Merge remote-tracking branch 'upstream/master' into tcomms_optimize

# Conflicts:
#	code/game/machinery/telecomms/telecomunications.dm
This commit is contained in:
tigercat2000
2018-06-07 15:04:57 -07:00
1607 changed files with 34868 additions and 36787 deletions
+1 -1
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@@ -7,7 +7,7 @@
-- Will change all the tube lights to green
UPDATE /obj/machinery/light IN world SET color = "#0F0" WHERE icon_state == "tube1"
-- Will delete all pickaxes. "IN world" is not required.
DELETE /obj/item/weapon/pickaxe
DELETE /obj/item/pickaxe
-- Will flicker the lights once, then turn all mobs green. The semicolon is important to separate the consecutive querys, but is not required for standard one-query use
CALL flicker(1) ON /obj/machinery/light; UPDATE /mob SET color = "#00cc00"
@@ -3,7 +3,7 @@
// Give this a string and a location to create the object. Examples of using
// this function:
/*
CALL global.json_to_object_arbitrary_vars("{'type':'/obj/item/weapon/crowbar', 'color':'#FF0000','force':5000,'name':'Greytides Gravedigger'}", loc) ON /mob/living/carbon/human WHERE ckey == 'crazylemon'".
CALL global.json_to_object_arbitrary_vars("{'type':'/obj/item/crowbar', 'color':'#FF0000','force':5000,'name':'Greytides Gravedigger'}", loc) ON /mob/living/carbon/human WHERE ckey == 'crazylemon'".
*/
// This is a bit more flexible than the serialization interface because that interface
// expects a rigid structure for the data
+2 -2
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@@ -109,7 +109,7 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
switch(selected_type)
if("Mentorhelp")
msg = "<span class='mentorhelp'>[selected_type]: </span><span class='boldnotice'>[key_name(src, 1, 1, selected_type)] (<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[mob.UID()]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(mob)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) (<A HREF='?_src_=holder;rejectadminhelp=[ref_client]'>REJT</A>) [ai_found ? " (<A HREF='?_src_=holder;adminchecklaws=[ref_mob]'>CL</A>)" : ""] (<A HREF='?_src_=holder;take_question=[mob.UID()];is_mhelp=1'>TAKE</A>) :</span> <span class='mentorhelp'>[msg]</span>"
msg = "<span class='mentorhelp'>[selected_type]: </span><span class='boldnotice'>[key_name(src, TRUE, selected_type)] (<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[mob.UID()]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(mob)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) (<A HREF='?_src_=holder;rejectadminhelp=[ref_client]'>REJT</A>) [ai_found ? " (<A HREF='?_src_=holder;adminchecklaws=[ref_mob]'>CL</A>)" : ""] (<A HREF='?_src_=holder;take_question=[mob.UID()];is_mhelp=1'>TAKE</A>) :</span> <span class='mentorhelp'>[msg]</span>"
for(var/client/X in mentorholders + modholders + adminholders)
if(X.prefs.sound & SOUND_ADMINHELP)
X << 'sound/effects/adminhelp.ogg'
@@ -123,7 +123,7 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
T.addResponse(usr.client, msg)
else
ticketNum = globAdminTicketHolder.getTicketCounter() // ticketNum is the ticket ready to be assigned.
msg = "<span class='adminhelp'>[selected_type]: </span><span class='boldnotice'>[key_name(src, 1, 1, selected_type)] (<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[mob.UID()]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(mob)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) (<A HREF='?_src_=holder;openadminticket=[ticketNum]'>TICKET</A>) [ai_found ? " (<A HREF='?_src_=holder;adminchecklaws=[ref_mob]'>CL</A>)" : ""](<A HREF='?_src_=holder;take_question=[mob.UID()]'>TAKE</A>) :</span> <span class='adminhelp'>[msg]</span>"
msg = "<span class='adminhelp'>[selected_type]: </span><span class='boldnotice'>[key_name(src, TRUE, selected_type)] (<A HREF='?_src_=holder;adminmoreinfo=[ref_mob]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=[ref_mob]'>PP</A>) (<A HREF='?_src_=vars;Vars=[mob.UID()]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=[ref_mob]'>SM</A>) ([admin_jump_link(mob)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) (<A HREF='?_src_=holder;openadminticket=[ticketNum]'>TICKET</A>) [ai_found ? " (<A HREF='?_src_=holder;adminchecklaws=[ref_mob]'>CL</A>)" : ""](<A HREF='?_src_=holder;take_question=[mob.UID()]'>TAKE</A>) :</span> <span class='adminhelp'>[msg]</span>"
//Open a new adminticket and inform the user.
globAdminTicketHolder.newTicket(src, prunedmsg, msg)
for(var/client/X in modholders + adminholders)
+9 -7
View File
@@ -88,7 +88,7 @@
//get message text, limit it's length.and clean/escape html
if(!msg)
msg = input(src,"Message:", "Private message to [key_name(C, 0, 0)]") as text|null
msg = input(src,"Message:", "Private message to [holder ? key_name(C, FALSE) : key_name_hidden(C, FALSE)]") as text|null
if(!msg)
return
@@ -152,9 +152,9 @@
var/emoji_msg = "<span class='emoji_enabled'>[msg]</span>"
recieve_message = "<span class='[recieve_span]'>[type] from-<b>[recieve_pm_type][key_name(src, C, C.holder ? 1 : 0, type)]</b>: [emoji_msg]</span>"
recieve_message = "<span class='[recieve_span]'>[type] from-<b>[recieve_pm_type][C.holder ? key_name(src, TRUE, type) : key_name_hidden(src, TRUE, type)]</b>: [emoji_msg]</span>"
to_chat(C, recieve_message)
to_chat(src, "<font color='blue'>[send_pm_type][type] to-<b>[key_name(C, src, holder ? 1 : 0, type)]</b>: [emoji_msg]</font>")
to_chat(src, "<font color='blue'>[send_pm_type][type] to-<b>[holder ? key_name(C, TRUE, type) : key_name_hidden(C, TRUE, type)]</b>: [emoji_msg]</font>")
/*if(holder && !C.holder)
C.last_pm_recieved = world.time
@@ -175,14 +175,16 @@
switch(type)
if("Mentorhelp")
if(check_rights(R_ADMIN|R_MOD|R_MENTOR, 0, X.mob))
to_chat(X, "<span class='mentorhelp'>[type]: [key_name(src, X, 0, type)]-&gt;[key_name(C, X, 0, type)]: [emoji_msg]</span>")
to_chat(X, "<span class='mentorhelp'>[type]: [key_name(src, TRUE, type)]-&gt;[key_name(C, TRUE, type)]: [emoji_msg]</span>")
if("Adminhelp")
if(check_rights(R_ADMIN|R_MOD, 0, X.mob))
to_chat(X, "<span class='adminhelp'>[type]: [key_name(src, X, 0, type)]-&gt;[key_name(C, X, 0, type)]: [emoji_msg]</span>")
to_chat(X, "<span class='adminhelp'>[type]: [key_name(src, TRUE, type)]-&gt;[key_name(C, TRUE, type)]: [emoji_msg]</span>")
else
if(check_rights(R_ADMIN|R_MOD, 0, X.mob))
to_chat(X, "<span class='boldnotice'>[type]: [key_name(src, X, 0, type)]-&gt;[key_name(C, X, 0, type)]: [emoji_msg]</span>")
to_chat(X, "<span class='boldnotice'>[type]: [key_name(src, TRUE, type)]-&gt;[key_name(C, TRUE, type)]: [emoji_msg]</span>")
if(type == "Mentorhelp")
return
//Check if the mob being PM'd has any open admin tickets.
