/client/proc/Debug2() set category = "Debug" set name = "Debug-Game" if(!holder) src << "Only administrators may use this command." return if(holder.rank == "Game Admin") Debug2 = !Debug2 world << "Debugging [Debug2 ? "On" : "Off"]" log_admin("[key_name(src)] toggled debugging to [Debug2]") else if(holder.rank == "Game Master") Debug2 = !Debug2 world << "Debugging [Debug2 ? "On" : "Off"]" log_admin("[key_name(src)] toggled debugging to [Debug2]") else alert("Coders only baby") return 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/make_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(!holder) src << "Only administrators may use this command." return spawn(0) var/target = null var/targetselected = 0 var/lst[] // List reference lst = new/list() // Make the list var/returnval = null var/class = null switch(alert("Proc owned by something?",,"Yes","No")) if("Yes") targetselected = 1 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 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 var/argnum = input("Number of arguments","Number:",0) as num|null if(!argnum && (argnum!=0)) return lst.len = argnum // Expand to right length //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 var/i for(i=1, iError: callproc(): owner of proc no longer exists." return if(!hascall(target,procname)) usr << "Error: callproc(): target has no such call [procname]." return 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. 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/Cell() set category = "Debug" set name = "Air Status in Location" 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 = "Fun" set name = "Make Robot" 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/makepAI(var/turf/T in mob_list) set category = "Fun" set name = "Make pAI" set desc = "Specify a location to spawn a pAI device, then specify a key to play that pAI" 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 = "Fun" set name = "Make Alien" 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_metroidize(var/mob/M in mob_list) set category = "Fun" set name = "Make Metroid" if(!ticker) alert("Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(src)] has metroidized [M.key].") spawn(10) M:Metroidize() 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 metroid.") message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into a metroid.", 1) else alert("Invalid mob") /* /client/proc/cmd_admin_monkeyize(var/mob/M in world) set category = "Fun" set name = "Make Monkey" if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/target = M log_admin("[key_name(src)] is attempting to monkeyize [M.key].") spawn(10) target.monkeyize() else alert("Invalid mob") /client/proc/cmd_admin_changelinginize(var/mob/M in world) set category = "Fun" set name = "Make Changeling" if(!ticker) alert("Wait until the game starts") return if(istype(M, /mob/living/carbon/human)) log_admin("[key_name(src)] has made [M.key] a changeling.") spawn(10) M.absorbed_dna[M.real_name] = M.dna M.make_changeling() if(M.mind) M.mind.special_role = "Changeling" else alert("Invalid mob") */ /* /client/proc/cmd_admin_abominize(var/mob/M in world) set category = null set name = "Make Abomination" usr << "Ruby Mode disabled. Command aborted." return if(!ticker) alert("Wait until the game starts.") return if(istype(M, /mob/living/carbon/human)) log_admin("[key_name(src)] has made [M.key] an abomination.") // spawn(10) // M.make_abomination() */ /* /client/proc/make_cultist(var/mob/M in world) // -- TLE, modified by Urist set category = "Fun" set name = "Make Cultist" set desc = "Makes target a cultist" if(!wordtravel) runerandom() if(M) if(M.mind in ticker.mode.cult) return else if(alert("Spawn that person a tome?",,"Yes","No")=="Yes") M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie. A tome, a message from your new master, appears on the ground." new /obj/item/weapon/tome(M.loc) else M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie." var/glimpse=pick("1","2","3","4","5","6","7","8") switch(glimpse) if("1") M << "\red You remembered one thing from the glimpse... [wordtravel] is travel..." if("2") M << "\red You remembered one thing from the glimpse... [wordblood] is blood..." if("3") M << "\red You remembered one thing from the glimpse... [wordjoin] is join..." if("4") M << "\red You remembered one thing from the glimpse... [wordhell] is Hell..." if("5") M << "\red You remembered one thing from the glimpse... [worddestr] is destroy..." if("6") M << "\red You remembered one thing from the glimpse... [wordtech] is technology..." if("7") M << "\red You remembered one thing from the glimpse... [wordself] is self..." if("8") M << "\red You remembered one thing from the glimpse... [wordsee] is see..." if(M.mind) M.mind.special_role = "Cultist" ticker.mode.cult += M.mind src << "Made [M] a cultist." */ /client/proc/cmd_debug_del_all() set category = "Debug" set name = "Del-All" // to prevent REALLY stupid deletions var/blocked = list(/obj, /mob, /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 typesof(/obj) + typesof(/mob) - blocked if(hsbitem) for(var/atom/O in world) if(istype(O, hsbitem)) del(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" 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_debug_tog_aliens() set category = "Server" set name = "Toggle Aliens" aliens_allowed = !aliens_allowed log_admin("[key_name(src)] has turned aliens [aliens_allowed ? "on" : "off"].") message_admins("[key_name_admin(src)] has turned aliens [aliens_allowed ? "on" : "off"].", 0) feedback_add_details("admin_verb","TAL") //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 (!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_if_possible(id, H.