This replaces several sanitizeSQL calls with ckey calls, which
effectively sanitizes on its own.
Admin ckeys are not ckeyized if they don't actually match the admin's
ckey, which only really happens with specific automated notes.
All species-specific clothing icons (obj and worn) are now in their own files instead of cluttering up the main ones. I didn't do the Skrell helmets/whatevers because Humans can wear them too.
Fixes a bug where the 'select equipment' debug verb wouldn't correctly equip Armalis if you selected the 'Vox' option. Also corrects an issue where it gave the Armalis two uniforms. Adds a placeholder invisible uniform icon state for the Armalis so Admins can use 'em for events and do uniform-related things without having to deal with terribly awkward icons.
Players:
- The only thing that you should notice is that your backpack options
have changed. Instead of being "None", "Backpack", "Satchel", and
"Satchel Alt", there are 6 options:
- "Grey Backpack": Ensures you always recieve a plain grey backpack.
- "Grey Satchel": Same as the above, grey, plain, satchel.
- "Grey Dufflebag": So you don't have to rush the locker room, I
guess. Just kinda ransacked it from /tg/. Happy to revert it, please
do not post a five paragraph text wall calling me a shitlord
powergaming hitler-loving furry.
- "Leather Satchel": It's a leather satchel. What the hell did you
think it was?
- "Department Backpack": Gives you the department's default backpack.
Grey for most jobs.
- "Department Satchel": It gives you the department's default
satchel; A grey satchel if the department doesn't have one.
Coders:
- The above means this needs a minor SQL change:
```
SQL goes here
I'll write a query later
Can't be bothered now
Kill me please
```
- This is a cleaner method of handling job equipment than
"M.equip_or_collect" x 1000. Jobs specify a '/datum/outfit' datum,
which defines all of the things to equip to the user.
- Minor note: equip_or_collect will no longer ever generate a plastic
bag. It will instead just drop stuff on the floor if it can't stuff it
into a mob. If this is even slightly a point of contention, more than
happy to revert it; It was just requested by Fox.
- Addendum: This also has the effect of making it so that labcoats
are just thrown onto the floor if you have a loadout suit. It's not
really avoidable. Uniforms and suits are equipped before the
backpack.
- Changes from /tg/:
- Changed all of the "H.equip_to_slot_or_del" calls into invoking a
new "equip_item" proc; This is used to support a new variable called
"collect_not_del". Job outfits use this, it makes it so that the
system calls equip_or_collect instead of equip_to_slot_or_del. The
idea being that job items should never be lost to the void,
especially because they can conflict with loadout items.
TODO:
- Retrofit "Equip Mob" verb to use this for all of the non-job options
- Fully implement head announcements(?)
- May be best for a second PR that addresses all of the real issues
with our current job system
( Now go reread that SQL code block :) )
- Makes new players be listed first in the Check Playtime list, so they
are easy to find.
- Fixes a bug with mentor playtime list not actually working for
mentors.
- Fixes the Check Player Age panel not having working "FLW" links, and
potentially showing antag status to mentors.
Mentors can already see a list of all players by account age. This
includes antags with obvious names, like "Donk Co. Operative #1".
This PR changes the permissions on the playtime report (the one which
shows how much playtime everyone has) so mentors can see that, too.
The idea being that this enables mentors to distinguish between "X has
an old account" and "X has a lot of experience on paradise". Currently,
mentors cannot distinguish the two.
Also, consistency. If mentors can see players' account registration age,
they should also be able to see players' playtime experience.
This changes the "View Flagged Books" admin verb into a datum/browser
UI. You can see all the books that have been flagged from here, review
them, and remove the flagged status or delete them.
Also refactors pencode into some __HELPER procs, and adds a
"reverse-pencode" proc. It's not perfect, due to the complexity of HTML
and my unwillingness to use BYONDregex, but it's good enough to get the
general idea of the formatting across. It's used for the new "view book"
panel.
Adds a 'take' option to ahelps and mentorhelps. Can be used by
admins/mentors to quickly let the asker know their ahelp/mhelp is being
dealt with. Other admins/mentors can see it too, so it should reduce the
dogpiling effect where every online admin/mentor answers at once.
Based on: https://github.com/Baystation12/Baystation12/pull/15902/files
This PR adds two new responses admins can give to prayers: BLESS and
SMITE.
Possible BLESSings:
- Teleport to arrivals
- Moderate, instant heal
- Heal Over Time*
- Permanent Regeneration power*
- Super Powers* (regen, nobreath, coldresist)
SMITE options:
- Lightning bolt (~75 burn damage)
- Brain damage* (75 brain damage, human only)
- Fire Death (150 fire damage + hotspot, instant death)
- Honk Tumor* (inserts honk tumor, human only)
- Cluwne* (makes them into a cluwne, like wizard spell, human only)
- Mutagen Cookie*
- Hellwater Cookie*
- Gib
Options mark with * only work on humans. The rest work on simple_mobs
also.