var/tickets = list()
tickets = globAdminTicketHolder.checkForTicket(C)
@@ -226,4 +228,4 @@
if(X == src)
continue
if(check_rights(R_ADMIN|R_MOD|R_MENTOR, 0, X.mob))
to_chat(X, "<B><font color='blue'>PM: [key_name(src, X, 0)]-&gt;IRC-Admins:</B> <span class='notice'>[msg]</span></font>")
to_chat(X, "<B><font color='blue'>PM: [key_name(src, TRUE, 0)]-&gt;IRC-Admins:</B> <span class='notice'>[msg]</span></font>")
+4 -2
View File
@@ -7,11 +7,12 @@
msg = sanitize(copytext(msg, 1, MAX_MESSAGE_LEN))
if(!msg) return
log_admin("[key_name(src)] : [msg]")
log_adminsay(msg, src)
if(check_rights(R_ADMIN,0))
for(var/client/C in admins)
if(R_ADMIN & C.holder.rights)
msg = "<span class='emoji_enabled'>[msg]</span>"
to_chat(C, "<span class='admin_channel'>ADMIN: <span class='name'>[key_name(usr, 1)]</span> ([admin_jump_link(mob)]): <span class='message'>[msg]</span></span>")
feedback_add_details("admin_verb","M") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -25,7 +26,7 @@
return
msg = sanitize(copytext(msg, 1, MAX_MESSAGE_LEN))
log_admin("MENTOR: [key_name(src)] : [msg]")
log_mentorsay(msg, src)
if(!msg)
return
@@ -38,6 +39,7 @@
display_name = "[holder.fakekey]/([key])"
else
display_name = holder.fakekey
msg = "<span class='emoji_enabled'>[msg]</span>"
to_chat(C, "<span class='[check_rights(R_ADMIN, 0) ? "mentor_channel_admin" : "mentor_channel"]'>MENTOR: <span class='name'>[display_name]</span> ([admin_jump_link(mob)]): <span class='message'>[msg]</span></span>")
feedback_add_details("admin_verb","MS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+1 -1
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@@ -17,4 +17,4 @@
to_chat(M, "<font color='#960018'><span class='ooc'><span class='prefix'>AOOC:</span> <EM>[display_name]:</EM> <span class='message'>[msg]</span></span></font>")
log_ooc("(ANTAG) [key] : [msg]")
log_aooc(msg, src)
+1 -1
View File
@@ -51,7 +51,7 @@
return
feedback_add_details("admin_verb","CPOW") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for(var/datum/powernet/PN in powernets)
for(var/datum/powernet/PN in SSmachines.powernets)
if(!PN.nodes || !PN.nodes.len)
if(PN.cables && (PN.cables.len > 1))
var/obj/structure/cable/C = PN.cables[1]
+69 -10
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@@ -266,10 +266,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(!choice)
return 0
if(!istype(choice, /mob/dead/observer))
var/confirm = input("[choice.key] isn't ghosting right now. Are you sure you want to yank him out of them out of their body and place them in this pAI?", "Spawn pAI Confirmation", "No") in list("Yes", "No")
var/confirm = input("[choice.key] isn't ghosting right now. Are you sure you want to yank [choice.p_them()] out of [choice.p_their()] body and place [choice.p_them()] in this pAI?", "Spawn pAI Confirmation", "No") in list("Yes", "No")
if(confirm != "Yes")
return 0
var/obj/item/device/paicard/card = new(T)
var/obj/item/paicard/card = new(T)
var/mob/living/silicon/pai/pai = new(card)
pai.name = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
pai.real_name = pai.name
@@ -387,7 +387,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(!check_rights(R_DEBUG))
return
makepowernets()
SSmachines.makepowernets()
log_admin("[key_name(src)] has remade the powernet. makepowernets() called.")
message_admins("[key_name_admin(src)] has remade the powernets. makepowernets() called.", 0)
feedback_add_details("admin_verb","MPWN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -405,14 +405,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.wear_id)
var/obj/item/weapon/card/id/id = H.wear_id
if(istype(H.wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = H.wear_id
var/obj/item/card/id/id = H.wear_id
if(istype(H.wear_id, /obj/item/pda))
var/obj/item/pda/pda = H.wear_id
id = pda.id
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
else
var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M);
var/obj/item/card/id/id = new/obj/item/card/id(M);
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
id.registered_name = H.real_name
@@ -507,7 +507,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
continue
areas_with_LS |= A.type
for(var/obj/item/device/radio/intercom/I in world)
for(var/obj/item/radio/intercom/I in world)
var/area/A = get_area(I)
if(!A)
continue
@@ -611,7 +611,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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))
if(istype(I, /obj/item/implant))
continue
if(istype(I, /obj/item/organ))
continue
@@ -709,7 +709,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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)
var/obj/item/tank/plasma/Plasma = new/obj/item/tank/plasma(Rad)
Plasma.air_contents.toxins = 70
Rad.drainratio = 0
Rad.P = Plasma
@@ -748,6 +748,65 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("Respawnable Mobs")
to_chat(usr, jointext(respawnable_list,","))
/client/proc/cmd_display_del_log()
set category = "Debug"
set name = "Display del() Log"
set desc = "Display del's log of everything that's passed through it."