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(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 var/mob/adminmob = src.mob M.ckey = src.ckey if( isobserver(adminmob) ) del(adminmob) feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! log_admin("[key_name(usr)] assumed direct control of [M].") message_admins("\blue [key_name_admin(usr)] assumed direct control of [M].", 1) /client/proc/cmd_switch_radio() set category = "Debug" set name = "Switch Radio Mode" set desc = "Toggle between normal radios and experimental radios. Have a coder present if you do this." GLOBAL_RADIO_TYPE = !GLOBAL_RADIO_TYPE // toggle log_admin("[key_name(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].") message_admins("[key_name_admin(src)] has turned the experimental radio system [GLOBAL_RADIO_TYPE ? "on" : "off"].", 0) feedback_add_details("admin_verb","SRM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in mob_list) set category = "Fun" set name = "Select equipment" if(!ishuman(M)) alert("Invalid mob") return //log_admin("[key_name(src)] has alienized [M.key].") var/list/dresspacks = list( "strip", "standard space gear", "tournament standard red", "tournament standard green", "tournament gangster", "tournament chef", "tournament janitor", "pirate", "space pirate", "soviet admiral", "tunnel clown", "masked killer", "assassin", "death commando", "syndicate commando", "centcom official", "centcom commander", "special ops officer", "blue wizard", "red wizard", "marisa wizard", ) var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks if (isnull(dresscode)) return feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! for (var/obj/item/I in M) if (istype(I, /obj/item/weapon/implant)) continue del(I) switch(dresscode) if ("strip") //do nothing if ("standard space gear") M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/under/color/grey(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/space(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/head/helmet/space(M), M.slot_head) var /obj/item/weapon/tank/jetpack/J = new /obj/item/weapon/tank/jetpack/oxygen(M) M.equip_if_possible(J, M.slot_back) J.toggle() M.equip_if_possible(new /obj/item/clothing/mask/breath(M), 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_if_possible(new /obj/item/clothing/under/color/red(M), M.slot_w_uniform) else M.equip_if_possible(new /obj/item/clothing/under/color/green(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/suit/armor/vest(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/head/helmet/thunderdome(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/grenade/smokebomb(M), M.slot_r_store) if ("tournament gangster") //gangster are supposed to fight each other. --rastaf0 M.equip_if_possible(new /obj/item/clothing/under/det(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/suit/det_suit(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/head/det_hat(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/gun/projectile(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store) if ("tournament chef") //Steven Seagal FTW M.equip_if_possible(new /obj/item/clothing/under/rank/chef(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/chef(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/head/chefhat(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/kitchen/rollingpin(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_s_store) if ("tournament janitor") M.equip_if_possible(new /obj/item/clothing/under/rank/janitor(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) var/obj/item/weapon/storage/backpack/backpack = new(M) for(var/obj/item/I in backpack) del(I) M.equip_if_possible(backpack, M.slot_back) M.equip_if_possible(new /obj/item/weapon/mop(M), M.slot_r_hand) var/obj/item/weapon/reagent_containers/glass/bucket/bucket = new(M) bucket.reagents.add_reagent("water", 70) M.equip_if_possible(bucket, M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), M.slot_l_store) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) M.equip_if_possible(new /obj/item/stack/tile/plasteel(M), M.slot_in_backpack) if ("pirate") M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/head/bandana(M), M.slot_head) M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand) if ("space pirate") M.equip_if_possible(new /obj/item/clothing/under/pirate(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/brown(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/suit/space/pirate(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/head/helmet/space/pirate(M), M.slot_head) M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) M.equip_if_possible(new /obj/item/weapon/melee/energy/sword/pirate(M), M.slot_r_hand) /* if ("soviet soldier") M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/head/ushanka(M), M.slot_head) */ if("tunnel clown")//Tunnel clowns rule! M.equip_if_possible(new /obj/item/clothing/under/rank/clown(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/clown_shoes(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_if_possible(new /obj/item/clothing/mask/gas/clown_hat(M), M.slot_wear_mask) M.equip_if_possible(new /obj/item/clothing/head/chaplain_hood(M), M.slot_head) M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/suit/chaplain_hoodie(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(M), M.slot_l_store) M.equip_if_possible(new /obj/item/weapon/bikehorn(M), M.slot_r_store) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.access = get_all_accesses() W.assignment = "Tunnel Clown!" W.registered_name = M.real_name M.equip_if_possible(W, M.slot_wear_id) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_if_possible(fire_axe, M.slot_r_hand) if("masked killer") M.equip_if_possible(new /obj/item/clothing/under/overalls(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/white(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/latex(M), M.slot_gloves) M.equip_if_possible(new /obj/item/clothing/mask/surgical(M), M.slot_wear_mask) M.equip_if_possible(new /obj/item/clothing/head/welding(M), M.slot_head) M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/thermal/monocle(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/suit/apron(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store) M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store) var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M) M.equip_if_possible(fire_axe, M.