Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/datums/organs/organ_internal.dm
	code/datums/vote.dm
	code/defines/atom.dm
	code/defines/procs/gamehelpers.dm
	code/defines/turf.dm
	code/game/algorithm.dm
	code/game/cellautomata.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/jobs/job/captain.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/structures/electricchair.dm
	code/game/turfs/turf.dm
	code/game/vote.dm
	code/hub.dm
	code/modules/admin/admin_verbs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/client/client defines.dm
	code/modules/food/food.dm
	code/modules/food/meat.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/hud.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/login.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/new_player/login.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/photocopier.dm
	code/setup.dm
	icons/effects/genetics.dmi
	interface/interface.dm
	interface/skin.dmf
	maps/RandomZLevels/fileList.txt

various misc mergefixes and todos

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-09-22 21:29:04 +10:00
251 changed files with 16290 additions and 13118 deletions
+125 -141
View File
@@ -1,5 +1,6 @@
var/global/BSACooldown = 0
var/global/floorIsLava = 0
////////////////////////////////
@@ -39,6 +40,48 @@ var/global/BSACooldown = 0
log_admin("[key_name(usr)] tried to use the admin panel without authorization.")
return
if(href_list["makeAntag"])
switch(href_list["makeAntag"])
if("1")
log_admin("[key_name(usr)] has spawned a traitor.")
if(!src.makeTratiors())
usr << "\red Unfortunatly there were no candidates available"
if("2")
log_admin("[key_name(usr)] has spawned a changeling.")
if(!src.makeChanglings())
usr << "\red Unfortunatly there were no candidates available"
if("3")
log_admin("[key_name(usr)] has spawned revolutionaries.")
if(!src.makeRevs())
usr << "\red Unfortunatly there were no candidates available"
if("4")
log_admin("[key_name(usr)] has spawned a cultists.")
if(!src.makeCult())
usr << "\red Unfortunatly there were no candidates available"
if("5")
log_admin("[key_name(usr)] has spawned a malf AI.")
if(!src.makeMalfAImode())
usr << "\red Unfortunatly there were no candidates available"
if("6")
log_admin("[key_name(usr)] has spawned a wizard.")
if(!src.makeWizard())
usr << "\red Unfortunatly there were no candidates available"
if("7")
log_admin("[key_name(usr)] has spawned a nuke team.")
if(!src.makeNukeTeam())
usr << "\red Unfortunatly there were no candidates available"
if("8")
log_admin("[key_name(usr)] has spawned a ninja.")
src.makeSpaceNinja()
if("9")
log_admin("[key_name(usr)] has spawned aliens.")
src.makeAliens()
if("10")
log_admin("[key_name(usr)] has spawned a death squad.")
if(!src.makeDeathsquad())
usr << "\red Unfortunatly there were no candidates available"
return
if(href_list["call_shuttle"])
if (src.rank in list("Trial Admin", "Badmin", "Game Admin", "Game Master"))
if( ticker.mode.name == "blob" )
@@ -1178,18 +1221,36 @@ var/global/BSACooldown = 0
if (href_list["adminplayerobservejump"])
var/mob/M = locate(href_list["adminplayerobservejump"])
if(src && src.owner)
var/client/C
if(istype(src.owner,/client))
var/client/cl = src.owner
cl.admin_observe()
sleep(2)
cl.jumptomob(M)
C = src.owner
else if(ismob(src.owner))
var/mob/MO = src.owner
if(MO.client)
var/client/cl = MO.client
cl.admin_observe()
sleep(2)
cl.jumptomob(M)
C = MO.client
if(C)
if(state == 1)
C.admin_ghost()
sleep(2)
C.jumptomob(M)
if (href_list["adminplayerobservecoodjump"])
var/x = text2num(href_list["X"])
var/y = text2num(href_list["Y"])
var/z = text2num(href_list["Z"])
if(src && src.owner)
var/client/C
if(istype(src.owner,/client))
C = src.owner
else if(ismob(src.owner))
var/mob/MO = src.owner
C = MO.client
if(C)
if(state == 1)
C.admin_ghost()
sleep(2)
C.jumptocoord(x, y, z)
if (href_list["adminchecklaws"])
if(src && src.owner)
@@ -1453,14 +1514,6 @@ var/global/BSACooldown = 0
return create_mob(usr)
else
alert("You are not a high enough administrator! Sorry!!!!")