if(!check_rights(R_DEBUG))
return
var/list/dellog = list("<B>List of things that have gone through qdel this round</B><BR><BR><ol>")
sortTim(SSgarbage.items, cmp=/proc/cmp_qdel_item_time, associative = TRUE)
for(var/path in SSgarbage.items)
var/datum/qdel_item/I = SSgarbage.items[path]
dellog += "<li><u>[path]</u><ul>"
if(I.failures)
dellog += "<li>Failures: [I.failures]</li>"
dellog += "<li>qdel() Count: [I.qdels]</li>"
dellog += "<li>Destroy() Cost: [I.destroy_time]ms</li>"
if(I.hard_deletes)
dellog += "<li>Total Hard Deletes [I.hard_deletes]</li>"
dellog += "<li>Time Spent Hard Deleting: [I.hard_delete_time]ms</li>"
if(I.slept_destroy)
dellog += "<li>Sleeps: [I.slept_destroy]</li>"
if(I.no_respect_force)
dellog += "<li>Ignored force: [I.no_respect_force]</li>"
if(I.no_hint)
dellog += "<li>No hint: [I.no_hint]</li>"
dellog += "</ul></li>"
dellog += "</ol>"
usr << browse(dellog.Join(), "window=dellog")
/client/proc/cmd_display_del_log_simple()
set category = "Debug"
set name = "Display Simple del() Log"
set desc = "Display a compacted del's log."
if(!check_rights(R_DEBUG))
return
var/dat = "<B>List of things that failed to GC this round</B><BR><BR>"
for(var/path in SSgarbage.items)
var/datum/qdel_item/I = SSgarbage.items[path]
if(I.failures)
dat += "[I] - [I.failures] times<BR>"
dat += "<B>List of paths that did not return a qdel hint in Destroy()</B><BR><BR>"
for(var/path in SSgarbage.items)
var/datum/qdel_item/I = SSgarbage.items[path]
if(I.no_hint)
dat += "[I]<BR>"
dat += "<B>List of paths that slept in Destroy()</B><BR><BR>"
for(var/path in SSgarbage.items)
var/datum/qdel_item/I = SSgarbage.items[path]
if(I.slept_destroy)
dat += "[I]<BR>"
usr << browse(dat, "window=simpledellog")
/client/proc/cmd_admin_toggle_block(var/mob/M,var/block)
if(!check_rights(R_SPAWN))
+1 -1
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@@ -118,7 +118,7 @@ var/global/list/frozen_mob_list = list()
M.addVerb(/obj/mecha/verb/eject)
to_chat(M.occupant, "<b><font color= red>You have been unfrozen by <a href='?priv_msg=\ref[usr.client]'>[key]</a></b></font>")
message_admins("<span class='notice'>[key_name_admin(usr)] unfroze [key_name(M.occupant)] in a [M.name]</span>")
log_admin("[key_name(usr)] unfroze [M.occupant.name]/[M.occupant.ckey] in a [M.name]")
log_admin("[key_name(usr)] unfroze [key_name(M.occupant)] in a [M.name]")
else
message_admins("<span class='notice'>[key_name_admin(usr)] unfroze an empty [M.name]</span>")
log_admin("[key_name(usr)] unfroze an empty [M.name]")
+15 -90
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@@ -14,56 +14,11 @@
*/
//This proc allows Game Masters to grant a client access to the .getruntimelog verb
//Permissions expire at the end of each round.
//Runtimes can be used to meta or spot game-crashing exploits so it's advised to only grant coders that
//you trust access. Also, it may be wise to ensure that they are not going to play in the current round.
/client/proc/giveruntimelog()
set name = ".giveruntimelog"
set desc = "Give somebody access to any session logfiles saved to the /log/runtime/ folder."
set category = null
if(!src.holder)
to_chat(src, "<font color='red'>Only Admins may use this command.</font>")
return
var/client/target = input(src,"Choose somebody to grant access to the server's runtime logs (permissions expire at the end of each round):","Grant Permissions",null) as null|anything in clients
if(!istype(target,/client))
to_chat(src, "<font color='red'>Error: giveruntimelog(): Client not found.</font>")
return
target.verbs |= /client/proc/getruntimelog
to_chat(target, "<font color='red'>You have been granted access to runtime logs. Please use them responsibly or risk being banned.</font>")
return
//This proc allows download of runtime logs saved within the data/logs/ folder by dreamdeamon.
//It works similarly to show-server-log.
/client/proc/getruntimelog()
set name = ".getruntimelog"
set desc = "Retrieve any session logfiles saved by dreamdeamon."
set category = null
var/path = browse_files("data/logs/runtime/")
if(!path)
return
if(file_spam_check())
return
message_admins("[key_name_admin(src)] accessed file: [path]")
src << ftp(file(path))
to_chat(src, "Attempting to send file, this may take a fair few minutes if the file is very large.")
return
//This proc allows download of past server logs saved within the data/logs/ folder.
//It works similarly to show-server-log.
/client/proc/getserverlog()
set name = ".getserverlog"
set desc = "Fetch logfiles from data/logs"
set category = null
/client/proc/getserverlogs()
set name = "Get Server Logs"
set desc = "View/retrieve logfiles."
set category = "Admin"
var/path = browse_files("data/logs/")
if(!path)
@@ -73,44 +28,14 @@
return
message_admins("[key_name_admin(src)] accessed file: [path]")
src << ftp(file(path))
to_chat(src, "Attempting to send file, this may take a fair few minutes if the file is very large.")
return
//Other log stuff put here for the sake of organisation
//Shows today's server log
/datum/admins/proc/view_txt_log()
set category = "Admin"
set name = "Show Server Log"
set desc = "Shows today's server log."
var/path = "data/logs/[time2text(world.realtime,"YYYY/MM-Month/DD-Day")].log"
if( fexists(path) )
src << ftp(file(path))
else
to_chat(src, "<font color='red'>Error: view_txt_log(): File not found/Invalid path([path]).</font>")
return
feedback_add_details("admin_verb","VTL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
//Shows today's attack log
/datum/admins/proc/view_atk_log()
set category = "Admin"
set name = "Show Server Attack Log"
set desc = "Shows today's server attack log."
