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https://github.com/VOREStation/VOREStation.git
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Preliminary work on converting all monkeys to a human subspecies.
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@@ -953,25 +953,6 @@ var/global/floorIsLava = 0
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return 0
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/*
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/datum/admins/proc/get_sab_desc(var/target)
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switch(target)
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if(1)
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return "Destroy at least 70% of the phoron canisters on the station"
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if(2)
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return "Destroy the AI"
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if(3)
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var/count = 0
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for(var/mob/living/carbon/monkey/Monkey in world)
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if(Monkey.z in station_levels)
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count++
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return "Kill all [count] of the monkeys on the station"
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if(4)
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return "Cut power to at least 80% of the station"
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else
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return "Error: Invalid sabotage target: [target]"
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*/
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/datum/admins/proc/spawn_fruit()
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set category = "Debug"
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set desc = "Spawn the product of a seed."
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@@ -602,9 +602,10 @@ var/list/admin_verbs_mentor = list(
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var/mob/living/carbon/human/H = T
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if (H.species)
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D.affected_species = list(H.species.name)
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if(istype(T,/mob/living/carbon/monkey))
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var/mob/living/carbon/monkey/M = T
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D.affected_species = list(M.greaterform)
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if(H.species.primitive_form)
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D.affected_species |= H.species.primitive_form
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if(H.species.greater_form)
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D.affected_species |= H.species.greater_form
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infect_virus2(T,D,1)
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feedback_add_details("admin_verb","GD2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -266,7 +266,7 @@
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if("nymph") M.change_mob_type( /mob/living/carbon/alien/diona , null, null, delmob )
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if("human") M.change_mob_type( /mob/living/carbon/human , null, null, delmob, href_list["species"])
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if("slime") M.change_mob_type( /mob/living/carbon/slime , null, null, delmob )
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if("monkey") M.change_mob_type( /mob/living/carbon/monkey , null, null, delmob )
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if("monkey") M.change_mob_type( /mob/living/carbon/human/monkey , null, null, delmob )
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if("robot") M.change_mob_type( /mob/living/silicon/robot , null, null, delmob )
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if("cat") M.change_mob_type( /mob/living/simple_animal/cat , null, null, delmob )
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if("runtime") M.change_mob_type( /mob/living/simple_animal/cat/fluff/Runtime , null, null, delmob )
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@@ -1183,44 +1183,6 @@
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show_player_panel(H)
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//H.regenerate_icons()
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/***************** BEFORE**************
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if (href_list["l_players"])
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var/dat = "<B>Name/Real Name/Key/IP:</B><HR>"
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for(var/mob/M in world)
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var/foo = ""
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if (ismob(M) && M.client)
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if(!M.client.authenticated && !M.client.authenticating)
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foo += text("\[ <A HREF='?src=\ref[];adminauth=\ref[]'>Authorize</A> | ", src, M)
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else
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foo += text("\[ <B>Authorized</B> | ")
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if(M.start)
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if(!istype(M, /mob/living/carbon/monkey))
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foo += text("<A HREF='?src=\ref[];monkeyone=\ref[]'>Monkeyize</A> | ", src, M)
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else
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foo += text("<B>Monkeyized</B> | ")
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if(istype(M, /mob/living/silicon/ai))
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foo += text("<B>Is an AI</B> | ")
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else
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foo += text("<A HREF='?src=\ref[];makeai=\ref[]'>Make AI</A> | ", src, M)
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if(isNotAdminLevel(M.z))
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foo += text("<A HREF='?src=\ref[];sendtoprison=\ref[]'>Prison</A> | ", src, M)
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foo += text("<A HREF='?src=\ref[];sendtomaze=\ref[]'>Maze</A> | ", src, M)
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else
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foo += text("<B>On Z = [M.z]</B> | ")
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else
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foo += text("<B>Hasn't Entered Game</B> | ")
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foo += text("<A HREF='?src=\ref[];revive=\ref[]'>Heal/Revive</A> | ", src, M)
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foo += text("<A HREF='?src=\ref[];forcespeech=\ref[]'>Say</A> \]", src, M)
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dat += text("N: [] R: [] (K: []) (IP: []) []<BR>", M.name, M.real_name, (M.client ? M.client : "No client"), M.lastKnownIP, foo)
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usr << browse(dat, "window=players;size=900x480")
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*****************AFTER******************/
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// Now isn't that much better? IT IS NOW A PROC, i.e. kinda like a big panel like unstable
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else if(href_list["adminplayeropts"])
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var/mob/M = locate(href_list["adminplayeropts"])
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show_player_panel(M)
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@@ -368,19 +368,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
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usr << "<font color='red'>There is no active key like that in the game or the person is not currently a ghost.</font>"
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return
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if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
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//check if they were a monkey
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if(findtext(G_found.real_name,"monkey"))
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if(alert("This character appears to have been a monkey. Would you like to respawn them as such?",,"Yes","No")=="Yes")
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var/mob/living/carbon/monkey/new_monkey = new(pick(latejoin))
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G_found.mind.transfer_to(new_monkey) //be careful when doing stuff like this! I've already checked the mind isn't in use
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new_monkey.key = G_found.key
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new_monkey << "You have been fully respawned. Enjoy the game."
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message_admins("\blue [key_name_admin(usr)] has respawned [new_monkey.key] as a filthy xeno.", 1)
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return //all done. The ghost is auto-deleted
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//Ok, it's not a monkey. So, spawn a human.
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var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
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var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character.
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