/datum/admins/proc/player_panel_new()//The new one if(!usr.client.holder) return // This stops the panel from being invoked by mentors who press F7. if(!check_rights(R_ADMIN)) message_admins("[key_name_admin(usr)] attempted to invoke player panel without admin rights. If this is a mentor, its a chance they accidentally hit F7. If this is NOT a mentor, there is a high chance an exploit is being used") return var/dat = "Admin Player Panel" //javascript, the part that does most of the work~ dat += {" "} //body tag start + onload and onkeypress (onkeyup) javascript event calls dat += "" //title + search bar dat += {"
Player panel
Hover over a line to see more information | [check_rights(R_ADMIN,0) ? "Check antagonists | Kick everyone/AFKers in lobby" : "" ]

Search:
"} //player table header dat += {" "} var/list/mobs = sortmobs() var/i = 1 for(var/mob/M in mobs) if(M.ckey) if(M.client) if(M.client?.holder?.big_brother && !check_rights(R_PERMISSIONS, FALSE)) // normal admins can't see BB continue var/color = "#e6e6e6" if(i%2 == 0) color = "#f2f2f2" var/antagonist_string = get_antag_type_truncated_plaintext_string(M) var/M_job = "" if(isliving(M)) if(iscarbon(M)) //Carbon stuff if(issmall(M)) M_job = "Monkey" else if(ishuman(M)) M_job = M.job else if(isslime(M)) M_job = "slime" else if(isalien(M)) //aliens if(islarva(M)) M_job = "Alien larva" else M_job = "Alien" else M_job = "Carbon-based" else if(issilicon(M)) //silicon if(is_ai(M)) M_job = "AI" else if(ispAI(M)) M_job = "pAI" else if(isrobot(M)) M_job = "Cyborg" else M_job = "Silicon-based" else if(isanimal(M)) //simple animals if(iscorgi(M)) M_job = "Corgi" else M_job = "Animal" else M_job = "Living" else if(isnewplayer(M)) M_job = "New player" else if(isobserver(M)) M_job = "Ghost" M_job = replacetext(M_job, "'", "") M_job = replacetext(M_job, "\"", "") M_job = replacetext(M_job, "\\", "") var/M_name = M.name M_name = replacetext(M_name, "'", "") M_name = replacetext(M_name, "\"", "") M_name = replacetext(M_name, "\\", "") var/M_rname = M.real_name M_rname = replacetext(M_rname, "'", "") M_rname = replacetext(M_rname, "\"", "") M_rname = replacetext(M_rname, "\\", "") var/M_key = M.key M_key = replacetext(M_key, "'", "") M_key = replacetext(M_key, "\"", "") M_key = replacetext(M_key, "\\", "") var/M_eyeUID = "" if(is_ai(M)) var/mob/living/silicon/ai/A = M if(A.client && A.eyeobj) // No point following clientless AI eyes M_eyeUID = "[A.eyeobj.UID()]" var/client_ckey = M.client ? M.client.ckey : null //output for each mob dat += {" "} i++ //player table ending dat += {"
[M_name] - [M_rname] - [M_key] ([M_job])
"} usr << browse(dat, "window=players;size=600x480") /datum/admins/proc/check_antagonists_line(mob/M, caption = "", close = 1) var/logout_status logout_status = M.client ? "" : " (logged out)" var/dname = M.real_name var/area/A = get_area(M) if(!dname) dname = M return {"[dname][caption][logout_status][istype(A, /area/station/security/permabrig) ? " (PERMA) " : ""][M.stat == DEAD ? " (DEAD)" : ""] PM [ADMIN_FLW(M, "FLW")] [ADMIN_OBS(M, "OBS")] [close ? "" : ""]"} /datum/admins/proc/check_antagonists() if(!check_rights(R_ADMIN)) return if(SSticker && SSticker.current_state >= GAME_STATE_PLAYING) var/dat = "Round Status

Round Status

" dat += "Current Game Mode: [SSticker.mode.name]
" if(istype(SSticker.mode, /datum/game_mode/dynamic)) var/datum/game_mode/dynamic/dynamic = SSticker.mode dat += "Rulesets: [english_list(dynamic.rulesets + dynamic.implied_rulesets)]
" dat += "Round Duration: [round(ROUND_TIME / 36000)]:[add_zero(num2text(ROUND_TIME / 600 % 60), 2)]:[add_zero(num2text(ROUND_TIME / 10 % 60), 2)]
" dat += "Emergency shuttle
" if(SSshuttle.emergency.mode < SHUTTLE_CALL) dat += "Call Shuttle
" else var/timeleft = SSshuttle.emergency.timeLeft() if(SSshuttle.emergency.mode < SHUTTLE_DOCKED) dat += "ETA: [seconds_to_full_clock(timeleft)]
" dat += "Send Back
" else dat += "ETA: [seconds_to_full_clock(timeleft)]
" dat += "[SSticker.delay_end ? "End Round Normally" : "Delay Round End"]
" dat += "
Antagonist Teams
" dat += "View Teams
" if(length(SSticker.mode.syndicates)) dat += "
" for(var/datum/mind/N in SSticker.mode.syndicates) var/mob/M = N.current if(M) dat += check_antagonists_line(M) else dat += "" dat += "
Syndicates
Nuclear Operative not found!