var/path = "data/logs/[time2text(world.realtime,"YYYY/MM-Month/DD-Day")] Attack.log"
if( fexists(path) )
src << ftp(file(path))
else
to_chat(src, "<font color='red'>Error: view_atk_log(): File not found/Invalid path([path]).</font>")
return
usr << run(file(path))
feedback_add_details("admin_verb","SSAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
switch(alert("View (in game), Open (in your system's text editor), or Download?", path, "View", "Open", "Download"))
if ("View")
src << browse("<pre style='word-wrap: break-word;'>[html_encode(file2text(file(path)))]</pre>", list2params(list("window" = "viewfile.[path]")))
if ("Open")
src << run(file(path))
if ("Download")
src << ftp(file(path))
else
return
to_chat(src, "Attempting to send [path], this may take a fair few minutes if the file is very large.")
return
+1 -1
View File
@@ -70,7 +70,7 @@
H.dna.ready_dna(H)
H.mind_initialize()
H.mind.assigned_role = "MODE"
H.mind.assigned_role = "Event Character"
H.mind.special_role = "Event Character"
H.key = thisplayer.key
+12 -12
View File
@@ -91,7 +91,7 @@ var/global/sent_honksquad = 0
//Creates mind stuff.
new_honksquad.mind_initialize()
new_honksquad.mind.assigned_role = "MODE"
new_honksquad.mind.assigned_role = SPECIAL_ROLE_HONKSQUAD
new_honksquad.mind.special_role = SPECIAL_ROLE_HONKSQUAD
new_honksquad.add_language("Clownish")
ticker.mode.traitors |= new_honksquad.mind//Adds them to current traitor list. Which is really the extra antagonist list.
@@ -100,11 +100,11 @@ var/global/sent_honksquad = 0
/mob/living/carbon/human/proc/equip_honksquad(honk_leader_selected = 0)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
var/obj/item/radio/R = new /obj/item/radio/headset(src)
R.set_frequency(1442)
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/clown(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/backpack/clown(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box/survival(src), slot_in_backpack)
if(src.gender == FEMALE)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sexyclown(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/under/sexyclown(src), slot_w_uniform)
@@ -112,22 +112,22 @@ 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_wear_pda)
equip_to_slot_or_del(new /obj/item/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)
equip_to_slot_or_del(new /obj/item/weapon/stamp/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/food/snacks/grown/banana(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/bikehorn(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/stamp/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/toy/crayon/rainbow(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/spray/waterflower(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/spray/waterflower(src), slot_in_backpack)
if(prob(50))
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/gun/energy/clown(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/gun/throw/piecannon(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/gun/throw/piecannon(src), slot_in_backpack)
src.mutations.Add(CLUMSY)
var/obj/item/weapon/card/id/W = new(src)
var/obj/item/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom_old"
W.access = list(access_clown)//They get full station access.
@@ -109,7 +109,7 @@ var/global/sent_syndicate_infiltration_team = 0
new_syndicate_infiltrator.mind.store_memory("<B>Starting Equipment:</B> <BR>- Syndicate Headset ((.h for your radio))<BR>- Chameleon Jumpsuit ((right click to Change Color))<BR> - Agent ID card ((disguise as another job))<BR> - Uplink Implant ((top left of screen)) <BR> - Dust Implant ((destroys your body on death)) <BR> - Combat Gloves ((insulated, disguised as black gloves)) <BR> - Anything bought with your uplink implant")
var/datum/atom_hud/antag/opshud = huds[ANTAG_HUD_OPS]
opshud.join_hud(new_syndicate_infiltrator.mind.current)
ticker.mode.set_antag_hud(new_syndicate_infiltrator.mind.current, "hudoperative")
set_antag_hud(new_syndicate_infiltrator.mind.current, "hudoperative")
new_syndicate_infiltrator.regenerate_icons()
num_spawned++
if(!teamsize)
@@ -127,7 +127,7 @@ var/global/sent_syndicate_infiltration_team = 0
syndimgmtmob.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate, slot_wear_mask)
var/datum/atom_hud/antag/opshud = huds[ANTAG_HUD_OPS]
opshud.join_hud(syndimgmtmob.mind.current)
ticker.mode.set_antag_hud(syndimgmtmob.mind.current, "hudoperative")
set_antag_hud(syndimgmtmob.mind.current, "hudoperative")
syndimgmtmob.mind.special_role = "Syndicate Management Consultant"
syndimgmtmob.regenerate_icons()
to_chat(syndimgmtmob, "<span class='userdanger'>You have spawned as Syndicate Management. You should brief them on their mission before they go.</span>")
@@ -149,7 +149,7 @@ var/global/sent_syndicate_infiltration_team = 0
//Creates mind stuff.
