Merge pull request #10530 from kappa-sama/modularer
deletes modular items but this time i don't get cucked
This commit is contained in:
@@ -378,3 +378,11 @@
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/obj/item/circuitboard/computer/apc_control,
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/obj/item/circuitboard/computer/robotics
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)
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/obj/effect/spawner/lootdrop/keg
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name = "random keg spawner"
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lootcount = 1
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loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
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/obj/structure/reagent_dispensers/keg/aphro = 2,
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/obj/structure/reagent_dispensers/keg/aphro/strong = 2,
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/obj/structure/reagent_dispensers/keg/gargle = 1)
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@@ -10,6 +10,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/item_state = null
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var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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var/list/alternate_screams = list() //REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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//Dimensions of the icon file used when this item is worn, eg: hats.dmi
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//eg: 32x32 sprite, 64x64 sprite, etc.
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@@ -89,4 +89,4 @@
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resistance_flags = ACID_PROOF
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/datum/action/item_action/squeeze
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name = "Squeak!"
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name = "Squeak!"
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@@ -144,3 +144,80 @@ Code:
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user << browse(dat, "window=radio")
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onclose(user, "radio")
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return
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/obj/item/electropack/shockcollar
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name = "shock collar"
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desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
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icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
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alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
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icon_state = "shockcollar"
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item_state = "shockcollar"
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body_parts_covered = NECK
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slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
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w_class = WEIGHT_CLASS_SMALL
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strip_delay = 60
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equip_delay_other = 60
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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var/tagname = null
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/datum/design/electropack/shockcollar
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name = "Shockcollar"
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id = "shockcollar"
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build_type = AUTOLATHE
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build_path = /obj/item/electropack/shockcollar
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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category = list("hacked", "Misc")
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/obj/item/electropack/shockcollar/attack_hand(mob/user)
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if(loc == user && user.get_item_by_slot(SLOT_NECK))
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to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
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return
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return ..()
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/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
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if(!signal || signal.data["code"] != code)
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return
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if(isliving(loc) && on)
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if(shock_cooldown == TRUE)
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return
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shock_cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
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var/mob/living/L = loc
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step(L, pick(GLOB.cardinals))
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to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, L)
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s.start()
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L.Knockdown(100)
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if(master)
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master.receive_signal()
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return
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/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
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if(istype(W, /obj/item/pen))
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var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
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if(t)
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tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
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name = "[initial(name)] - [tagname]"
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else
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return ..()
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/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
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var/dat = {"
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<TT>
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<B>Frequency/Code</B> for shock collar:<BR>
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Frequency:
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[format_frequency(src.frequency)]
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<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
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Code:
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[src.code]
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<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
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</TT>"}
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user << browse(dat, "window=radio")
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onclose(user, "radio")
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return
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@@ -92,7 +92,13 @@
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/obj/item/encryptionkey/heads/hop
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name = "\proper the head of personnel's encryption key"
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icon_state = "hop_cypherkey"
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channels = list(RADIO_CHANNEL_SUPPLY = 1, RADIO_CHANNEL_SERVICE = 1, RADIO_CHANNEL_COMMAND = 1)
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channels = list(RADIO_CHANNEL_SERVICE = 1, RADIO_CHANNEL_COMMAND = 1)
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/obj/item/encryptionkey/heads/qm
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name = "\proper the quartermaster's encryption key"
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desc = "An encryption key for a radio headset. Channels are as follows: :u - supply, :c - command."
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icon_state = "hop_cypherkey"
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channels = list(RADIO_CHANNEL_SUPPLY = 1, RADIO_CHANNEL_COMMAND = 1)
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/obj/item/encryptionkey/headset_cargo
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name = "supply radio encryption key"
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@@ -206,6 +206,12 @@ GLOBAL_LIST_INIT(channel_tokens, list(
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icon_state = "com_headset"
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keyslot = new /obj/item/encryptionkey/heads/hop
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/obj/item/radio/headset/heads/qm
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name = "\proper the quartermaster's headset"
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desc = "The headset of the king (or queen) of paperwork."
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icon_state = "com_headset"
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keyslot = new /obj/item/encryptionkey/heads/qm
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/obj/item/radio/headset/headset_cargo
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name = "supply radio headset"
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desc = "A headset used by the QM and his slaves."
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@@ -122,3 +122,6 @@
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owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
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prime()
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return TRUE //It hit the grenade, not them
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/obj/item/proc/grenade_prime_react(obj/item/grenade/nade)
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return
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@@ -223,6 +223,46 @@
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if(!iscyborg(loc))
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deductcharge(1000 / severity, TRUE, FALSE)
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/obj/item/melee/baton/stunsword
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name = "stunsword"
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desc = "not actually sharp, this sword is functionally identical to a stunbaton"
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icon = 'modular_citadel/icons/obj/stunsword.dmi'
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icon_state = "stunsword"
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item_state = "sword"
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lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
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righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
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/obj/item/melee/baton/stunsword/get_belt_overlay()
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if(istype(loc, /obj/item/storage/belt/sabre))
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "stunsword")
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return ..()
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/obj/item/melee/baton/stunsword/get_worn_belt_overlay(icon_file)
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return mutable_appearance(icon_file, "-stunsword")
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/obj/item/ssword_kit
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name = "stunsword kit"
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desc = "a modkit for making a stunbaton into a stunsword"
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icon = 'icons/obj/vending_restock.dmi'
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icon_state = "refill_donksoft"
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var/product = /obj/item/melee/baton/stunsword //what it makes
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var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs
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afterattack(obj/O, mob/user as mob)
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if(istype(O, product))
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to_chat(user,"<span class='warning'>[O] is already modified!")