if (href_list["vmode"])
vmode()
if (href_list["votekill"])
votekill()
if (href_list["voteres"])
voteres()
if (href_list["prom_demot"])
if ((src.rank in list("Trial Admin", "Badmin", "Game Admin", "Game Master" )))
@@ -2062,7 +2115,60 @@ var/global/BSACooldown = 0
var/obj/machinery/status_display/A = M
A.friendc = 1
message_admins("[key_name_admin(usr)] turned all AIs into best friends.", 1)
if("floorlava")
if(floorIsLava)
usr << "The floor is lava already."
return
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","LF")
//Options
var/length = input(usr, "How long will the lava last? (in seconds)", "Length", 180) as num
length = min(abs(length), 1200)
var/damage = input(usr, "How deadly will the lava be?", "Damage", 2) as num
damage = min(abs(damage), 100)
var/sure = alert(usr, "Are you sure you want to do this?", "Confirmation", "YES!", "Nah")
if(sure == "Nah")
return
floorIsLava = 1
message_admins("[key_name_admin(usr)] made the floor LAVA! It'll last [length] seconds and it will deal [damage] damage to everyone.", 1)
for(var/turf/simulated/floor/F in world)
if(F.z == 1)
F.name = "lava"
F.desc = "The floor is LAVA!"
F.overlays += "lava"
F.lava = 1
spawn(0)
for(var/i = i, i < length, i++) // 180 = 3 minutes
if(damage)
for(var/mob/living/carbon/L in living_mob_list)
if(istype(L.loc, /turf/simulated/floor)) // Are they on LAVA?!
var/turf/simulated/floor/F = L.loc
var/safe = 0
for(var/obj/structure/O in F.contents)
if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
safe = 1
break
if(!safe)
L.adjustFireLoss(damage)
sleep(10)
for(var/turf/simulated/floor/F in world) // Reset everything.
if(F.z == 1)
F.name = initial(F.name)
F.desc = initial(F.desc)
F.overlays = null
F.lava = 0
F.update_icon()
floorIsLava = 0
return
if("virus")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","V")
@@ -2971,7 +3077,8 @@ var/global/BSACooldown = 0
<A href='?src=\ref[src];secretsfun=moveminingshuttle'>Move Mining Shuttle</A><BR>
<A href='?src=\ref[src];secretsfun=blackout'>Break all lights</A><BR>
<A href='?src=\ref[src];secretsfun=whiteout'>Fix all lights</A><BR>
<A href='?src=\ref[src];secretsfun=friendai'>Best Friend AI</A><BR>"}
<A href='?src=\ref[src];secretsfun=friendai'>Best Friend AI</A><BR>
<A href='?src=\ref[src];secretsfun=floorlava'>The floor is lava! (DANGEROUS)</A><BR>"}
//<A href='?src=\ref[src];secretsfun=shockwave'>Station Shockwave</A><BR>
if(lvl >= 6)
@@ -2998,135 +3105,12 @@ var/global/BSACooldown = 0
usr << browse(dat, "window=secrets")
return
/obj/admins/proc/Voting()
var/dat
var/lvl = 0
switch(src.rank)
if("Moderator")
lvl = 1
if("Temporary Admin")
lvl = 2
if("Admin Candidate")
lvl = 3
if("Trial Admin")
lvl = 4
if("Badmin")
lvl = 5
if("Game Admin")
lvl = 6
if("Game Master")
lvl = 7
dat += "<center><B>Voting</B></center><hr>\n"
if(lvl > 0)
// if(lvl >= 2 )
dat += {"
<A href='?src=\ref[src];votekill=1'>Abort Vote</A><br>
<A href='?src=\ref[src];vmode=1'>Start Vote</A><br>
<A href='?src=\ref[src];voteres=1'>Toggle Voting</A><br>
"}
// if(lvl >= 3 )
// if(lvl >= 5)
// if(lvl == 6 )
usr << browse(dat, "window=admin2;size=210x160")
return
/////////////////////////////////////////////////////////////////////////////////////////////////admins2.dm merge
//i.e. buttons/verbs
/obj/admins/proc/vmode()
set category = "Server"
set name = "Start Vote"
set desc="Starts vote"
if (!usr.client.holder)
return
var/confirm = alert("What vote would you like to start?", "Vote", "Restart", "Change Game Mode", "Cancel")
if(confirm == "Cancel")
return
if(confirm == "Restart")
vote.mode = 0
// hack to yield 0=restart, 1=changemode
if(confirm == "Change Game Mode")
vote.mode = 1
if(!ticker)
if(going)
world << "<B>The game start has been delayed.</B>"
going = 0
vote.voting = 1
// now voting
vote.votetime = world.timeofday + config.vote_period*10
// when the vote will end
spawn(config.vote_period*10)
vote.endvote()
world << "\red<B>*** A vote to [vote.mode?"change game mode":"restart"] has been initiated by Admin [usr.key].</B>"
world << "\red You have [vote.timetext(config.vote_period)] to vote."
