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https://github.com/vgstation-coders/vgstation13.git
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Unfortunately I had to disallow certain animal types until they can be fixed. - Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice. - Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction. - Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them! - Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
864 lines
36 KiB
Plaintext
864 lines
36 KiB
Plaintext
/client/proc/Debug2()
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set category = "Debug"
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set name = "Debug-Game"
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if(!holder)
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src << "Only administrators may use this command."
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return
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if(holder.rank == "Game Admin")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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log_admin("[key_name(src)] toggled debugging to [Debug2]")
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else if(holder.rank == "Game Master")
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Debug2 = !Debug2
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world << "Debugging [Debug2 ? "On" : "Off"]"
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log_admin("[key_name(src)] toggled debugging to [Debug2]")
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else
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alert("Coders only baby")
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return
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feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/* 21st Sept 2010
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Updated by Skie -- Still not perfect but better!
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Stuff you can't do:
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Call proc /mob/proc/make_dizzy() for some player
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Because if you select a player mob as owner it tries to do the proc for
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/mob/living/carbon/human/ instead. And that gives a run-time error.
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But you can call procs that are of type /mob/living/carbon/human/proc/ for that player.
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*/
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/client/proc/callproc()
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set category = "Debug"
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set name = "Advanced ProcCall"
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if(!holder)
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src << "Only administrators may use this command."
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return
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spawn(0)
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var/target = null
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var/targetselected = 0
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var/lst[] // List reference
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lst = new/list() // Make the list
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var/returnval = null
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var/class = null
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switch(alert("Proc owned by something?",,"Yes","No"))
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if("Yes")
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targetselected = 1
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class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client")
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switch(class)
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if("Obj")
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target = input("Enter target:","Target",usr) as obj in world
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if("Mob")
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target = input("Enter target:","Target",usr) as mob in world
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if("Area or Turf")
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target = input("Enter target:","Target",usr.loc) as area|turf in world
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if("Client")
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var/list/keys = list()
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for(var/client/C)
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keys += C
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target = input("Please, select a player!", "Selection", null, null) as null|anything in keys
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else
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return
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if("No")
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target = null
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targetselected = 0
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var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) as text|null
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if(!procname) return
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var/argnum = input("Number of arguments","Number:",0) as num|null
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if(!argnum && (argnum!=0)) return
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lst.len = argnum // Expand to right length
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//TODO: make a list to store whether each argument was initialised as null.
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//Reason: So we can abort the proccall if say, one of our arguments was a mob which no longer exists
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//this will protect us from a fair few errors ~Carn
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var/i
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for(i=1, i<argnum+1, i++) // Lists indexed from 1 forwards in byond
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// Make a list with each index containing one variable, to be given to the proc
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class = input("What kind of variable?","Variable Type") in list("text","num","type","reference","mob reference","icon","file","client","mob's area","CANCEL")
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switch(class)
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if("CANCEL")
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return
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if("text")
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lst[i] = input("Enter new text:","Text",null) as text
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if("num")
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lst[i] = input("Enter new number:","Num",0) as num
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if("type")
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lst[i] = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
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if("reference")
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lst[i] = input("Select reference:","Reference",src) as mob|obj|turf|area in world
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if("mob reference")
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lst[i] = input("Select reference:","Reference",usr) as mob in world
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if("file")
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lst[i] = input("Pick file:","File") as file
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if("icon")
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lst[i] = input("Pick icon:","Icon") as icon
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if("client")
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var/list/keys = list()
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for(var/mob/M in world)
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keys += M.client
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lst[i] = input("Please, select a player!", "Selection", null, null) as null|anything in keys
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if("mob's area")
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var/mob/temp = input("Select mob", "Selection", usr) as mob in world
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lst[i] = temp.loc
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if(targetselected)
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if(!target)
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usr << "<font color='red'>Error: callproc(): owner of proc no longer exists.</font>"
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return
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if(!hascall(target,procname))
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usr << "<font color='red'>Error: callproc(): target has no such call [procname].</font>"
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return
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log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
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returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
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else
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//this currently has no hascall protection. wasn't able to get it working.
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log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
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returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
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usr << "<font color='blue'>[procname] returned: [returnval ? returnval : "null"]</font>"
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feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/Cell()
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set category = "Debug"
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set name = "Air Status in Location"
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if(!mob)
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return
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var/turf/T = mob.loc
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if (!( istype(T, /turf) ))
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return
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var/datum/gas_mixture/env = T.return_air()
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var/t = ""
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t+= "Nitrogen : [env.nitrogen]\n"
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t+= "Oxygen : [env.oxygen]\n"
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t+= "Plasma : [env.toxins]\n"
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t+= "CO2: [env.carbon_dioxide]\n"
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usr.show_message(t, 1)
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feedback_add_details("admin_verb","ASL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_admin_robotize(var/mob/M in mob_list)
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set category = "Fun"
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set name = "Make Robot"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has robotized [M.key].")
