diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index 7d3cc6fe378..458cee6ebd0 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -617,9 +617,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that ) var/dostrip = 0 switch(alert("Strip [M] before dressing?", "Strip?", "Yes", "No", "Cancel")) - if ("Yes") + if("Yes") dostrip = 1 - if ("Cancel") + if("Cancel") return var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if(isnull(dresscode)) @@ -629,7 +629,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that var/jobname = input("Select job", "Robust quick dress shop") as null|anything in get_all_jobs() jobdatum = job_master.GetJob(jobname) - feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! + feedback_add_details("admin_verb", "SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! if(dostrip) for(var/obj/item/I in M) if(istype(I, /obj/item/weapon/implant)) @@ -658,9 +658,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that J.toggle() M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) J.Topic(null, list("stat" = 1)) - equip_special_id(M,get_all_accesses(),"Space Explorer", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Space Explorer", /obj/item/weapon/card/id) - if("Engineer RIG","CE RIG","Mining RIG","Syndi RIG","Wizard RIG","Medical RIG","Atmos RIG") + if("Engineer RIG", "CE RIG", "Mining RIG", "Syndi RIG", "Wizard RIG", "Medical RIG", "Atmos RIG") if(dresscode=="Engineer RIG") M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig(M), slot_head) @@ -686,10 +686,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_to_slot_or_del(J, slot_back) J.toggle() M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) - equip_special_id(M,get_all_accesses(),"RIG Tester", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "RIG Tester", /obj/item/weapon/card/id) J.Topic(null, list("stat" = 1)) - if("tournament standard red","tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 + if("tournament standard red", "tournament standard green") //we think stunning weapon is too overpowered to use it on tournaments. --rastaf0 if(dresscode=="tournament standard red") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform) else @@ -747,7 +747,7 @@ 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/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,get_all_accesses(), "Pirate", /obj/item/weapon/card/id) if("space pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) @@ -756,13 +756,13 @@ 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/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) + 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,get_all_accesses(), "Soviet Soldier", /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) @@ -777,7 +777,7 @@ 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/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,get_all_accesses(), "Tunnel Clown", /obj/item/weapon/card/id) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) @@ -787,7 +787,7 @@ 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/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/device/radio/headset(M), slot_l_ear) - equip_special_id(M,get_all_accesses(),"Survivor", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "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) @@ -804,7 +804,7 @@ 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/apron(M), slot_wear_suit) 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) - equip_special_id(M,get_all_accesses(),"Masked Killer", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses(), "Masked Killer", /obj/item/weapon/card/id/syndicate) 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) @@ -824,7 +824,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M) robe.name = "dark lord robes" M.equip_to_slot_or_del(robe, slot_wear_suit) - equip_special_id(M,get_all_accesses(),"Dark Lord", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses(), "Dark Lord", /obj/item/weapon/card/id/syndicate) if("assassin") M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform) @@ -853,7 +853,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that pda.ownjob = "Reaper" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_wear_pda) - equip_special_id(M,get_all_accesses(),"Reaper", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses(), "Reaper", /obj/item/weapon/card/id/syndicate) if("spy") M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform) @@ -879,7 +879,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that 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) + equip_special_id(M,get_all_accesses(), "Spy", /obj/item/weapon/card/id/syndicate) if("death commando")//Was looking to add this for a while. M.equip_death_commando() @@ -895,7 +895,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that M.equip_or_collect(new /obj/item/clothing/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) - equip_special_id(M,get_centcom_access("VIP Guest"),"VIP Guest", /obj/item/weapon/card/id/centcom) + equip_special_id(M,get_centcom_access("VIP Guest"), "VIP Guest", /obj/item/weapon/card/id/centcom) if("nt navy officer") M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform) @@ -913,7 +913,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that L.imp_in = M L.implanted = 1 M.sec_hud_set_implants() - equip_special_id(M,get_centcom_access("Nanotrasen Navy Officer"),"Nanotrasen Navy Officer", /obj/item/weapon/card/id/centcom) + equip_special_id(M,get_centcom_access("Nanotrasen Navy Officer"), "Nanotrasen Navy Officer", /obj/item/weapon/card/id/centcom) if("nt navy captain") M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform) @@ -931,9 +931,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that L.imp_in = M L.implanted = 1 M.sec_hud_set_implants() - equip_special_id(M,get_centcom_access("Nanotrasen Navy Captain"),"Nanotrasen Navy Captain", /obj/item/weapon/card/id/centcom) + equip_special_id(M,get_centcom_access("Nanotrasen Navy Captain"), "Nanotrasen Navy Captain", /obj/item/weapon/card/id/centcom) - if("emergency response team member","emergency response team leader") + if("emergency response team member", "emergency response team leader") var/datum/response_team/equip_team = null switch(alert("Level", "Emergency Response Team", "Amber", "Red", "Gamma")) if("Amber") @@ -942,22 +942,22 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that equip_team = new /datum/response_team/red if("Gamma") equip_team = new /datum/response_team/gamma - if (!equip_team) + if(!equip_team) return if(dresscode == "emergency response team leader") equip_team.equip_officer("Commander", M) else switch(alert("Loadout Type", "Emergency Response Team", "Security", "Engineer", "Medic")) - if ("Commander") + if("Commander") equip_team.equip_officer("Commander", M) - if ("Security") + if("Security") equip_team.equip_officer("Security", M) - if ("Engineer") + if("Engineer") equip_team.equip_officer("Engineer", M) - if ("Medic") + if("Medic") equip_team.equip_officer("Medic", M) else - to_chat(src,"Invalid ERT Loadout selected") + to_chat(src, "Invalid ERT Loadout selected") if("nt special ops officer") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform) @@ -973,7 +973,7 @@ 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/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) M.equip_to_slot_or_del(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) + equip_special_id(M,get_centcom_access("Special Operations Officer"), "Special Operations Officer", /obj/item/weapon/card/id/centcom) // The following items are unique to this outfit - the special ops officer job does not spawn with them. M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_in_backpack) @@ -1007,7 +1007,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that 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) + equip_special_id(M,get_centcom_access("Special Operations Officer"), "Special Operations Officer", /obj/item/weapon/card/id/centcom) if("singuloth knight") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform) @@ -1021,7 +1021,7 @@ 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/claymore/ceremonial(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/knighthammer(M), slot_back) - equip_special_id(M,get_all_accesses(),"Singuloth Knight", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Singuloth Knight", /obj/item/weapon/card/id) if("blue wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) @@ -1034,7 +1034,7 @@ 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/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) - equip_special_id(M,get_all_accesses(),"Wizard", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) if("red wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) @@ -1047,7 +1047,7 @@ 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/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) - equip_special_id(M,get_all_accesses(),"Wizard", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) if("marisa wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) @@ -1060,7 +1060,7 @@ 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/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) - equip_special_id(M,get_all_accesses(),"Wizard", /obj/item/weapon/card/id) + equip_special_id(M,get_all_accesses(), "Wizard", /obj/item/weapon/card/id) if("soviet admiral") M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) @@ -1072,7 +1072,7 @@ 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/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) + equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Admiral", /obj/item/weapon/card/id) //W.icon_state = "commander" if("chrono legionnaire") @@ -1085,7 +1085,7 @@ 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/chrono_eraser(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store) - equip_special_id(M,get_all_accesses() + get_all_centcom_access(),"Chrono Legionnaire", /obj/item/weapon/card/id/syndicate) + equip_special_id(M,get_all_accesses() + get_all_centcom_access(), "Chrono Legionnaire", /obj/item/weapon/card/id/syndicate) M.regenerate_icons() @@ -1098,7 +1098,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that return var/obj/item/weapon/card/id/W = new id_type(H) - if (istype(W, /obj/item/weapon/card/id/syndicate)) + if(istype(W, /obj/item/weapon/card/id/syndicate)) W.icon_state = "syndie" W.name = "[H.real_name]'s ID Card ([jobtext])" W.access = theaccess