/client/proc/Debug2() set category = "Debug" set name = "Debug-Game" if(!check_rights(R_DEBUG)) return if(Debug2) Debug2 = 0 message_admins("[key_name_admin(src)] toggled debugging off.") log_admin("[key_name(src)] toggled debugging off.") else Debug2 = 1 message_admins("[key_name_admin(src)] toggled debugging on.") log_admin("[key_name(src)] toggled debugging on.") feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /* 21st Sept 2010 Updated by Skie -- Still not perfect but better! Stuff you can't do: Call proc /mob/proc/Dizzy() for some player Because if you select a player mob as owner it tries to do the proc for /mob/living/carbon/human/ instead. And that gives a run-time error. But you can call procs that are of type /mob/living/carbon/human/proc/ for that player. */ /client/proc/callproc() set category = "Debug" set name = "Advanced ProcCall" if(!check_rights(R_PROCCALL)) return spawn(0) var/target = null var/targetselected = 0 var/returnval = null var/class = null switch(alert("Proc owned by something?",,"Yes","No")) if("Yes") targetselected = 1 if(src.holder && src.holder.marked_datum) class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client","Marked datum ([holder.marked_datum.type])") if(class == "Marked datum ([holder.marked_datum.type])") class = "Marked datum" else class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client") switch(class) if("Obj") target = input("Enter target:","Target",usr) as obj in world if("Mob") target = input("Enter target:","Target",usr) as mob in world if("Area or Turf") target = input("Enter target:","Target",usr.loc) as area|turf in world if("Client") var/list/keys = list() for(var/client/C) keys += C target = input("Please, select a player!", "Selection", null, null) as null|anything in keys if("Marked datum") target = holder.marked_datum else return if("No") target = null targetselected = 0 var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) as text|null if(!procname) return if(targetselected && !hascall(target,procname)) usr << "Error: callproc(): target has no such call [procname]." return var/list/lst = get_callproc_args() if(!lst) return if(targetselected) if(!target) usr << "Error: callproc(): owner of proc no longer exists." return message_admins("[key_name_admin(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].") log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].") returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc else //this currently has no hascall protection. wasn't able to get it working. message_admins("[key_name_admin(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"]") log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"]") returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc usr << "[procname] returned: [returnval ? returnval : "null"]" feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/callproc_datum(var/A as null|area|mob|obj|turf) set category = "Debug" set name = "Atom ProcCall" if(!check_rights(R_PROCCALL)) return var/procname = input("Proc name, eg: fake_blood","Proc:", null) as text|null if(!procname) return if(!hascall(A,procname)) usr << "Error: callproc_datum(): target has no such call [procname]." return var/list/lst = get_callproc_args() if(!lst) return if(!A || !IsValidSrc(A)) usr << "Error: callproc_datum(): owner of proc no longer exists." return message_admins("[key_name_admin(src)] called [A]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"]") log_admin("[key_name(src)] called [A]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"]") spawn() var/returnval = call(A,procname)(arglist(lst)) // Pass the lst as an argument list to the proc usr << "[procname] returned: [returnval ? returnval : "null"]" feedback_add_details("admin_verb","DPC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/get_callproc_args() var/argnum = input("Number of arguments","Number:",0) as num|null if(!argnum && (argnum!=0)) return var/list/lst = list() //TODO: make a list to store whether each argument was initialised as null. //Reason: So we can abort the proccall if say, one of our arguments was a mob which no longer exists //this will protect us from a fair few errors ~Carn while(argnum--) var/class = null // Make a list with each index containing one variable, to be given to the proc if(src.holder && src.holder.marked_datum) class = input("What kind of variable?","Variable Type") in list("text","num","type","reference","mob reference","icon","file","client","mob's area","Marked datum ([holder.marked_datum.type])","CANCEL") if(holder.marked_datum && class == "Marked datum ([holder.marked_datum.type])") class = "Marked datum" else class = input("What kind of variable?","Variable Type") in list("text","num","type","reference","mob reference","icon","file","client","mob's area","CANCEL") switch(class) if("CANCEL") return null