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spawn(10)
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M:Robotize()
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else
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alert("Invalid mob")
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/client/proc/cmd_admin_animalize(var/mob/M in mob_list)
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set category = "Fun"
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set name = "Make Simple Animal"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(!M)
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alert("That mob doesn't seem to exist, close the panel and try again.")
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return
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if(istype(M, /mob/new_player))
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alert("The mob must not be a new_player.")
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return
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log_admin("[key_name(src)] has animalized [M.key].")
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spawn(10)
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M.Animalize()
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/client/proc/makepAI(var/turf/T in mob_list)
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set category = "Fun"
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set name = "Make pAI"
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set desc = "Specify a location to spawn a pAI device, then specify a key to play that pAI"
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var/list/available = list()
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for(var/mob/C in mob_list)
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if(C.key)
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available.Add(C)
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var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available
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if(!choice)
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return 0
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if(!istype(choice, /mob/dead/observer))
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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")
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if(confirm != "Yes")
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return 0
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var/obj/item/device/paicard/card = new(T)
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var/mob/living/silicon/pai/pai = new(card)
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pai.name = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
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pai.real_name = pai.name
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pai.key = choice.key
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card.setPersonality(pai)
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for(var/datum/paiCandidate/candidate in paiController.pai_candidates)
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if(candidate.key == choice.key)
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paiController.pai_candidates.Remove(candidate)
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feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_admin_alienize(var/mob/M in mob_list)
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set category = "Fun"
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set name = "Make Alien"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(ishuman(M))
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log_admin("[key_name(src)] has alienized [M.key].")
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spawn(10)
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M:Alienize()
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feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(usr)] made [key_name(M)] into an alien.")
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message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into an alien.", 1)
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else
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alert("Invalid mob")
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/client/proc/cmd_admin_metroidize(var/mob/M in mob_list)
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set category = "Fun"
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set name = "Make Metroid"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(ishuman(M))
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log_admin("[key_name(src)] has metroidized [M.key].")
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spawn(10)
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M:Metroidize()
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feedback_add_details("admin_verb","MKMET") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(usr)] made [key_name(M)] into a metroid.")
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message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into a metroid.", 1)
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else
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alert("Invalid mob")
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/*
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/client/proc/cmd_admin_monkeyize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Monkey"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/target = M
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log_admin("[key_name(src)] is attempting to monkeyize [M.key].")
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spawn(10)
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target.monkeyize()
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else
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alert("Invalid mob")
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/client/proc/cmd_admin_changelinginize(var/mob/M in world)
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set category = "Fun"
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set name = "Make Changeling"
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has made [M.key] a changeling.")
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spawn(10)
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M.absorbed_dna[M.real_name] = M.dna
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M.make_changeling()
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if(M.mind)
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M.mind.special_role = "Changeling"
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else
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alert("Invalid mob")
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*/
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/*
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/client/proc/cmd_admin_abominize(var/mob/M in world)
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set category = null
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set name = "Make Abomination"
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usr << "Ruby Mode disabled. Command aborted."
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return
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if(!ticker)
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alert("Wait until the game starts.")
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return
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has made [M.key] an abomination.")
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// spawn(10)
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// M.make_abomination()
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*/
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/*
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/client/proc/make_cultist(var/mob/M in world) // -- TLE, modified by Urist
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set category = "Fun"
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set name = "Make Cultist"
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set desc = "Makes target a cultist"
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if(!wordtravel)
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runerandom()
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if(M)
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if(M.mind in ticker.mode.cult)
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return
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else
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if(alert("Spawn that person a tome?",,"Yes","No")=="Yes")
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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."
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new /obj/item/weapon/tome(M.loc)
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else
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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."
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var/glimpse=pick("1","2","3","4","5","6","7","8")
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switch(glimpse)
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if("1")
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M << "\red You remembered one thing from the glimpse... [wordtravel] is travel..."
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if("2")
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M << "\red You remembered one thing from the glimpse... [wordblood] is blood..."
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if("3")
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M << "\red You remembered one thing from the glimpse... [wordjoin] is join..."
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if("4")
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M << "\red You remembered one thing from the glimpse... [wordhell] is Hell..."
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if("5")
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M << "\red You remembered one thing from the glimpse... [worddestr] is destroy..."
