
for(var/obj/machinery/photocopier/faxmachine/F in allfaxes)
// TODO: Tie into space manager
if((F.z in config.station_levels))
spawn(0)
if(!F.receivefax(P))
@@ -2372,6 +2328,7 @@
for(var/mob/living/carbon/human/H in mob_list)
var/turf/loc = find_loc(H)
var/security = 0
// TODO: Tie into space manager
if(!(loc.z in config.station_levels) || prisonwarped.Find(H))
//don't warp them if they aren't ready or are already there
@@ -2608,7 +2565,8 @@
if("eagles")//SCRAW
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","EgL")
for(var/obj/machinery/door/airlock/W in world)
for(var/obj/machinery/door/airlock/W in airlocks)
// TODO: Tie into space manager
if((W.z in config.station_levels) && !istype(get_area(W), /area/bridge) && !istype(get_area(W), /area/crew_quarters) && !istype(get_area(W), /area/security/prison))
W.req_access = list()
message_admins("[key_name_admin(usr)] activated Egalitarian Station mode")
@@ -2801,12 +2759,12 @@
dat += "No-one has done anything this round!"
usr << browse(dat, "window=admin_log")
if("maint_access_brig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
for(var/obj/machinery/door/airlock/maintenance/M in airlocks)
if(access_maint_tunnels in M.req_access)
M.req_access = list(access_brig)
message_admins("[key_name_admin(usr)] made all maint doors brig access-only.")
if("maint_access_engiebrig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
for(var/obj/machinery/door/airlock/maintenance/M in airlocks)
if(access_maint_tunnels in M.req_access)
M.req_access = list()
M.req_one_access = list(access_brig,access_engine)
+1 -1
View File
@@ -89,7 +89,7 @@
if("delete")
for(var/datum/d in objs)
del(d)
qdel(d)
if("select")
var/text = ""
+210 -34
View File
@@ -373,6 +373,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
for(var/I in singularities)
var/obj/singularity/S = I
// TODO: Tie into space manager
if(S.z == ZLEVEL_CENTCOMM || S.z >= MAX_Z)
continue
qdel(S)
@@ -593,17 +594,25 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"tournament janitor",
"pirate",
"space pirate",
"soviet tourist",
"soviet soldier",
"soviet admiral",
"tunnel clown",
"mime assassin",
"survivor",
"greytide",
"greytide leader",
"greytide xeno",
"masked killer",
"singuloth knight",
"dark lord",
"assassin",
"spy",
"vox",
"death commando",
"syndicate agent",
"syndicate operative",
"syndicate bomber",
"syndicate strike team",
"syndicate officer",
"chrono legionnaire",
@@ -728,7 +737,7 @@ 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)
var/obj/item/weapon/storage/backpack/backpack = new(M)
for(var/obj/item/I in backpack)
del(I)
qdel(I)
M.equip_to_slot_or_del(backpack, slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand)
var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M)
@@ -746,30 +755,29 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("pirate")
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/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/brown(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
equip_special_id(M,get_all_accesses(), "Pirate", /obj/item/weapon/card/id)
equip_special_id(M,list(access_maint_tunnels), "Pirate", /obj/item/weapon/card/id)
if("space pirate")
if("space pirate") // not spaceworthy, just has fancier coat.
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/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/brown(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand)
equip_special_id(M,get_all_accesses(), "Space Pirate", /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/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head)
equip_special_id(M,get_all_accesses(), "Soviet Soldier", /obj/item/weapon/card/id)
equip_special_id(M,list(access_maint_tunnels), "Space Pirate", /obj/item/weapon/card/id)
if("tunnel clown")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/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/clown_shoes(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/clothing/mask/gas/clown_hat(M), slot_wear_mask)
@@ -780,25 +788,106 @@ 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/chaplain_hoodie(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store)
equip_special_id(M,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id)
equip_special_id(M,list(access_clown, access_theatre, access_maint_tunnels), "Tunnel Clown", /obj/item/weapon/card/id)
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_to_slot_or_del(fire_axe, slot_r_hand)
if("mime assassin")
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/mime(M), slot_back)
if(M.gender == FEMALE)
M.equip_or_collect(new /obj/item/clothing/under/sexymime(M), slot_w_uniform)
M.equip_or_collect(new /obj/item/clothing/mask/gas/sexymime(M), slot_wear_mask)
else
M.equip_or_collect(new /obj/item/clothing/under/mime(M), slot_w_uniform)
M.equip_or_collect(new /obj/item/clothing/mask/gas/mime(M), slot_wear_mask)
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/gloves/color/white(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/head/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/suspenders(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/syndie_kit/caneshotgun, slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/toy/crayon/mime, slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/suppressor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/pen/sleepy(M), slot_in_backpack)
M.equip_or_collect(new /obj/item/weapon/reagent_containers/food/snacks/syndidonkpocket(M), slot_in_backpack)
var/obj/item/device/pda/mime/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "Mime"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_to_slot_or_del(pda, slot_wear_pda)
equip_special_id(M,list(access_mime, access_theatre, access_maint_tunnels), "Mime", /obj/item/weapon/card/id/syndicate)
M.equip_to_slot_or_del(new /obj/item/device/flashlight(M), slot_in_backpack)
if("survivor")
M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(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/radio/headset(M), slot_l_ear)
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 +898,7 @@ 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 +910,7 @@ 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 +931,7 @@ 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)
@@ -880,14 +971,39 @@ 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 +1025,31 @@ 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 +1080,8 @@ 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)
@@ -974,6 +1106,7 @@ 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_wear_pda)
@@ -989,6 +1122,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/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)
@@ -1007,6 +1141,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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/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)
@@ -1051,6 +1186,7 @@ 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/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)
@@ -1078,6 +1214,7 @@ 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/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)
@@ -1117,7 +1254,7 @@ 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 +1267,7 @@ 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 +1280,53 @@ 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")
@@ -1201,19 +1371,25 @@ 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
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()
spawn(30)
for(var/obj/machinery/the_singularitygen/G in world)
for(var/obj/machinery/the_singularitygen/G in machines)
if(G.anchored)
var/obj/singularity/S = new /obj/singularity(get_turf(G), 50)
spawn(0)
qdel(G)
// qdel(G)
S.energy = 1750
S.current_size = 7
S.icon = 'icons/effects/224x224.dmi'
@@ -1227,7 +1403,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
//S.dissipate_track = 0
//S.dissipate_strength = 10
for(var/obj/machinery/power/rad_collector/Rad in world)
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 +1415,7 @@ 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
+6 -5
View File
@@ -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)
+3 -1
View File
@@ -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()
+4 -28
View File
@@ -146,40 +146,16 @@ 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
+1
View File
@@ -81,6 +81,7 @@ var/list/sounds_cache = list()
for(var/O in global_intercoms)
var/obj/item/device/radio/intercom/I = O
// TODO: Tie into space manager
if(I.z != ZLEVEL_STATION && !ignore_z)
continue
if(!I.on && !ignore_power)
+26
View File
@@ -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")