if("text") lst += input("Enter new text:","Text",null) as text if("num") lst += input("Enter new number:","Num",0) as num if("type") lst += input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf) if("reference") lst += input("Select reference:","Reference",src) as mob|obj|turf|area in world if("mob reference") lst += input("Select reference:","Reference",usr) as mob in world if("file") lst += input("Pick file:","File") as file if("icon") lst += input("Pick icon:","Icon") as icon if("client") var/list/keys = list() for(var/mob/M in world) keys += M.client lst += input("Please, select a player!", "Selection", null, null) as null|anything in keys if("mob's area") var/mob/temp = input("Select mob", "Selection", usr) as mob in world lst += temp.loc if("Marked datum") lst += holder.marked_datum return lst /client/proc/Cell() set category = "Debug" set name = "Air Status in Location" if(!check_rights(R_DEBUG)) return if(!mob) return var/turf/T = mob.loc if (!( istype(T, /turf) )) return var/datum/gas_mixture/env = T.return_air() var/t = "" t+= "Nitrogen : [env.nitrogen]\n" t+= "Oxygen : [env.oxygen]\n" t+= "Plasma : [env.toxins]\n" t+= "CO2: [env.carbon_dioxide]\n" usr.show_message(t, 1) feedback_add_details("admin_verb","ASL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_robotize(var/mob/M in mob_list) set category = "Event" set name = "Make Robot" if(!check_rights(R_SPAWN)) return if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon/human)) log_admin("[key_name(src)] has robotized [M.key].") spawn(10) M:Robotize() else alert("Invalid mob") /client/proc/cmd_admin_animalize(var/mob/M in mob_list) set category = "Event" set name = "Make Simple Animal" if(!check_rights(R_SPAWN)) return if(!ticker) alert("Wait until the game starts") return if(!M) alert("That mob doesn't seem to exist, close the panel and try again.") return if(istype(M, /mob/new_player)) alert("The mob must not be a new_player.") return log_admin("[key_name(src)] has animalized [M.key].") spawn(10) M.Animalize() /client/proc/makepAI(var/turf/T in mob_list) set category = "Event" set name = "Make pAI" set desc = "Specify a location to spawn a pAI device, then specify a key to play that pAI" if(!check_rights(R_SPAWN)) return var/list/available = list() for(var/mob/C in mob_list) if(C.key) available.Add(C) var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available 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") if(confirm != "Yes") return 0 var/obj/item/device/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 pai.key = choice.key card.setPersonality(pai) for(var/datum/paiCandidate/candidate in paiController.pai_candidates) if(candidate.key == choice.key) paiController.pai_candidates.Remove(candidate) feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_alienize(var/mob/M in mob_list) set category = "Event" set name = "Make Alien" if(!check_rights(R_SPAWN)) return if(!ticker) alert("Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(src)] has alienized [M.key].") spawn(10) M:Alienize() feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! log_admin("[key_name(usr)] made [key_name(M)] into an alien.") message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into an alien.", 1) else alert("Invalid mob") /client/proc/cmd_admin_slimeize(var/mob/M in mob_list) set category = "Event" set name = "Make slime" if(!check_rights(R_SPAWN)) return if(!ticker) alert("Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(src)] has slimeized [M.key].") spawn(10) M:slimeize() feedback_add_details("admin_verb","MKMET") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! log_admin("[key_name(usr)] made [key_name(M)] into a slime.") message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into a slime.", 1) else alert("Invalid mob") /client/proc/cmd_admin_super(var/mob/M in mob_list) set category = "Event" set name = "Make Superhero" if(!check_rights(R_SPAWN)) return if(!ticker) alert("Wait until the game starts") return if(ishuman(M)) var/type = input("Pick the Superhero","Superhero") as null|anything in all_superheroes var/datum/superheroes/S = all_superheroes[type] if(S) S.create(M) log_admin("[key_name(src)] has turned [M.key] into a Superhero.") message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into a Superhero.", 1) else alert("Invalid mob") //TODO: merge the vievars version into this or something maybe mayhaps /client/proc/cmd_debug_del_all() set category = "Debug" set name = "Del-All" if(!check_rights(R_DEBUG)) return // to prevent REALLY stupid deletions var/blocked = list(/mob/living, /mob/living/carbon, /mob/living/carbon/human, /mob/dead, /mob/dead/observer, /mob/living/silicon, /mob/living/silicon/robot, /mob/living/silicon/ai) var/hsbitem = input(usr, "Choose an object to delete.", "Delete:") as null|anything in subtypesof(/obj) + subtypesof(/mob) - blocked