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if("6")
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M << "\red You remembered one thing from the glimpse... [wordtech] is technology..."
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if("7")
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M << "\red You remembered one thing from the glimpse... [wordself] is self..."
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if("8")
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M << "\red You remembered one thing from the glimpse... [wordsee] is see..."
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if(M.mind)
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M.mind.special_role = "Cultist"
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ticker.mode.cult += M.mind
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src << "Made [M] a cultist."
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*/
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/client/proc/cmd_debug_del_all()
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set category = "Debug"
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set name = "Del-All"
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// to prevent REALLY stupid deletions
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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)
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var/hsbitem = input(usr, "Choose an object to delete.", "Delete:") as null|anything in typesof(/obj) + typesof(/mob) - blocked
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if(hsbitem)
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for(var/atom/O in world)
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if(istype(O, hsbitem))
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del(O)
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log_admin("[key_name(src)] has deleted all instances of [hsbitem].")
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message_admins("[key_name_admin(src)] has deleted all instances of [hsbitem].", 0)
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feedback_add_details("admin_verb","DELA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_debug_make_powernets()
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set category = "Debug"
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set name = "Make Powernets"
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makepowernets()
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log_admin("[key_name(src)] has remade the powernet. makepowernets() called.")
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message_admins("[key_name_admin(src)] has remade the powernets. makepowernets() called.", 0)
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feedback_add_details("admin_verb","MPWN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_debug_tog_aliens()
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set category = "Server"
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set name = "Toggle Aliens"
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aliens_allowed = !aliens_allowed
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log_admin("[key_name(src)] has turned aliens [aliens_allowed ? "on" : "off"].")
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message_admins("[key_name_admin(src)] has turned aliens [aliens_allowed ? "on" : "off"].", 0)
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feedback_add_details("admin_verb","TAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/cmd_admin_grantfullaccess(var/mob/M in mob_list)
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set category = "Admin"
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set name = "Grant Full Access"
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if (!ticker)
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alert("Wait until the game starts")
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return
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if (H.wear_id)
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var/obj/item/weapon/card/id/id = H.wear_id
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if(istype(H.wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = H.wear_id
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id = pda.id
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id.icon_state = "gold"
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id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
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else
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var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M);
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id.icon_state = "gold"
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id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
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id.registered_name = H.real_name
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id.assignment = "Captain"
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id.name = "[id.registered_name]'s ID Card ([id.assignment])"
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H.equip_to_slot_or_del(id, slot_wear_id)
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H.update_inv_wear_id()
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else
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alert("Invalid mob")
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feedback_add_details("admin_verb","GFA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(src)] has granted [M.key] full access.")
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message_admins("\blue [key_name_admin(usr)] has granted [M.key] full access.", 1)
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/client/proc/cmd_assume_direct_control(var/mob/M in mob_list)
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set category = "Admin"
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set name = "Assume direct control"
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set desc = "Direct intervention"
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if(M.ckey)
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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")
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return
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else
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var/mob/dead/observer/ghost = new/mob/dead/observer(M,1)
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ghost.ckey = M.ckey
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var/mob/adminmob = src.mob
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M.ckey = src.ckey
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if( isobserver(adminmob) )
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del(adminmob)
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feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(usr)] assumed direct control of [M].")
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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_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 ("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/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(M), slot_r_hand)
|
|
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/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/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_ears)
|
|
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"
|
|
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/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_ears)
|
|
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("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/black(M), slot_gloves)
|
|
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
|
|
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(M), slot_l_store)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(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_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"
|
|
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("centcom official")
|
|
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/black(M), slot_shoes)
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
|
|
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
|
|
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/gun/energy/gun(M), slot_belt)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/pen(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_to_slot_or_del(pda, slot_r_store)
|
|
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(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_to_slot_or_del(W, slot_wear_id)
|
|
|
|
if("centcom commander")
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
|
|
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(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/centhat(M), slot_head)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
|
|
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(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_to_slot_or_del(W, slot_wear_id)
|
|
|
|
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/armor/swat/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/heads/captain(M), slot_ears)
|
|
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/mask/cigarette/cigar/havana(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/M1911(M), slot_belt)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(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_to_slot_or_del(W, slot_wear_id)
|
|
|
|
if("blue wizard")
|
|
M.equip_to_slot_or_del(new /obj/item/clothing/under/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_ears)
|
|
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/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/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_ears)
|
|
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/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/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_ears)
|
|
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/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_ears)
|
|
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/bandolier(M), slot_back)
|
|
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/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 = "centcom"
|
|
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)
|
|
|
|
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,",")
|