new_syndicate_infiltrator.mind_initialize()
new_syndicate_infiltrator.mind.assigned_role = "MODE"
new_syndicate_infiltrator.mind.assigned_role = "Syndicate Infiltrator"
new_syndicate_infiltrator.mind.special_role = "Syndicate Infiltrator"
ticker.mode.traitors |= new_syndicate_infiltrator.mind //Adds them to extra antag list
new_syndicate_infiltrator.equip_syndicate_infiltrator(syndicate_leader_selected, uplink_tc, is_mgmt)
@@ -159,12 +159,12 @@ var/global/sent_syndicate_infiltration_team = 0
/mob/living/carbon/human/proc/equip_syndicate_infiltrator(syndicate_leader_selected = 0, num_tc, flag_mgmt)
// Storage items
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/backpack(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box/survival(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/clothing/under/chameleon(src), slot_w_uniform)
if(!flag_mgmt)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/multitool(src), slot_belt)
equip_to_slot_or_del(new /obj/item/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full/multitool(src), slot_belt)
var/obj/item/clothing/gloves/combat/G = new /obj/item/clothing/gloves/combat(src)
G.name = "black gloves"
@@ -172,26 +172,26 @@ var/global/sent_syndicate_infiltration_team = 0
// Implants:
// Uplink
var/obj/item/weapon/implant/uplink/U = new /obj/item/weapon/implant/uplink(src)
var/obj/item/implant/uplink/U = new /obj/item/implant/uplink(src)
U.implant(src)
if (flag_mgmt)
U.hidden_uplink.uses = 500
else
U.hidden_uplink.uses = num_tc
// Dust
var/obj/item/weapon/implant/dust/D = new /obj/item/weapon/implant/dust(src)
var/obj/item/implant/dust/D = new /obj/item/implant/dust(src)
D.implant(src)
// Radio & PDA
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/syndteam(src)
var/obj/item/radio/R = new /obj/item/radio/headset/syndicate/syndteam(src)
R.set_frequency(SYNDTEAM_FREQ)
equip_to_slot_or_del(R, slot_l_ear)
equip_or_collect(new /obj/item/device/pda(src), slot_in_backpack)
equip_or_collect(new /obj/item/pda(src), slot_in_backpack)
// Other gear
equip_to_slot_or_del(new /obj/item/clothing/shoes/syndigaloshes(src), slot_shoes)
var/obj/item/weapon/card/id/syndicate/W = new(src)
var/obj/item/card/id/syndicate/W = new(src)
if (flag_mgmt)
W.icon_state = "commander"
else
+2 -2
View File
@@ -92,7 +92,7 @@ var/intercom_range_display_status = 0
if(!(locate(/obj/structure/grille,T)))
var/window_check = 0
for(var/obj/structure/window/W in T)
if(W.dir == turn(C1.dir,180) || W.is_fulltile() )
if(W.dir == turn(C1.dir,180) || W.fulltile)
window_check = 1
break
if(!window_check)
@@ -118,7 +118,7 @@ var/intercom_range_display_status = 0
qdel(M)
if(intercom_range_display_status)
for(var/obj/item/device/radio/intercom/I in world)
for(var/obj/item/radio/intercom/I in world)
for(var/turf/T in orange(7,I))
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if(!(F in view(7,I.loc)))
+1 -1
View File
@@ -201,7 +201,7 @@
if(rejected)
to_chat(src, "[rejected] out of [count] objects rejected your edit")
log_to_dd("### MassVarEdit by [src]: [O.type] (A/R [accepted]/[rejected]) [variable]=[html_encode("[O.vars[variable]]")]([list2params(value)])")
log_world("### MassVarEdit by [src]: [O.type] (A/R [accepted]/[rejected]) [variable]=[html_encode("[O.vars[variable]]")]([list2params(value)])")
log_admin("[key_name(src)] mass modified [original_name]'s [variable] to [O.vars[variable]] ([accepted] objects modified)")
message_admins("[key_name_admin(src)] mass modified [original_name]'s [variable] to [O.vars[variable]] ([accepted] objects modified)")
+7 -7
View File
@@ -353,7 +353,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(objectvar, L))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### ListVarEdit by [src]: [(O ? O.type : "/list")] [objectvar]: ADDED=[var_value]")
log_world("### ListVarEdit by [src]: [(O ? O.type : "/list")] [objectvar]: ADDED=[var_value]")
log_admin("[key_name(src)] modified [original_name]'s [objectvar]: ADDED=[var_value]")
message_admins("[key_name_admin(src)] modified [original_name]'s [objectvar]: ADDED=[var_value]")
@@ -396,7 +396,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(objectvar, L))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### ListVarEdit by [src]: [O.type] [objectvar]: CLEAR NULLS")
log_world("### ListVarEdit by [src]: [O.type] [objectvar]: CLEAR NULLS")
log_admin("[key_name(src)] modified [original_name]'s [objectvar]: CLEAR NULLS")
message_admins("[key_name_admin(src)] modified [original_name]'s list [objectvar]: CLEAR NULLS")
return
@@ -406,7 +406,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(objectvar, L))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### ListVarEdit by [src]: [O.type] [objectvar]: CLEAR DUPES")
log_world("### ListVarEdit by [src]: [O.type] [objectvar]: CLEAR DUPES")
log_admin("[key_name(src)] modified [original_name]'s [objectvar]: CLEAR DUPES")
message_admins("[key_name_admin(src)] modified [original_name]'s list [objectvar]: CLEAR DUPES")
return
@@ -416,7 +416,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(objectvar, L))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### ListVarEdit by [src]: [O.type] [objectvar]: SHUFFLE")
log_world("### ListVarEdit by [src]: [O.type] [objectvar]: SHUFFLE")
log_admin("[key_name(src)] modified [original_name]'s [objectvar]: SHUFFLE")
message_admins("[key_name_admin(src)] modified [original_name]'s list [objectvar]: SHUFFLE")
return
@@ -493,7 +493,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(objectvar, L))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### ListVarEdit by [src]: [O.type] [objectvar]: REMOVED=[html_encode("[original_var]")]")
log_world("### ListVarEdit by [src]: [O.type] [objectvar]: REMOVED=[html_encode("[original_var]")]")
log_admin("[key_name(src)] modified [original_name]'s [objectvar]: REMOVED=[original_var]")
message_admins("[key_name_admin(src)] modified [original_name]'s [objectvar]: REMOVED=[original_var]")
return
@@ -512,7 +512,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(objectvar, L))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### ListVarEdit by [src]: [(O ? O.type : "/list")] [objectvar]: [original_var]=[new_var]")
log_world("### ListVarEdit by [src]: [(O ? O.type : "/list")] [objectvar]: [original_var]=[new_var]")
log_admin("[key_name(src)] modified [original_name]'s [objectvar]: [original_var]=[new_var]")
message_admins("[key_name_admin(src)] modified [original_name]'s varlist [objectvar]: [original_var]=[new_var]")
@@ -623,7 +623,7 @@ var/list/VVpixelmovement = list("step_x", "step_y", "step_size", "bound_height",
if(!O.vv_edit_var(variable, var_new))
to_chat(src, "Your edit was rejected by the object.")
return
log_to_dd("### VarEdit by [src]: [O.type] [variable]=[html_encode("[var_new]")]")
log_world("### VarEdit by [src]: [O.type] [variable]=[html_encode("[var_new]")]")
log_admin("[key_name(src)] modified [original_name]'s [variable] to [var_new]")
var/msg = "[key_name_admin(src)] modified [original_name]'s [variable] to [var_new]"
message_admins(msg)
+3 -3
View File
@@ -240,7 +240,7 @@ client/proc/one_click_antag()
var/nuke_code = "[rand(10000, 99999)]"
if(nuke_spawn)
var/obj/item/weapon/paper/P = new
var/obj/item/paper/P = new
P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code and instructions"
P.loc = nuke_spawn.loc
@@ -411,7 +411,7 @@ client/proc/one_click_antag()
//Creates mind stuff.
new_syndicate_commando.mind_initialize()
new_syndicate_commando.mind.assigned_role = "MODE"
new_syndicate_commando.mind.assigned_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
new_syndicate_commando.mind.special_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
//Adds them to current traitor list. Which is really the extra antagonist list.