if(hsbitem) for(var/atom/O in world) if(istype(O, hsbitem)) qdel(O) log_admin("[key_name(src)] has deleted all instances of [hsbitem].") message_admins("[key_name_admin(src)] has deleted all instances of [hsbitem].", 0) feedback_add_details("admin_verb","DELA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_debug_make_powernets() set category = "Debug" set name = "Make Powernets" if(!check_rights(R_DEBUG)) return 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! /client/proc/cmd_admin_grantfullaccess(var/mob/M in mob_list) set category = "Admin" set name = "Grant Full Access" if(!check_rights(R_EVENT)) return if (!ticker) alert("Wait until the game starts") return 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 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); id.icon_state = "gold" id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access() id.registered_name = H.real_name id.assignment = "Captain" id.name = "[id.registered_name]'s ID Card ([id.assignment])" H.equip_to_slot_or_del(id, slot_wear_id) H.update_inv_wear_id() else alert("Invalid mob") feedback_add_details("admin_verb","GFA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! log_admin("[key_name(src)] has granted [M.key] full access.") message_admins("\blue [key_name_admin(usr)] has granted [M.key] full access.", 1) /client/proc/cmd_assume_direct_control(var/mob/M in mob_list) set category = "Admin" set name = "Assume direct control" set desc = "Direct intervention" if(!check_rights(R_DEBUG|R_ADMIN)) return if(M.ckey) if(alert("This mob is being controlled by [M.ckey]. Are you sure you wish to assume control of it? [M.ckey] will be made a ghost.",,"Yes","No") != "Yes") return else var/mob/dead/observer/ghost = new/mob/dead/observer(M,1) ghost.ckey = M.ckey message_admins("\blue [key_name_admin(usr)] assumed direct control of [M].", 1) log_admin("[key_name(usr)] assumed direct control of [M].") var/mob/adminmob = src.mob M.ckey = src.ckey if( isobserver(adminmob) ) qdel(adminmob) feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_areatest() set category = "Mapping" set name = "Test areas" if(!check_rights(R_DEBUG)) return var/list/areas_all = list() var/list/areas_with_APC = list() var/list/areas_with_air_alarm = list() var/list/areas_with_RC = list() var/list/areas_with_light = list() var/list/areas_with_LS = list() var/list/areas_with_intercom = list() var/list/areas_with_camera = list() for(var/area/A in world) if(!(A.type in areas_all)) areas_all.Add(A.type) for(var/obj/machinery/power/apc/APC in world) var/area/A = get_area(APC) if(!(A.type in areas_with_APC)) areas_with_APC.Add(A.type) for(var/obj/machinery/alarm/alarm in world) var/area/A = get_area(alarm) if(!(A.type in areas_with_air_alarm)) areas_with_air_alarm.Add(A.type) for(var/obj/machinery/requests_console/RC in world) var/area/A = get_area(RC) if(!(A.type in areas_with_RC)) areas_with_RC.Add(A.type) for(var/obj/machinery/light/L in world) var/area/A = get_area(L) if(!(A.type in areas_with_light)) areas_with_light.Add(A.type) for(var/obj/machinery/light_switch/LS in world) var/area/A = get_area(LS) if(!(A.type in areas_with_LS)) areas_with_LS.Add(A.type) for(var/obj/item/device/radio/intercom/I in world) var/area/A = get_area(I) if(!(A.type in areas_with_intercom)) areas_with_intercom.Add(A.type) for(var/obj/machinery/camera/C in world) var/area/A = get_area(C) if(!(A.type in areas_with_camera)) areas_with_camera.Add(A.type) var/list/areas_without_APC = areas_all - areas_with_APC var/list/areas_without_air_alarm = areas_all - areas_with_air_alarm var/list/areas_without_RC = areas_all - areas_with_RC var/list/areas_without_light = areas_all - areas_with_light var/list/areas_without_LS = areas_all - areas_with_LS var/list/areas_without_intercom = areas_all - areas_with_intercom var/list/areas_without_camera = areas_all - areas_with_camera world << "AREAS WITHOUT AN APC:" for(var/areatype in areas_without_APC) world << "* [areatype]" world << "AREAS WITHOUT AN AIR ALARM:" for(var/areatype in areas_without_air_alarm) world << "* [areatype]" world << "AREAS WITHOUT A REQUEST CONSOLE:" for(var/areatype in areas_without_RC) world << "* [areatype]" world << "AREAS WITHOUT ANY LIGHTS:" for(var/areatype in areas_without_light) world << "* [areatype]" world << "AREAS WITHOUT A LIGHT SWITCH:" for(var/areatype in areas_without_LS) world << "* [areatype]" world << "AREAS WITHOUT ANY INTERCOMS:" for(var/areatype in areas_without_intercom) world << "* [areatype]" world << "AREAS WITHOUT ANY CAMERAS:" for(var/areatype in areas_without_camera) world << "* [areatype]" /client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in mob_list) set category = "Event" set name = "Select equipment" if(!check_rights(R_EVENT)) return if(!ishuman(M)) alert("Invalid mob") return //log_admin("[key_name(src)] has alienized [M.key].") var/list/dresspacks = list( "strip", "as job...", "Engineer RIG", "CE RIG", "Mining RIG", "Syndi RIG", "Wizard RIG", "Medical RIG", "Atmos RIG", "standard space gear", "tournament standard red", "tournament standard green", "tournament gangster", "tournament chef", "tournament janitor", "pirate", "space pirate", "soviet admiral", "tunnel clown", "masked killer", "singuloth knight", "dark lord", "assassin", "death commando", "syndicate commando", "chrono legionnaire", "special ops officer", "special ops formal", "blue wizard", "red wizard", "marisa wizard", "emergency response team member", "emergency response team leader", "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 var/datum/job/jobdatum if (dresscode == "as job...") var/jobname = input("Select job", "Robust quick dress shop") as null|anything in get_all_jobs() jobdatum = job_master.GetJob(jobname) 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)) continue if(istype(I, /obj/item/organ)) continue qdel(I) switch(dresscode) if ("strip") //do nothing if ("as job...") if(jobdatum) dresscode = "[jobdatum.title]" jobdatum.equip(M) if ("standard space gear") M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(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 ("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) else M.equip_to_slot_or_del(new /obj/item/clothing/under/color/green(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/thunderdome(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/smokebomb(M), slot_r_store) if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0 M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/proto(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_l_store) if ("tournament chef") //Steven Seagal FTW M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chef(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/chef(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/kitchen/rollingpin(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_s_store) if ("tournament janitor") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) var/obj/item/weapon/storage/backpack/backpack = new(M) for(var/obj/item/I in backpack) del(I) M.equip_to_slot_or_del(backpack, slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/mop(M), slot_r_hand) var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M) bucket.reagents.add_reagent("water", 70) M.equip_to_slot_or_del(bucket, slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack) if ("pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) if ("space pirate") M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/pirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/pirate(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/pirate(M), slot_r_hand) if ("soviet soldier") M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/ushanka(M), slot_head) if("tunnel clown")//Tunnel clowns rule! M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/head/chaplain_hood(M), slot_head) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/chaplain_hoodie(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/bikehorn(M), slot_r_store) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card (Tunnel Clown!)" W.access = get_all_accesses() W.assignment = "Tunnel Clown!" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) if("masked killer") M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/kitchenknife(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/scalpel(M), slot_r_store) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_to_slot_or_del(fire_axe, slot_r_hand) for(var/obj/item/carried_item in M.contents) if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant. carried_item.add_blood(M)//Oh yes, there will be blood... if("dark lord") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_hand) var/obj/item/clothing/head/chaplain_hood/hood = new(M) hood.name = "dark lord hood" M.equip_to_slot_or_del(hood, slot_head) var/obj/item/clothing/suit/chaplain_hoodie/robe = new(M) robe.name = "dark lord robes" M.equip_to_slot_or_del(robe, slot_wear_suit) var/obj/item/weapon/card/id/syndicate/W = new(M) W.name = "[M.real_name]'s ID Card (Dark Lord)" W.icon_state = "syndie" W.access = get_all_accesses() W.assignment = "Dark Lord" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("assassin") M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store) var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M) for(var/obj/item/briefcase_item in sec_briefcase) qdel(briefcase_item) for(var/i=3, i>0, i--) sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000 sec_briefcase.contents += new /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba sec_briefcase.contents += new /obj/item/ammo_box/a357 sec_briefcase.contents += new /obj/item/weapon/c4 