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-Redid admin_list to be based off clients rather than mobs (Why I did it with mobs first, I'll never know). This fixes AdminWho and Asay and such not working pre-game.
-Added in the proper list stuff for changeling stasis -Added a verb to the debug list (Game Admin+) to check the mob lists instead of requiring the item (Works the same way) Fixes Issue 708 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4240 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -22,9 +22,9 @@
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return
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feedback_add_details("admin_verb","M") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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for (var/mob/M in admin_list)
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for (var/client/C in admin_list)
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if (src.holder.rank == "Admin Observer")
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M << "<span class='adminobserver'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, M)]:</EM> <span class='message'>[msg]</span></span>"
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C << "<span class='adminobserver'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, C)]:</EM> <span class='message'>[msg]</span></span>"
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else
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M << "<span class='admin'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, M)]</EM> (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[mob]'>JMP</A>): <span class='message'>[msg]</span></span>"
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C << "<span class='admin'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, C)]</EM> (<A HREF='?src=\ref[C.holder];adminplayerobservejump=\ref[mob]'>JMP</A>): <span class='message'>[msg]</span></span>"
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@@ -820,4 +820,23 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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for(var/obj/machinery/power/smes/SMES in world)
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if(SMES.anchored)
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SMES.chargemode = 1
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SMES.chargemode = 1
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/client/proc/cmd_debug_mob_lists()
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set category = "Debug"
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set name = "Debug Mob Lists"
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set desc = "For when you just gotta know"
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switch(input("Which list?") in list("Players","Admins","Mobs","Living Mobs","Dead Mobs", "Clients"))
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if("Players")
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usr << dd_list2text(player_list,",")
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if("Admins")
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usr << dd_list2text(admin_list,",")
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if("Mobs")
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usr << dd_list2text(mob_list,",")
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if("Living Mobs")
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usr << dd_list2text(living_mob_list,",")
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if("Dead Mobs")
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usr << dd_list2text(dead_mob_list,",")
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if("Clients")
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usr << dd_list2text(client_list,",")
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@@ -16,9 +16,9 @@
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var/icon/cross = icon('icons/obj/storage.dmi',"bible")
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for (var/mob/M in admin_list)
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if (M.client.seeprayers)
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M << "\blue \icon[cross] <b><font color=purple>PRAY: </font>[key_name(src, M)] (<A HREF='?src=\ref[M.client.holder];adminmoreinfo=\ref[src]'>?</A>) (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>) (<A HREF='?src=\ref[M.client.holder];adminspawncookie=\ref[src]'>SC</a>):</b> [msg]"
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for (var/client/C in admin_list)
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if (C.seeprayers)
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C << "\blue \icon[cross] <b><font color=purple>PRAY: </font>[key_name(src, C)] (<A HREF='?src=\ref[C.holder];adminmoreinfo=\ref[src]'>?</A>) (<A HREF='?src=\ref[C.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[C.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[C.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[C.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[C.holder];secretsadmin=check_antagonist'>CA</A>) (<A HREF='?src=\ref[C.holder];adminspawncookie=\ref[src]'>SC</a>):</b> [msg]"
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usr << "Your prayers have been received by the gods."
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feedback_add_details("admin_verb","PR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -31,8 +31,8 @@
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// log_admin("[key_name(Sender)] sent a message to Centcomm! The message was [msg]") // Handled somewhere else
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for (var/mob/M in admin_list)
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M << "\blue <b><font color=orange>CENTCOMM:</font>[key_name(Sender, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[Sender]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>) (<A HREF='?src=\ref[M.client.holder];BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?src=\ref[M.client.holder];CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
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for (var/client/C in admin_list)
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C << "\blue <b><font color=orange>CENTCOMM:</font>[key_name(Sender, C)] (<A HREF='?src=\ref[C.holder];adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?src=\ref[C.holder];adminplayervars=\ref[Sender]'>VV</A>) (<A HREF='?src=\ref[C.holder];adminplayersubtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?src=\ref[C.holder];adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?src=\ref[C.holder];secretsadmin=check_antagonist'>CA</A>) (<A HREF='?src=\ref[C.holder];BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?src=\ref[C.holder];CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
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//
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/proc/Syndicate_announce(var/text , var/mob/Sender)
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@@ -40,6 +40,6 @@
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// log_admin("[key_name(Sender)] sent a message to the Syndicate! The message was [msg]") // Handled somewhere else
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for (var/mob/M in admin_list)
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M << "\blue <b><font color=crimson>SYNDICATE:</font>[key_name(Sender, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[Sender]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>) (<A HREF='?src=\ref[M.client.holder];BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?src=\ref[M.client.holder];SyndicateReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
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for (var/client/C in admin_list)
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C << "\blue <b><font color=crimson>SYNDICATE:</font>[key_name(Sender, C)] (<A HREF='?src=\ref[C.holder];adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?src=\ref[C.holder];adminplayervars=\ref[Sender]'>VV</A>) (<A HREF='?src=\ref[C.holder];adminplayersubtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?src=\ref[C.holder];adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?src=\ref[C.holder];secretsadmin=check_antagonist'>CA</A>) (<A HREF='?src=\ref[C.holder];BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?src=\ref[C.holder];SyndicateReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
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//
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@@ -54,10 +54,10 @@ var/global/sent_strike_team = 0
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var/mob/dead/observer/G//Basic variable to search for later.
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var/candidates_list[] = list()//candidates for being a commando out of all the active ghosts in world.
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var/commandos_list[] = list()//actual commando ghosts as picked by the user.
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for(G in admin_list)
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for(G in dead_mob_list)
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if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list.
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// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing.
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candidates_list += G.client//Add their client to list.
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candidates_list += G//Add their client to list.
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for(var/i=commandos_possible,(i>0&&candidates_list.len),i--)//Decrease with every commando selected.
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var/client/G_client = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates_list//It will auto-pick a person when there is only one candidate.
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if(G_client)//They may have logged out when the admin was choosing people. Or were not chosen. Would run time error otherwise.
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@@ -54,10 +54,10 @@ var/global/sent_syndicate_strike_team = 0
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var/mob/dead/observer/G//Basic variable to search for later.
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var/candidates_list[] = list()//candidates for being a commando out of all the active ghosts in world.
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var/syndicate_commandos_list[] = list()//actual commando ghosts as picked by the user.
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for(G in admin_list)
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for(G in dead_mob_list)
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if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list.
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// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing.
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candidates_list += G.client//Add their client to list.
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candidates_list += G//Add their client to list.
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for(var/i=syndicate_commandos_possible,(i>0&&candidates_list.len),i--)//Decrease with every commando selected.
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var/client/G_client = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates_list//It will auto-pick a person when there is only one candidate.
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if(G_client)//They may have logged out when the admin was choosing people. Or were not chosen. Would run time error otherwise.
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