log_admin("Voting to [vote.mode?"change mode":"restart round"] forced by admin [key_name(usr)]")
for(var/mob/CM in player_list)
if(config.vote_no_default || (config.vote_no_dead && CM.stat == 2))
CM.client.vote = "none"
else
CM.client.vote = "default"
for(var/mob/CM in player_list)
if(config.vote_no_default || (config.vote_no_dead && CM.stat == 2))
CM.client.vote = "none"
else
CM.client.vote = "default"
feedback_add_details("admin_verb","SV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/obj/admins/proc/votekill()
set category = "Server"
set name = "Abort Vote"
set desc="Aborts a vote"
if(vote.voting == 0)
alert("No votes in progress")
return
world << "\red <b>*** Voting aborted by [usr.client.stealth ? "Admin Candidate" : usr.key].</b>"
log_admin("Voting aborted by [key_name(usr)]")
vote.voting = 0
vote.nextvotetime = world.timeofday + 10*config.vote_delay
for(var/mob/M in player_list)
// clear vote window from all clients
M << browse(null, "window=vote")
M.client.showvote = 0
feedback_add_details("admin_verb","AV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/obj/admins/proc/voteres()
set category = "Server"
set name = "Toggle Voting"
set desc="Toggles Votes"
var/confirm = alert("What vote would you like to toggle?", "Vote", "Restart [config.allow_vote_restart ? "Off" : "On"]", "Change Game Mode [config.allow_vote_mode ? "Off" : "On"]", "Cancel")
if(confirm == "Cancel")
return
if(confirm == "Restart [config.allow_vote_restart ? "Off" : "On"]")
config.allow_vote_restart = !config.allow_vote_restart
world << "<b>Player restart voting toggled to [config.allow_vote_restart ? "On" : "Off"]</b>."
log_admin("Restart voting toggled to [config.allow_vote_restart ? "On" : "Off"] by [key_name(usr)].")
if(config.allow_vote_restart)
vote.nextvotetime = world.timeofday
if(confirm == "Change Game Mode [config.allow_vote_mode ? "Off" : "On"]")
config.allow_vote_mode = !config.allow_vote_mode
world << "<b>Player mode voting toggled to [config.allow_vote_mode ? "On" : "Off"]</b>."
log_admin("Mode voting toggled to [config.allow_vote_mode ? "On" : "Off"] by [key_name(usr)].")