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("assassin") M.equip_if_possible(new /obj/item/clothing/under/suit_jacket(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/suit/wcoat(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/weapon/melee/energy/sword(M), M.slot_l_store) M.equip_if_possible(new /obj/item/weapon/cloaking_device(M), M.slot_r_store) var/obj/item/weapon/secstorage/sbriefcase/sec_briefcase = new(M) for(var/obj/item/briefcase_item in sec_briefcase) del(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/crossbow sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba sec_briefcase.contents += new /obj/item/ammo_magazine/a357 sec_briefcase.contents += new /obj/item/weapon/plastique M.equip_if_possible(sec_briefcase, M.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_if_possible(pda, M.slot_belt) var/obj/item/weapon/card/id/syndicate/W = new(M) W.name = "[M.real_name]'s ID Card" W.access = get_all_accesses() W.assignment = "Reaper" W.registered_name = M.real_name M.equip_if_possible(W, M.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("centcom official") M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/black(M), M.slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), M.slot_glasses) M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_belt) M.equip_if_possible(new /obj/item/weapon/pen(M), M.slot_l_store) var/obj/item/device/pda/heads/pda = new(M) pda.owner = M.real_name pda.ownjob = "CentCom Review Official" pda.name = "PDA-[M.real_name] ([pda.ownjob])" M.equip_if_possible(pda, M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/clipboard(M), M.slot_l_hand) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer") W.assignment = "CentCom Review Official" W.registered_name = M.real_name M.equip_if_possible(W, M.slot_wear_id) if("centcom commander") M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_commander(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/armor/bulletproof(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/swat(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/eyepatch(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), M.slot_wear_mask) M.equip_if_possible(new /obj/item/clothing/head/centhat(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt) M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store) M.equip_if_possible(new /obj/item/ammo_magazine/a357(M), M.slot_l_store) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "CentCom Commanding Officer" W.registered_name = M.real_name M.equip_if_possible(W, M.slot_wear_id) if("special ops officer") M.equip_if_possible(new /obj/item/clothing/under/syndicate/combat(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/armor/swat/officer(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/mask/cigarette/cigar/havana(M), M.slot_wear_mask) M.equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), M.slot_belt) M.equip_if_possible(new /obj/item/weapon/lighter/zippo(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(M), M.slot_back) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "Special Operations Officer" W.registered_name = M.real_name M.equip_if_possible(W, M.slot_wear_id) if("blue wizard") M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/wizrobe(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes) M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/head/wizard(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack) if("red wizard") M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/red(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/sandal(M), M.slot_shoes) M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/head/wizard/red(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack) if("marisa wizard") M.equip_if_possible(new /obj/item/clothing/under/lightpurple(M), M.slot_w_uniform) M.equip_if_possible(new /obj/item/clothing/suit/wizrobe/marisa(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/clothing/shoes/sandal/marisa(M), M.slot_shoes) M.equip_if_possible(new /obj/item/device/radio/headset(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/head/wizard/marisa(M), M.slot_head) M.equip_if_possible(new /obj/item/weapon/teleportation_scroll(M), M.slot_r_store) M.equip_if_possible(new /obj/item/weapon/spellbook(M), M.slot_r_hand) M.equip_if_possible(new /obj/item/weapon/staff(M), M.slot_l_hand) M.equip_if_possible(new /obj/item/weapon/storage/backpack(M), M.slot_back) M.equip_if_possible(new /obj/item/weapon/storage/box(M), M.slot_in_backpack) if("soviet admiral") M.equip_if_possible(new /obj/item/clothing/head/hgpiratecap(M), M.slot_head) M.equip_if_possible(new /obj/item/clothing/shoes/combat(M), M.slot_shoes) M.equip_if_possible(new /obj/item/clothing/gloves/combat(M), M.slot_gloves) M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), M.slot_ears) M.equip_if_possible(new /obj/item/clothing/glasses/thermal/eyepatch(M), M.slot_glasses) M.equip_if_possible(new /obj/item/clothing/suit/hgpirate(M), M.slot_wear_suit) M.equip_if_possible(new /obj/item/weapon/storage/backpack/bandolier(M), M.slot_back) M.equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(M), M.slot_belt) M.equip_if_possible(new /obj/item/clothing/under/soviet(M), M.slot_w_uniform) var/obj/item/weapon/card/id/W = new(M) W.name = "[M.real_name]'s ID Card" W.icon_state = "centcom" W.access = get_all_accesses() W.access += get_all_centcom_access() W.assignment = "Admiral" W.registered_name = M.real_name M.equip_if_possible(W, M.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(alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Yes","No") != "Yes") return for(var/obj/machinery/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/machinery/singularity/S = new /obj/machinery/singularity(get_turf(G), 50) spawn(0) del(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.chargemode = 1 /client/proc/cmd_debug_mob_lists() set category = "Debug" set name = "Debug Mob Lists" set desc = "For when you just gotta know" switch(input("Which list?") in list("Players","Admins","Mobs","Living Mobs","Dead Mobs", "Clients")) if("Players") usr << dd_list2text(player_list,",") if("Admins") usr << dd_list2text(admin_list,",") if("Mobs") usr << dd_list2text(mob_list,",") if("Living Mobs") usr << dd_list2text(living_mob_list,",") if("Dead Mobs") usr << dd_list2text(dead_mob_list,",") if("Clients") usr << dd_list2text(client_list,",")