@@ -516,7 +516,7 @@ client/proc/one_click_antag()
limb.status &= ~ORGAN_ROBOT
//Now apply cortical stack.
var/obj/item/weapon/implant/cortical/I = new(new_vox)
var/obj/item/implant/cortical/I = new(new_vox)
I.implant(new_vox)
cortical_stacks += I
+7 -7
View File
@@ -28,20 +28,20 @@
obj_count++
for(var/obj/item/I in H)
if(istype(I, /obj/item/weapon/implant))
if(istype(I, /obj/item/implant))
continue
if(istype(I, /obj/item/organ))
continue
qdel(I)
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/weapon/claymore/highlander(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/claymore/highlander(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/pinpointer(H.loc), slot_l_store)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
@@ -84,10 +84,10 @@
var/obj/item/slot_item_hand = H.get_item_by_slot(slot_r_hand)
H.unEquip(slot_item_hand)
var /obj/item/weapon/multisword/pure_evil/multi = new(H)
var /obj/item/multisword/pure_evil/multi = new(H)
H.equip_to_slot_or_del(multi, slot_r_hand)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
+7 -7
View File
@@ -16,7 +16,7 @@
A.copy_to(H)
for(var/obj/item/I in H)
if(istype(I, /obj/item/weapon/implant))
if(istype(I, /obj/item/implant))
continue
if(istype (I, /obj/item/organ))
continue
@@ -24,15 +24,15 @@
to_chat(H, "<B>You are part of the [station_name()] dodgeball tournament. Throw dodgeballs at crewmembers wearing a different color than you. OOC: Use THROW on an EMPTY-HAND to catch thrown dodgeballs.</B>")
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/weapon/beach_ball/dodgeball(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/radio/headset/heads/captain(H), slot_l_ear)
H.equip_to_slot_or_del(new /obj/item/beach_ball/dodgeball(H), slot_r_hand)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
if(!team_toggle)
team_alpha += H
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/red/dodgeball(H), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
@@ -45,7 +45,7 @@
team_bravo += H
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/blue/dodgeball(H), slot_w_uniform)
var/obj/item/weapon/card/id/W = new(H)
var/obj/item/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
@@ -62,14 +62,14 @@
log_admin("[key_name(usr)] used dodgeball.")
nologevent = 1
/obj/item/weapon/beach_ball/dodgeball
/obj/item/beach_ball/dodgeball
name = "dodgeball"
icon = 'icons/obj/basketball.dmi'
icon_state = "dodgeball"
item_state = "basketball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/weapon/beach_ball/dodgeball/throw_impact(atom/hit_atom)
/obj/item/beach_ball/dodgeball/throw_impact(atom/hit_atom)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/human/H = hit_atom
+1 -1
View File
@@ -93,7 +93,7 @@ var/list/sounds_cache = list()
ignore_power = 1
for(var/O in global_intercoms)
var/obj/item/device/radio/intercom/I = O
var/obj/item/radio/intercom/I = O
if(!is_station_level(I.z) && !ignore_z)
continue
if(!I.on && !ignore_power)
+1 -1
View File
@@ -26,7 +26,7 @@
cross = image('icons/obj/storage.dmi',"tome")
font_color = "red"
prayer_type = "CULTIST PRAYER"
deity = ticker.mode.cultdat.entity_name
deity = ticker.cultdat.entity_name
msg = "<span class='notice'>[bicon(cross)]<b><font color=[font_color]>[prayer_type][deity ? " (to [deity])" : ""]:</font>[key_name(src, 1)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[src]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?_src_=vars;Vars=[UID()]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[src]'>SM</A>) ([admin_jump_link(src)]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;adminspawncookie=\ref[src]'>SC</a>) (<A HREF='?_src_=holder;Bless=[UID()]'>BLESS</A>) (<A HREF='?_src_=holder;Smite=[UID()]'>SMITE</A>):</b> [msg]</span>"
+1 -1
View File
@@ -429,7 +429,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
//Announces the character on all the systems, based on the record.
if(!issilicon(new_character))//If they are not a cyborg/AI.
if(!record_found&&new_character.mind.assigned_role!="MODE")//If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
if(!record_found && new_character.mind.assigned_role != new_character.mind.special_role)//If there are no records for them. If they have a record, this info is already in there. Offstation special characters announced anyway.
//Power to the user!
if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,"No","Yes")=="Yes")
data_core.manifest_inject(new_character)
+90 -68
View File
@@ -5,14 +5,16 @@ var/global/sent_strike_team = 0
/client/proc/strike_team()
if(!ticker)
to_chat(usr, "<font color='red'>The game hasn't started yet!</font>")
to_chat(usr, "<span class='userdanger'>The game hasn't started yet!</span>")
return
if(sent_strike_team == 1)
to_chat(usr, "<font color='red'>CentComm is already sending a team.</font>")
to_chat(usr, "<span class='userdanger'>CentComm is already sending a team.</span>")
return
if(alert("Do you want to send in the CentComm death squad? Once enabled, this is irreversible.",,"Yes","No")!="Yes")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. The first one selected/spawned will be the team leader.")
message_admins("<span class='notice'>[key_name_admin(usr)] has started to spawn a CentComm DeathSquad.</span>", 1)
var/input = null
while(!input)
@@ -25,13 +27,7 @@ var/global/sent_strike_team = 0
to_chat(usr, "Looks like someone beat you to it.")
return
sent_strike_team = 1
shuttle_master.cancelEvac()
var/commando_number = commandos_possible //for selecting a leader
var/leader_selected = 0 //when the leader is chosen. The last person spawned.
//Code for spawning a nuke auth code.
// Find the nuclear auth code
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in world)
@@ -40,50 +36,77 @@ var/global/sent_strike_team = 0
nuke_code = N.r_code
break
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world.
var/list/commandos = list() //actual commando ghosts as picked by the user.
for(var/mob/dead/observer/G in player_list)
if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list.
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected.
var/candidate = 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 //It will auto-pick a person when there is only one candidate.
candidates -= candidate //Subtract from candidates.
commandos += candidate//Add their ghost to commandos.