if(config.allow_vote_mode)
vote.nextvotetime = world.timeofday
feedback_add_details("admin_verb","TV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/obj/admins/proc/restart()
set category = "Server"
set name = "Restart"
+38 -96
View File
@@ -22,7 +22,7 @@
holder = new /obj/admins(src)
holder.rank = rank
/* Unused
if(!holder.state)
var/state = alert("Which state do you want the admin to begin in?", "Admin-state", "Play", "Observe", "Neither")
if(state == "Play")
@@ -35,7 +35,7 @@
return
else
del(holder)
return
return */
switch (rank)
if ("Game Master")
@@ -106,27 +106,10 @@
verbs += /client/proc/cmd_admin_say
verbs += /client/proc/cmd_admin_gib_self
verbs += /client/proc/deadmin_self
else if (holder.level == -3) // Retired Admin
verbs += /client/proc/cmd_admin_say
verbs += /client/proc/cmd_mod_say
return
else return
//Moderator
if (holder.level >= 0)
if (holder.level == 0)
verbs -= /client/proc/cmd_admin_say
verbs -= /client/proc/investigate_show
verbs -= /client/proc/cmd_admin_gib_self
verbs += /client/proc/mod_panel
verbs += /client/proc/admin_play
verbs += /client/proc/admin_observe
verbs += /client/proc/cmd_mod_say
else return
//Temporary Admin
if (holder.level >= 1)
//--former tg mod commands, moved up a level
verbs += /obj/admins/proc/announce
verbs += /obj/admins/proc/startnow
verbs += /obj/admins/proc/toggleAI //Toggle the AI
@@ -134,9 +117,6 @@
verbs += /obj/admins/proc/toggleguests //Toggle guests entering
verbs += /obj/admins/proc/toggleooc //toggle ooc
verbs += /obj/admins/proc/toggleoocdead //toggle ooc for dead/unc
verbs += /obj/admins/proc/voteres //toggle votes
verbs += /obj/admins/proc/vmode
verbs += /obj/admins/proc/votekill
verbs += /obj/admins/proc/show_player_panel
verbs += /client/proc/deadchat //toggles deadchat
//verbs += /client/proc/cmd_admin_mute --was never used (according to stats trackind) - use show player panel --erro
@@ -145,13 +125,13 @@
verbs += /client/proc/cmd_admin_subtle_message
//verbs += /client/proc/warn - was never used
verbs += /client/proc/dsay
verbs += /client/proc/admin_ghost
verbs += /client/proc/game_panel
verbs += /client/proc/player_panel
verbs += /client/proc/player_panel_new
verbs += /client/proc/unban_panel
verbs += /client/proc/jobbans
verbs += /client/proc/unjobban_panel
verbs += /client/proc/voting
verbs += /client/proc/hide_verbs
verbs += /client/proc/general_report
verbs += /client/proc/air_report
@@ -159,8 +139,10 @@
verbs += /client/proc/check_ai_laws
//verbs += /client/proc/cmd_admin_prison --Merged with player panel
//verbs += /obj/admins/proc/unprison --Merged with player panel
//--end tg mod commands
else return
//Temporary Admin
if (holder.level >= 1)
verbs += /obj/admins/proc/delay //game start delay
verbs += /obj/admins/proc/immreboot //immediate reboot
verbs += /obj/admins/proc/restart //restart
@@ -168,7 +150,6 @@
verbs += /client/proc/cmd_admin_create_centcom_report
verbs += /client/proc/toggle_hear_deadcast
verbs += /client/proc/toggle_hear_radio
verbs += /client/proc/toggle_hear_atklog
verbs += /client/proc/deadmin_self
//verbs += /client/proc/cmd_admin_attack_log --Merged with view variables
else return
@@ -188,6 +169,7 @@
deadchat = 1
seeprayers = 1
verbs += /client/proc/invisimin
verbs += /obj/admins/proc/view_txt_log
verbs += /obj/admins/proc/view_atk_log
verbs += /obj/admins/proc/toggleaban //abandon mob
@@ -204,6 +186,7 @@
verbs += /client/proc/toggleadminhelpsound
verbs += /proc/possess
verbs += /proc/release
verbs += /client/proc/one_click_antag
else return
@@ -304,8 +287,6 @@
/client/proc/clear_admin_verbs()
deadchat = 0
verbs -= /obj/admins/proc/vmode
verbs -= /obj/admins/proc/votekill
verbs -= /obj/admins/proc/announce
verbs -= /obj/admins/proc/startnow
verbs -= /obj/admins/proc/toggleAI //Toggle the AI
@@ -313,7 +294,6 @@
verbs -= /obj/admins/proc/toggleguests //Toggle guests entering
verbs -= /obj/admins/proc/toggleooc //toggle ooc
verbs -= /obj/admins/proc/toggleoocdead //toggle ooc for dead/unc
verbs -= /obj/admins/proc/voteres //toggle votes
verbs -= /obj/admins/proc/delay //game start delay
verbs -= /obj/admins/proc/immreboot //immediate reboot
verbs -= /obj/admins/proc/restart //restart
@@ -390,14 +370,12 @@
verbs -= /client/proc/cmd_admin_subtle_message
//verbs -= /client/proc/warn
verbs -= /client/proc/dsay
verbs -= /client/proc/admin_play
verbs -= /client/proc/admin_observe
verbs -= /client/proc/admin_ghost
verbs -= /client/proc/game_panel
verbs -= /client/proc/player_panel
