Add back in /fail/station's DNA dickery panel, fix missing block shifting.

Conflicts:
	code/modules/admin/verbs/debug.dm
This commit is contained in:
Rob Nelson
2013-11-30 15:20:32 -08:00
committed by ZomgPonies
parent 688ed60a44
commit dae08eb061
4 changed files with 96 additions and 8 deletions
+63 -4
View File
@@ -533,6 +533,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
//log_admin("[key_name(src)] has alienized [M.key].")
var/list/dresspacks = list(
"strip",
"Engineer RIG",
"CE RIG",
"Mining RIG",
"Syndi RIG",
"Wizard RIG",
"Medical RIG",
"Atmos RIG",
"standard space gear",
"tournament standard red",
"tournament standard green",
@@ -556,14 +563,18 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"nanotrasen officer",
"nanotrasen captain"
)
var/dostrip = input("Do you want to strip [M] before equipping them? (0=no, 1=yes)", "STRIPTEASE") as null|anything in list(0,1)
if(isnull(dostrip))
return
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode))
return
feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for (var/obj/item/I in M)
if (istype(I, /obj/item/weapon/implant))
continue
del(I)
if(dostrip)
for (var/obj/item/I in M)
if (istype(I, /obj/item/weapon/implant))
continue
del(I)
switch(dresscode)
if ("strip")
//do nothing
@@ -578,6 +589,34 @@ 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))
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)
else if(dresscode=="CE RIG")
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/elite(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/elite(M), slot_head)
else if(dresscode=="Mining RIG")
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/mining(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/mining(M), slot_head)
else if(dresscode=="Syndi RIG")
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi(M), slot_head)
else if(dresscode=="Wizard RIG")
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/wizard(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/wizard(M), slot_head)
else if(dresscode=="Medical RIG")
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/medical(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/medical(M), slot_head)
else if(dresscode=="Atmos RIG")
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/atmos(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/atmos(M), slot_head)
var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M)
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)
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 (dresscode=="tournament standard red")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
@@ -988,3 +1027,23 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
usr << list2text(clients,",")
if("Respawnable Mobs")
usr << list2text(respawnable_list,",")
/client/proc/cmd_admin_toggle_block(var/mob/M in mob_list,var/block)
set category = "Fun"
set name = "Toggle a DNA Block"
if(!ticker)
alert("Wait until the game starts")
return
if(istype(M, /mob/living/carbon))
M.dna.SetSEState(!M.dna.GetSEState(block))
domutcheck(M,null)
M.update_mutations()
var/state="[M.dna.GetSEState(block)?"on":"off"]"
var/blockname=assigned_blocks[block]
message_admins("[key_name_admin(src)] has toggled [M.key]'s [blockname] block [state]!")
log_admin("[key_name(src)] has toggled [M.key]'s [blockname] block [state]!")
else
alert("Invalid mob")