// Find ghosts willing to be DS
var/list/commando_ckeys = pollCandidatesByKeyWithVeto(src, usr, commandos_possible, "Join the DeathSquad?",, 21, 600, 1, role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE)
if(!commando_ckeys.len)
to_chat(usr, "<span class='userdanger'>Nobody volunteered to join the DeathSquad.</span>")
return
//Spawns commandos and equips them.
sent_strike_team = 1
// Spawns commandos and equips them.
var/commando_number = commandos_possible //for selecting a leader
var/is_leader = TRUE // set to FALSE after leader is spawned
for(var/obj/effect/landmark/L in landmarks_list)
if(commando_number<=0) break
if(L.name == "Commando")
leader_selected = commando_number == 1?1:0
var/mob/living/carbon/human/new_commando = create_death_commando(L, leader_selected)
spawn(0)
var/use_ds_borg = FALSE
var/ghost_key // Ghost ckey that we intend to put into the commando. Can remain undefined if we don't have one.
if(commando_ckeys.len)
ghost_key = pick(commando_ckeys)
commando_ckeys -= ghost_key
if(!is_leader)
var/new_gender = alert(src, "Select Deathsquad Type.", "DS Character Generation", "Organic", "Cyborg")
if(new_gender == "Cyborg")
use_ds_borg = TRUE
if(commandos.len)
new_commando.key = pick(commandos)
commandos -= new_commando.key
new_commando.internal = new_commando.s_store
new_commando.update_action_buttons_icon()
//So they don't forget their code or mission.
if(nuke_code)
new_commando.mind.store_memory("<B>Nuke Code:</B> <span class='warning'>[nuke_code].</span>")
new_commando.mind.store_memory("<B>Mission:</B> <span class='warning'>[input].</span>")
to_chat(new_commando, "<span class='notice'>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></span>")
if(use_ds_borg)
var/mob/living/silicon/robot/deathsquad/R = new()
R.forceMove(get_turf(L))
var/rnum = rand(1,1000)
var/borgname = "Epsilon [rnum]"
R.name = borgname
R.custom_name = borgname
R.real_name = R.name
R.mind = new
R.mind.current = R
R.mind.original = R
R.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
R.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
if(!(R.mind in ticker.minds))
ticker.minds += R.mind
ticker.mode.traitors += R.mind
if(ghost_key)
R.key = ghost_key
if(nuke_code)
R.mind.store_memory("<B>Nuke Code:</B> <span class='warning'>[nuke_code].</span>")
R.mind.store_memory("<B>Mission:</B> <span class='warning'>[input].</span>")
to_chat(R, "<span class='userdanger'>You are a Special Operations cyborg, in the service of Central Command. \nYour current mission is: <span class='danger'>[input]</span></span>")
else
var/mob/living/carbon/human/new_commando = create_death_commando(L, is_leader)
if(ghost_key)
new_commando.key = ghost_key
new_commando.internal = new_commando.s_store
new_commando.update_action_buttons_icon()
if(nuke_code)
new_commando.mind.store_memory("<B>Nuke Code:</B> <span class='warning'>[nuke_code].</span>")
new_commando.mind.store_memory("<B>Mission:</B> <span class='warning'>[input].</span>")
to_chat(new_commando, "<span class='userdanger'>You are a Special Ops [is_leader ? "<B>TEAM LEADER</B>" : "commando"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: <span class='danger'>[input]</span></span>")
is_leader = FALSE
commando_number--
//Spawns the rest of the commando gear.
//Spawns the rest of the commando gear.
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
var/obj/item/weapon/paper/P = new(L.loc)
//new /obj/item/gun/energy/pulse_rifle(L.loc)
var/obj/item/paper/P = new(L.loc)
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
P.name = "Spec. Ops Manual"
P.icon = "pamphlet-ds"
var/obj/item/weapon/stamp/centcom/stamp = new
var/obj/item/stamp/centcom/stamp = new
P.stamp(stamp)
qdel(stamp)
@@ -92,18 +115,18 @@ var/global/sent_strike_team = 0
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
qdel(L)
message_admins("<span class='notice'>[key_name_admin(usr)] has spawned a CentComm strike squad.</span>", 1)
message_admins("<span class='notice'>[key_name_admin(usr)] has spawned a CentComm DeathSquad.</span>", 1)
log_admin("[key_name(usr)] used Spawn Death Squad.")
return 1
/client/proc/create_death_commando(obj/spawn_location, leader_selected = 0)
/client/proc/create_death_commando(obj/spawn_location, is_leader = FALSE)
var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/commando_name = pick(last_names)
var/datum/preferences/A = new()//Randomize appearance for the commando.
if(leader_selected)
if(is_leader)
A.age = rand(35,45)
A.real_name = "[commando_leader_rank] [commando_name]"
else
@@ -114,21 +137,21 @@ var/global/sent_strike_team = 0
//Creates mind stuff.
new_commando.mind_initialize()
new_commando.mind.assigned_role = "MODE"
new_commando.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
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)
new_commando.equip_death_commando(is_leader)
return new_commando
/mob/living/carbon/human/proc/equip_death_commando(leader_selected = 0)
/mob/living/carbon/human/proc/equip_death_commando(is_leader = FALSE)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/alt(src)
var/obj/item/radio/R = new /obj/item/radio/headset/alt(src)
R.set_frequency(DTH_FREQ)
equip_to_slot_or_del(R, slot_l_ear)
if(leader_selected == 0)
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else
if(is_leader)
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
else
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves)
@@ -136,31 +159,30 @@ var/global/sent_strike_team = 0
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_box/a357(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if(!leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/pinpointer(src), slot_in_backpack)
if(is_leader)
equip_to_slot_or_del(new /obj/item/disk/nuclear(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
var/obj/item/weapon/implant/mindshield/L = new/obj/item/weapon/implant/mindshield(src)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/revolver/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/gun/energy/pulse(src), slot_r_hand)
var/obj/item/implant/mindshield/L = new/obj/item/implant/mindshield(src)
L.implant(src)
var/obj/item/weapon/card/id/W = new(src)
var/obj/item/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "deathsquad"
W.assignment = "Death Commando"
@@ -17,7 +17,9 @@ var/global/sent_syndicate_strike_team = 0
return
if(alert("Do you want to send in the Syndicate Strike Team? Once enabled, this is irreversible.",,"Yes","No")=="No")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned syndicates have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned syndicates have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. The first one selected/spawned will be the team leader.")
message_admins("<span class='notice'>[key_name_admin(usr)] has started to spawn a Syndicate Strike Team.</span>", 1)
var/input = null
while(!input)
@@ -30,15 +32,10 @@ var/global/sent_syndicate_strike_team = 0
to_chat(src, "Looks like someone beat you to it.")
return
sent_syndicate_strike_team = 1
//if(emergency_shuttle.can_recall())
// emergency_shuttle.recall() //why, exactly? Admins can do this themselves.
var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
var/is_leader = TRUE // set to FALSE after leader is spawned
//Code for spawning a nuke auth code.