verbs -= /client/proc/unban_panel
verbs -= /client/proc/jobbans
verbs -= /client/proc/unjobban_panel
verbs -= /client/proc/voting
verbs -= /client/proc/hide_verbs
verbs -= /client/proc/general_report
verbs -= /client/proc/air_report
@@ -412,7 +390,6 @@
verbs -= /client/proc/toggle_clickproc //TODO ERRORAGE (Temporary proc while the enw clickproc is being tested)
verbs -= /client/proc/toggle_hear_deadcast
verbs -= /client/proc/toggle_hear_radio
verbs -= /client/proc/toggle_hear_atklog
verbs -= /client/proc/player_panel_new
verbs -= /client/proc/toggle_gravity_on
verbs -= /client/proc/toggle_gravity_off
@@ -446,50 +423,31 @@
verbs -= /client/proc/togglebuildmodeself
verbs -= /client/proc/kill_airgroup
verbs -= /client/proc/debug_controller
verbs -= /client/proc/startSinglo
verbs -= /client/proc/check_ai_laws
verbs -= /client/proc/cmd_debug_mob_lists
verbs -= /obj/admins/proc/access_news_network
verbs -= /client/proc/one_click_antag
verbs -= /client/proc/invisimin
return
/client/proc/admin_observe()
/client/proc/admin_ghost()
set category = "Admin"
set name = "Set Observe"
if(!holder)
alert("You are not an admin")
return
verbs -= /client/proc/admin_play
spawn( 1200 )
verbs += /client/proc/admin_play
var/rank = holder.rank
clear_admin_verbs()
holder.state = 2
update_admins(rank)
if(!istype(mob, /mob/dead/observer))
mob.ghostize(1)
src << "\blue You are now observing"
feedback_add_details("admin_verb","O") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_play()
set category = "Admin"
set name = "Set Play"
if(!holder)
alert("You are not an admin")
return
verbs -= /client/proc/admin_observe
spawn( 1200 )
verbs += /client/proc/admin_observe
var/rank = holder.rank
clear_admin_verbs()
holder.state = 1
update_admins(rank)
if(istype(mob, /mob/dead/observer))
set name = "Aghost"
if(!holder) return
if(istype(mob,/mob/dead/observer))
//re-enter
var/mob/dead/observer/ghost = mob
ghost.can_reenter_corpse = 1 //just in-case.
ghost.can_reenter_corpse = 1 //just in-case.
ghost.reenter_corpse()
deadchat = 0
src << "\blue You are now playing"
feedback_add_details("admin_verb","P") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
feedback_add_details("admin_verb","P") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
else
//ghostize
var/mob/body = mob
body.ghostize(1)
if(body) body.key = "@[key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus
feedback_add_details("admin_verb","O") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/get_admin_state()
set name = "Get Admin State"
@@ -503,6 +461,16 @@
src << "[C.key] is undefined - [C.holder.state]"
feedback_add_details("admin_verb","GAS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/invisimin()
set name = "Invisimin"
set category = "Admin"
set desc = "Toggles ghost-like invisibility (Don't abuse this)"
if(holder && mob)
if(mob.invisibility == INVISIBILITY_OBSERVER)
mob.invisibility = initial(mob.invisibility)
else
mob.invisibility = INVISIBILITY_OBSERVER
/client/proc/player_panel()
set name = "Player Panel"
@@ -520,14 +488,6 @@
feedback_add_details("admin_verb","PPN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/mod_panel()
set name = "Moderator Panel"
set category = "Admin"
if(holder)
holder.mod_panel()
// feedback_add_details("admin_verb","MP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/check_antagonists()
set name = "Check Antagonists"
set category = "Admin"
@@ -569,13 +529,6 @@
feedback_add_details("admin_verb","S") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/voting()
set name = "Voting"
set category = "Admin"
if (holder)
holder.Voting()
feedback_add_details("admin_verb","VO") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/colorooc()
set category = "Fun"
set name = "OOC Text Color"
@@ -766,16 +719,6 @@
usr << "You will now [STFU_radio ? "not hear" : "hear"] radio chatter from nearby radios or speakers"
feedback_add_details("admin_verb","THR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_hear_atklog()
set name = "Toggle Hear Attacks"
set category = "Admin"
if(!holder) return
STFU_atklog = !STFU_atklog
usr << "You will now [STFU_atklog ? "not hear" : "hear"] attack logs"
feedback_add_details("admin_verb","THAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/deadmin_self()
set name = "De-admin self"
set category = "Admin"
@@ -816,8 +759,7 @@
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/dsay
verbs += /client/proc/admin_play
verbs += /client/proc/admin_observe
verbs += /client/proc/admin_ghost