M.equip_to_slot_or_del(sec_briefcase, slot_l_hand) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "Reaper" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_to_slot_or_del(pda, slot_belt) var/obj/item/weapon/card/id/syndicate/W = new(M) W.name = "[M.real_name]'s ID Card (Reaper)" W.icon_state = "syndie" W.access = get_all_accesses() W.assignment = "Reaper" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("death commando")//Was looking to add this for a while. M.equip_death_commando() if("syndicate commando") M.equip_syndicate_commando() if("nanotrasen officer") M.equip_or_collect(new /obj/item/clothing/shoes/centcom(M), slot_shoes) M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves) M.equip_or_collect(new /obj/item/device/radio/headset/heads/captain/alt(M), slot_l_ear) M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head) var/obj/item/device/pda/centcom/pda = new(M) pda.owner = M.real_name pda.ownjob = "Nanotrasen Navy Officer" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_or_collect(pda, slot_r_store) M.equip_or_collect(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store) M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_belt) var/obj/item/weapon/card/id/centcom/W = new(M) W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Officer)" W.assignment = "Nanotrasen Navy Officer" W.access = get_centcom_access(W.assignment) W.registered_name = M.real_name M.equip_or_collect(W, slot_wear_id) if("nanotrasen captain") M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform) M.equip_or_collect(new /obj/item/clothing/shoes/centcom(M), slot_shoes) M.equip_or_collect(new /obj/item/clothing/gloves/color/white(M), slot_gloves) M.equip_or_collect(new /obj/item/device/radio/headset/heads/captain/alt(M), slot_l_ear) M.equip_or_collect(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head) var/obj/item/device/pda/centcom/pda = new(M) pda.owner = M.real_name pda.ownjob = "Nanotrasen Navy Captain" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_or_collect(pda, slot_r_store) M.equip_or_collect(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store) M.equip_or_collect(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_belt) var/obj/item/weapon/card/id/centcom/W = new(M) W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Captain)" W.access = get_all_accesses() W.assignment = "Nanotrasen Navy Captain" W.access = get_centcom_access(W.assignment) W.registered_name = M.real_name M.equip_or_collect(W, slot_wear_id) if("emergency response team member") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert(M), slot_back) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card (Emergency Response Team - Member)" W.icon_state = "ERT_empty" W.assignment = "Emergency Response Team Member" W.access = get_centcom_access(W.assignment) W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/centcom/pda = new(M) pda.owner = M.real_name pda.ownjob = "Emergency Response Team" pda.name = "PDA-[M.real_name] ([pda.ownjob])" if("emergency response team leader") M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/ert/commander(M), slot_back) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card (Emergency Response Team - Leader)" W.icon_state = "ERT_leader" W.assignment = "Emergency Response Team Leader" W.access = get_centcom_access(W.assignment) W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) var/obj/item/device/pda/centcom/pda = new(M) pda.owner = M.real_name pda.ownjob = "Emergency Response Team Leader" pda.name = "PDA-[M.real_name] ([pda.ownjob])" if("special ops officer") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad/officer(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/dualsaber/red(M), slot_l_store) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(M), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/zipties(src), slot_in_backpack) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/syndie/advance(src), slot_in_backpack) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "commander" W.assignment = "Special Operations Officer" W.access = get_centcom_access(W.assignment) W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("special ops formal") M.equip_or_collect(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store) M.equip_or_collect(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_l_store) var/obj/item/device/pda/centcom/pda = new(M) pda.owner = M.real_name pda.ownjob = "Special Operations Officer" pda.icon_state = "pda-syndi" pda.name = "PDA-[M.real_name] ([pda.ownjob])" pda.desc = "A portable microcomputer by Thinktronic Systems, LTD. This is model is a special edition designed for military field work." M.equip_or_collect(pda, slot_wear_pda) M.equip_or_collect(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store) M.equip_or_collect(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card (Special Operations