// Find the nuclear auth code
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in world)
@@ -47,29 +44,23 @@ var/global/sent_syndicate_strike_team = 0
nuke_code = N.r_code
break
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world.
var/list/commandos = list() //actual commando ghosts as picked by the user.
for(var/mob/dead/observer/G in player_list)
if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list.
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected.
var/candidate = 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 //It will auto-pick a person when there is only one candidate.
candidates -= candidate //Subtract from candidates.
commandos += candidate//Add their ghost to commandos.
// Find ghosts willing to be SST
var/list/commando_ckeys = pollCandidatesByKeyWithVeto(src, usr, syndicate_commandos_possible, "Join the Syndicate Strike Team?",, 21, 600, 1, role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE)
if(!commando_ckeys.len)
to_chat(usr, "<span class='userdanger'>Nobody volunteered to join the SST.</span>")
return
//Spawns commandos and equips them.
sent_syndicate_strike_team = 1
//Spawns commandos and equips them.
for(var/obj/effect/landmark/L in landmarks_list)
if(syndicate_commando_number<=0) break
if(L.name == "Syndicate-Commando")
syndicate_leader_selected = syndicate_commando_number == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, is_leader)
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
if(commandos.len)
new_syndicate_commando.key = pick(commandos)
commandos -= new_syndicate_commando.key
if(commando_ckeys.len)
new_syndicate_commando.key = pick(commando_ckeys)
commando_ckeys -= new_syndicate_commando.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.update_action_buttons_icon()
@@ -78,8 +69,9 @@ var/global/sent_syndicate_strike_team = 0
new_syndicate_commando.mind.store_memory("<B>Nuke Code:</B> <span class='warning'>[nuke_code]</span>.")
new_syndicate_commando.mind.store_memory("<B>Mission:</B> <span class='warning'>[input]</span>.")
to_chat(new_syndicate_commando, "<span class='notice'>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></span>")
to_chat(new_syndicate_commando, "<span class='notice'>You are an Elite Syndicate [is_leader ? "<B>TEAM LEADER</B>" : "commando"] in the service of the Syndicate. \nYour current mission is: <span class='userdanger'>[input]</span></span>")
new_syndicate_commando.faction += "syndicate"
is_leader = FALSE
syndicate_commando_number--
for(var/obj/effect/landmark/L in landmarks_list)
@@ -91,14 +83,14 @@ var/global/sent_syndicate_strike_team = 0
log_admin("[key_name(usr)] used Spawn Syndicate Squad.")
feedback_add_details("admin_verb","SDTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
/client/proc/create_syndicate_death_commando(obj/spawn_location, is_leader = FALSE)
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/syndicate_commando_name = pick(last_names)
var/datum/preferences/A = new()//Randomize appearance for the commando.
if(syndicate_leader_selected)
if(is_leader)
A.age = rand(35,45)
A.real_name = "[syndicate_commando_leader_rank] [syndicate_commando_name]"
else
@@ -109,54 +101,53 @@ 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.assigned_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
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)
new_syndicate_commando.equip_syndicate_commando(is_leader)
qdel(spawn_location)
return new_syndicate_commando
/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0)
/mob/living/carbon/human/proc/equip_syndicate_commando(is_leader = FALSE)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt/syndteam(src)
var/obj/item/radio/R = new /obj/item/radio/headset/syndicate/alt/syndteam(src)
R.set_frequency(SYNDTEAM_FREQ)
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/syndie/advance(src), slot_shoes)
if(!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/strike(src), slot_wear_suit)
else
if(is_leader)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red/strike(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves)
if(!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/strike(src), slot_head)
else
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/strike(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves)
if(is_leader)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red/strike(src), slot_head)
else
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/strike(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/mm556x45)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/m45(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if(!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/flashlight(src), slot_in_backpack)
if(is_leader)
equip_to_slot_or_del(new /obj/item/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/disk/nuclear(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/card/emag(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/pistol/m1911(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol/m1911(src), slot_belt)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/l6_saw(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/l6_saw(src), slot_r_hand)
var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI
var/obj/item/card/id/syndicate/W = new(src) //Untrackable by AI
W.name = "[real_name]'s ID Card"
W.icon_state = "syndie"
W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
+17 -17
View File
@@ -2,7 +2,7 @@ var/global/vox_tick = 1
/mob/living/carbon/human/proc/equip_vox_raider()
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
var/obj/item/radio/R = new /obj/item/radio/headset/syndicate(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_l_ear)
@@ -14,45 +14,45 @@ var/global/vox_tick = 1
if(1) // Vox raider!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(src), slot_belt)
equip_to_slot_or_del(new /obj/item/melee/classic_baton/telescopic(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/device/chameleon(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/chameleon(src), slot_l_store)
var/obj/item/weapon/gun/projectile/automatic/spikethrower/W = new(src)
var/obj/item/gun/projectile/automatic/spikethrower/W = new(src)
equip_to_slot_or_del(W, slot_r_hand)
if(2) // Vox engineer!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/pressure(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/pressure(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/storage/box/emps(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
equip_to_slot_or_del(new /obj/item/storage/box/emps(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/multitool(src), slot_l_hand)
if(3) // Vox saboteur!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/stealth(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/stealth(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(src), slot_belt)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/raider(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
equip_to_slot_or_del(new /obj/item/card/emag(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/gun/dartgun/vox/raider(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/multitool(src), slot_l_hand)
if(4) // Vox medic!
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/medic(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/medic(src), slot_head)
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
equip_to_slot_or_del(new /obj/item/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/weapon/circular_saw(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/medical, slot_r_hand)
equip_to_slot_or_del(new /obj/item/circular_saw(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/gun/dartgun/vox/medical, slot_r_hand)
equip_to_slot_or_del(new /obj/item/clothing/mask/breath/vox(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_back)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/nitrogen(src), slot_back)
equip_to_slot_or_del(new /obj/item/flashlight(src), slot_r_store)
var/obj/item/weapon/card/id/syndicate/vox/W = new(src)
var/obj/item/card/id/syndicate/vox/W = new(src)
W.name = "[real_name]'s Legitimate Human ID Card"
W.assignment = "Trader"
W.registered_name = real_name