verbs += /client/proc/game_panel
verbs += /client/proc/player_panel
verbs += /client/proc/cmd_admin_subtle_message
+452
View File
@@ -0,0 +1,452 @@
client/proc/one_click_antag()
set name = "Create Antagonist"
set desc = "Auto-create an antagonist of your choice"
set category = "Admin"
if(holder)
holder.one_click_antag()
return
/obj/admins/proc/one_click_antag()
var/dat = {"<B>One-click Antagonist</B><br>
<a href='?src=\ref[src];makeAntag=1'>Make Tratiors</a><br>
<a href='?src=\ref[src];makeAntag=2'>Make Changlings</a><br>
<a href='?src=\ref[src];makeAntag=3'>Make Revs</a><br>
<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
<a href='?src=\ref[src];makeAntag=5'>Make Malf AI</a><br>
<a href='?src=\ref[src];makeAntag=6'>Make Wizard (Requires Ghosts)</a><br>
"}
/* These dont work just yet
Ninja, aliens and deathsquad I have not looked into yet
Nuke team is getting a null mob returned from makebody() (runtime error: null.mind. Line 272)
<a href='?src=\ref[src];makeAntag=7'>Make Nuke Team (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=8'>Make Space Ninja (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=9'>Make Aliens (Requires Ghosts)</a><br>
<a href='?src=\ref[src];makeAntag=10'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br>
"}
*/
usr << browse(dat, "window=oneclickantag;size=400x400")
return
/obj/admins/proc/makeMalfAImode()
var/list/mob/living/silicon/AIs = list()
var/mob/living/silicon/malfAI = null
var/datum/mind/themind = null
for(var/mob/living/silicon/ai/ai in player_list)
if(ai.client)
AIs += ai
if(AIs.len)
malfAI = pick(AIs)
if(malfAI)
themind = malfAI.mind
themind.make_AI_Malf()
return 1
return 0
/obj/admins/proc/makeTratiors()
var/datum/game_mode/traitor/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "traitor") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_TRAITOR)
candidates += applicant
if(candidates.len)
var/numTratiors = min(candidates.len, 3)
for(var/i = 0, i<numTratiors, i++)
H = pick(candidates)
H.mind.make_Tratior()
candidates.Remove(H)
return 1
return 0
/obj/admins/proc/makeChanglings()
var/datum/game_mode/changeling/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "changeling") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_CHANGELING)
candidates += applicant
if(candidates.len)
var/numChanglings = min(candidates.len, 3)
for(var/i = 0, i<numChanglings, i++)
H = pick(candidates)
H.mind.make_Changling()
candidates.Remove(H)
return 1
return 0
/obj/admins/proc/makeRevs()
var/datum/game_mode/revolution/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "revolutionary") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_REV)
candidates += applicant
if(candidates.len)
var/numRevs = min(candidates.len, 3)
for(var/i = 0, i<numRevs, i++)
H = pick(candidates)
H.mind.make_Rev()
candidates.Remove(H)
return 1
return 0
/obj/admins/proc/makeWizard()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
if(candidates.len)
shuffle(candidates)
for(var/mob/i in candidates)
if(!i || !i.client) continue //Dont bother removing them from the list since we only grab one wizard
theghost = i
break
if(theghost)
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Wizard()
return 1
return 0
/obj/admins/proc/makeCult()
var/datum/game_mode/cult/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(!applicant.stat)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "cultist") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_CULTIST)
candidates += applicant
if(candidates.len)
var/numCultists = min(candidates.len, 4)
for(var/i = 0, i<numCultists, i++)
H = pick(candidates)
H.mind.make_Cultist()
candidates.Remove(H)
temp.grant_runeword(H)
return 1
return 0
/obj/admins/proc/makeNukeTeam()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "operative") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G,"Do you wish to be considered for a nuke team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
if(candidates.len)
var/numagents = 5
var/agentcount = 0
syndicate_begin()
for(var/i = 0, i<numagents,i++)
shuffle(candidates) //More shuffles means more randoms
for(var/mob/j in candidates)
if(!j || !j.client)
candidates.Remove(j)
continue
theghost = candidates
candidates.Remove(theghost)
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Nuke()
agentcount++
if(agentcount < 1)
return 0
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
var/nuke_code = "[rand(10000, 99999)]"
if(nuke_spawn)
var/obj/item/weapon/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