Officer)" W.icon_state = "commander" W.assignment = "Special Operations Officer" W.access = get_centcom_access(W.assignment) W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("singuloth knight") M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/combat(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/singuloth(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson/cyber(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(M), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/singuloth(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/claymore/ceremonial(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(M), slot_s_store) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/knighthammer(M), slot_back) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card (Singuloth Knight)" W.icon_state = "syndie" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "Singuloth Knight" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("blue wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/staff(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) if("red wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/staff(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) if("marisa wizard") M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/marisa(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/marisa(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/marisa(M), slot_head) M.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/spellbook(M), slot_r_hand) M.equip_to_slot_or_del(new /obj/item/weapon/twohanded/staff(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack) if("soviet admiral") M.equip_to_slot_or_del(new /obj/item/clothing/head/hgpiratecap(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back) M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "commander" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "Admiral" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) if("chrono legionnaire") M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/chronos(M), slot_head) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(M), slot_glasses) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/chronos(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/weapon/chrono_eraser(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "syndie" W.assignment = "Chrono Legionnaire" W.registered_name = M.real_name M.equip_to_slot_or_del(W, slot_wear_id) M.regenerate_icons() log_admin("[key_name(usr)] changed the equipment of [key_name(M)] to [dresscode].") message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode].", 1) return /client/proc/startSinglo() set category = "Debug" set name = "Start Singularity" set desc = "Sets up the singularity and all machines to get power flowing through the station" if(!check_rights(R_DEBUG)) return if(alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Yes","No") != "Yes") return for(var/obj/machinery/power/emitter/E in world) if(E.anchored) E.active = 1 for(var/obj/machinery/field_generator/F in world) if(F.anchored) F.Varedit_start = 1 spawn(30) for(var/obj/machinery/the_singularitygen/G in world) if(G.anchored) var/obj/singularity/S = new /obj/singularity(get_turf(G), 50) spawn(0) qdel(G) S.energy = 1750 S.current_size = 7 S.icon = 'icons/effects/224x224.dmi' S.icon_state = "singularity_s7" S.pixel_x = -96 S.pixel_y = -96 S.grav_pull = 0 //S.consume_range = 3 S.dissipate = 0 //S.dissipate_delay = 10 //S.dissipate_track = 0 //S.dissipate_strength = 10 for(var/obj/machinery/power/rad_collector/Rad in world) if(Rad.anchored) if(!Rad.P) var/obj/item/weapon/tank/plasma/Plasma = new/obj/item/weapon/tank/plasma(Rad) Plasma.air_contents.toxins = 70 Rad.drainratio = 0 Rad.P = Plasma Plasma.loc = Rad if(!Rad.active) Rad.toggle_power() for(var/obj/machinery/power/smes/SMES in world) if(SMES.anchored) SMES.input_attempt = 1 /client/proc/cmd_debug_mob_lists() set category = "Debug" set name = "Debug Mob Lists" set desc = "For when you just gotta know" if(!check_rights(R_DEBUG)) return switch(input("Which list?") in list("Players","Admins","Mobs","Living Mobs","Dead Mobs","Silicons","Clients","Respawnable Mobs")) if("Players") usr << list2text(player_list,",") if("Admins") usr << list2text(admins,",") if("Mobs") usr << list2text(mob_list,",") if("Living Mobs") usr << list2text(living_mob_list,",") if("Dead Mobs") usr << list2text(dead_mob_list,",") if("Silicons") usr << list2text(silicon_mob_list,",") if("Clients") usr << list2text(clients,",") if("Respawnable Mobs") usr << list2text(respawnable_list,",") /client/proc/cmd_admin_toggle_block(var/mob/M,var/block) if(!check_rights(R_SPAWN)) return if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon)) M.dna.SetSEState(block,!M.dna.GetSEState(block)) genemutcheck(M,block,null,MUTCHK_FORCED) 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")