" for(var/obj/item/disk/nuclear/N in GLOB.poi_list) dat += "" dat += "
Nuclear Disk(s)
[N.name], " var/atom/disk_loc = N.loc while(!isturf(disk_loc)) if(ismob(disk_loc)) var/mob/M = disk_loc dat += "carried by [M.real_name] " if(isobj(disk_loc)) var/obj/O = disk_loc dat += "in \a [O.name] " disk_loc = disk_loc.loc dat += "in [disk_loc.loc] at ([disk_loc.x], [disk_loc.y], [disk_loc.z])
" if(SSticker.mode.rev_team) dat += "
" for(var/datum/mind/N in SSticker.mode.head_revolutionaries) var/mob/M = N.current if(!M) dat += "" else dat += check_antagonists_line(M, "(leader)") for(var/datum/mind/N in SSticker.mode.revolutionaries) var/mob/M = N.current if(M) dat += check_antagonists_line(M) dat += "
Revolutionaries
Head Revolutionary not found!
" for(var/datum/mind/N in SSticker.mode.get_living_heads()) var/mob/M = N.current if(M) dat += check_antagonists_line(M) var/turf/mob_loc = get_turf(M) dat += "" else dat += "" dat += "
Target(s)Location
[mob_loc.loc]
Head not found!
" if(length(SSticker.mode.blob_overminds)) dat += check_role_table("Blob Overminds", SSticker.mode.blob_overminds) dat += "Blob Tiles: [length(GLOB.blobs)]" if(length(SSticker.mode.changelings)) dat += check_role_table("Changelings", SSticker.mode.changelings) if(length(SSticker.mode.wizards)) dat += check_role_table("Wizards", SSticker.mode.wizards) if(length(SSticker.mode.apprentices)) dat += check_role_table("Apprentices", SSticker.mode.apprentices) /*if(length(ticker.mode.ninjas)) dat += check_role_table("Ninjas", ticker.mode.ninjas)*/ if(SSticker.mode.cult_team) dat += check_role_table("Cultists", SSticker.mode.cult_team.members) dat += "View Cult Team & Controls
" if(length(SSticker.mode.traitors)) dat += check_role_table("Traitors", SSticker.mode.traitors) if(length(SSticker.mode.implanted)) dat += check_role_table("Mindslaves", SSticker.mode.implanted) if(length(SSticker.mode.abductors)) dat += check_role_table("Abductors", SSticker.mode.abductors) if(length(SSticker.mode.abductees)) dat += check_role_table("Abductees", SSticker.mode.abductees) if(length(SSticker.mode.vampires)) dat += check_role_table("Vampires", SSticker.mode.vampires) if(length(SSticker.mode.mindflayers)) dat += check_role_table("Mindflayers", SSticker.mode.mindflayers) if(length(SSticker.mode.vampire_enthralled)) dat += check_role_table("Vampire Thralls", SSticker.mode.vampire_enthralled) if(length(SSticker.mode.xenos)) dat += check_role_table("Xenos", SSticker.mode.xenos) if(length(SSticker.mode.superheroes)) dat += check_role_table("Superheroes", SSticker.mode.superheroes) if(length(SSticker.mode.supervillains)) dat += check_role_table("Supervillains", SSticker.mode.supervillains) if(length(SSticker.mode.greyshirts)) dat += check_role_table("Greyshirts", SSticker.mode.greyshirts) if(length(SSticker.mode.eventmiscs)) dat += check_role_table("Event Roles", SSticker.mode.eventmiscs) if(length(SSticker.mode.zombies)) dat += check_role_table("Zombies", SSticker.mode.zombies) if(length(SSticker.mode.zombie_infected)) dat += check_role_table_mob("Pre-zombie infected", SSticker.mode.zombie_infected) if(length(GLOB.ts_spiderlist)) var/list/spider_minds = list() for(var/mob/living/simple_animal/hostile/poison/terror_spider/S in GLOB.ts_spiderlist) if(S.ckey) spider_minds += S.mind if(length(spider_minds)) dat += check_role_table("Terror Spiders", spider_minds) var/count_eggs = 0 var/count_spiderlings = 0 var/count_infected = 0 for(var/obj/structure/spider/eggcluster/terror_eggcluster/E in GLOB.ts_egg_list) if(is_station_level(E.z)) count_eggs += E.spiderling_number for(var/obj/structure/spider/spiderling/terror_spiderling/L in GLOB.ts_spiderling_list) if(!L.stillborn && is_station_level(L.z)) count_spiderlings += 1 count_infected = length(GLOB.ts_infected_list) dat += "
Growing TS on-station: [count_eggs] egg\s, [count_spiderlings] spiderling\s, [count_infected] infected
" if(length(SSticker.mode.ert)) dat += check_role_table("ERT", SSticker.mode.ert) //list active security force count, so admins know how bad things are var/list/sec_list = check_active_security_force() dat += "
" dat += "" dat += "" dat += "" dat += "" dat += "
Security
Total: [sec_list[1]]
Active: [sec_list[2]]
Dead: [sec_list[3]]
Antag: [sec_list[4]]
" dat += "" usr << browse(dat, "window=roundstatus;size=400x500") else alert("The game hasn't started yet!") /datum/admins/proc/check_role_table(name, list/members, show_objectives=1) var/txt = "
" for(var/datum/mind/M in members) txt += check_role_table_row(M.current, show_objectives) txt += "
[name]
" return txt /datum/admins/proc/check_role_table_row(mob/M, show_objectives) if(!istype(M)) return "Not found!" var/txt = check_antagonists_line(M, close = 0) if(show_objectives) txt += {" Show Objective "} txt += "" return txt /datum/admins/proc/check_role_table_mob(name, list/members, show_objectives=1) var/txt = "
" for(var/mob/M in members) txt += check_role_table_row(M, show_objectives) txt += "
[name]
" return txt