if(closet_spawn)
new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
if (A.name == "Syndicate-Gear-Closet")
new /obj/structure/closet/syndicate/personal(A.loc)
del(A)
continue
if (A.name == "Syndicate-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
del(A)
continue
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/image/I in synd_mind.current.client.images)
if(I.icon_state == "synd")
del(I)
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/datum/mind/synd_mind_1 in ticker.mode.syndicates)
if(synd_mind_1.current)
var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
synd_mind.current.client.images += I
for (var/obj/machinery/nuclearbomb/bomb in world)
bomb.r_code = nuke_code // All the nukes are set to this code.
return 1
/obj/admins/proc/makeAliens()
alien_infestation(3)
return 1
/obj/admins/proc/makeSpaceNinja()
space_ninja_arrival()
return 1
/obj/admins/proc/makeDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/input = "Purify the station."
if(prob(10))
input = "Save Runtime and any other cute things on the station."
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 6
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
if(numagents<=0)
break
if (L.name == "Syndicate-Commando")
syndicate_leader_selected = numagents == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_syndicate_commando)
break
new_syndicate_commando.key = theghost.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>"
numagents--
if(numagents >= 6)
return 0
for (var/obj/effect/landmark/L in /area/shuttle/syndicate_elite)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
return 1
/obj/admins/proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found || !G_found.key) return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
new_character.gender = pick(MALE,FEMALE)
var/datum/preferences/A = new()
A.randomize_appearance_for(new_character)
if(new_character.gender == MALE)
new_character.real_name = "[pick(first_names_male)] [pick(last_names)]"
else
new_character.real_name = "[pick(first_names_female)] [pick(last_names)]"
new_character.name = new_character.real_name
new_character.age = rand(17,45)
new_character.dna.ready_dna(new_character)
new_character.key = G_found.key
return new_character
/obj/admins/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
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)
new_syndicate_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_syndicate_commando)
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
new_syndicate_commando.name = new_syndicate_commando.real_name
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
//Creates mind stuff.
new_syndicate_commando.mind_initialize()
new_syndicate_commando.mind.assigned_role = "MODE"
new_syndicate_commando.mind.special_role = "Syndicate Commando"
//Adds them to current traitor list. Which is really the extra antagonist list.
ticker.mode.traitors += new_syndicate_commando.mind
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
return new_syndicate_commando
+1 -1
View File
@@ -409,7 +409,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Space Ninja")
var/ninja_spawn[] = list()
for(var/obj/effect/landmark/L in world)
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name=="carpspawn")
ninja_spawn += L
new_character.equip_space_ninja()
+3 -3
View File
@@ -63,7 +63,7 @@ var/global/sent_strike_team = 0
commandos += candidate//Add their ghost to commandos.
//Spawns commandos and equips them.
for(var/obj/effect/landmark/L in world)
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
@@ -86,14 +86,14 @@ var/global/sent_strike_team = 0
commando_number--
//Spawns the rest of the commando gear.
for (var/obj/effect/landmark/L)
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)
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"
for (var/obj/effect/landmark/L in world)
for (var/obj/effect/landmark/L in landmarks_list)
if (L.name == "Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)
@@ -63,7 +63,7 @@ var/global/sent_syndicate_strike_team = 0
commandos += candidate//Add their ghost to commandos.
//Spawns commandos and equips them.
for(var/obj/effect/landmark/L in world)
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
@@ -93,7 +93,7 @@ var/global/sent_syndicate_strike_team = 0
// 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"
for (var/obj/effect/landmark/L in world)
for (var/obj/effect/landmark/L in landmarks_list)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)