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else if(O.type in fromitem) //makes sure O is the right thing
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var/obj/item/melee/baton/B = O
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if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out
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new product(usr.loc) //spawns the product
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user.visible_message("<span class='warning'>[user] modifies [O]!","<span class='warning'>You modify the [O]!")
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qdel(O) //Gets rid of the baton
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qdel(src) //gets rid of the kit
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else
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to_chat(user,"<span class='warning'>Remove the powercell first!</span>") //We make this check because the stunsword starts without a battery.
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else
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to_chat(user, "<span class='warning'> You can't modify [O] with this kit!</span>")
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/melee/baton/cattleprod
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name = "stunprod"
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@@ -249,5 +289,6 @@
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sparkler?.activate()
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. = ..()
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#undef STUNBATON_CHARGE_LENIENCY
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#undef STUNBATON_DEPLETION_RATE
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@@ -34,10 +34,12 @@ GLOBAL_LIST(topic_status_cache)
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#endif
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load_admins()
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load_mentors()
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LoadVerbs(/datum/verbs/menu)
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if(CONFIG_GET(flag/usewhitelist))
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load_whitelist()
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LoadBans()
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initialize_global_loadout_items()
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reload_custom_roundstart_items_list()//Cit change - loads donator items. Remind me to remove when I port over bay's loadout system
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GLOB.timezoneOffset = text2num(time2text(0,"hh")) * 36000
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@@ -49,8 +51,6 @@ GLOBAL_LIST(topic_status_cache)
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if(NO_INIT_PARAMETER in params)
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return
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cit_initialize()
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Master.Initialize(10, FALSE, TRUE)
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if(TEST_RUN_PARAMETER in params)
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@@ -178,6 +178,7 @@
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icon_state = "xenos"
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item_state = "xenos_helm"
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desc = "A helmet made out of chitinous alien hide."
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alternate_screams = list('sound/voice/hiss6.ogg')
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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/obj/item/clothing/head/fedora
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@@ -421,4 +422,4 @@
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name = "security cowboy hat"
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desc = "A security cowboy hat, perfect for any true lawman"
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icon_state = "cowboyhat_sec"
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item_state= "cowboyhat_sec"
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item_state= "cowboyhat_sec"
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@@ -86,6 +86,7 @@
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desc = "Perfect for winter in Siberia, da?"
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icon_state = "ushankadown"
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item_state = "ushankadown"
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alternate_screams = list('sound/voice/human/cyka1.ogg', 'sound/voice/human/cheekibreeki.ogg')
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flags_inv = HIDEEARS|HIDEHAIR
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var/earflaps = 1
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cold_protection = HEAD
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@@ -164,6 +165,7 @@
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icon_state = "cardborg_h"
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item_state = "cardborg_h"
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flags_cover = HEADCOVERSEYES
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alternate_screams = list('modular_citadel/sound/voice/scream_silicon.ogg')
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
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dog_fashion = /datum/dog_fashion/head/cardborg
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@@ -1,7 +0,0 @@
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/obj/effect/spawner/lootdrop/keg
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name = "random keg spawner"
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lootcount = 1
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loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
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/obj/structure/reagent_dispensers/keg/aphro = 2,
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/obj/structure/reagent_dispensers/keg/aphro/strong = 2,
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/obj/structure/reagent_dispensers/keg/gargle = 1)
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@@ -1,15 +0,0 @@
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/obj/item
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var/list/alternate_screams = list() //REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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// lazy for screaming.
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/obj/item/clothing/head/xenos
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alternate_screams = list('sound/voice/hiss6.ogg')
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/obj/item/clothing/head/cardborg
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alternate_screams = list('modular_citadel/sound/voice/scream_silicon.ogg')
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/obj/item/clothing/head/ushanka
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alternate_screams = list('sound/voice/human/cyka1.ogg', 'sound/voice/human/cheekibreeki.ogg')
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/obj/item/proc/grenade_prime_react(obj/item/grenade/nade)
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return
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@@ -1,10 +0,0 @@
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/obj/item/encryptionkey/heads/qm
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name = "\proper the quartermaster's encryption key"
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desc = "An encryption key for a radio headset. Channels are as follows: :u - supply, :c - command."
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icon_state = "hop_cypherkey"
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channels = list("Supply" = 1, "Command" = 1)
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/obj/item/encryptionkey/heads/hop
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desc = "An encryption key for a radio headset. Channels are as follows: :v - service, :c - command."
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channels = list("Service" = 1, "Command" = 1)
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@@ -1,10 +0,0 @@
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/obj/item/radio/headset/heads/qm
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name = "\proper the quartermaster's headset"
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desc = "The headset of the king (or queen) of paperwork.\nChannels are as follows: :u - supply, :c - command."
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icon_state = "com_headset"
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keyslot = new /obj/item/encryptionkey/heads/qm
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/obj/item/radio/headset/heads/hop
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desc = "The headset of the guy who will one day be captain.\nChannels are as follows: :v - service, :c - command."
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keyslot = new /obj/item/encryptionkey/heads/hop
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@@ -1,77 +0,0 @@
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/obj/item/electropack/shockcollar
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name = "shock collar"
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desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
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icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
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alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
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icon_state = "shockcollar"
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item_state = "shockcollar"
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body_parts_covered = NECK
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slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
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w_class = WEIGHT_CLASS_SMALL
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strip_delay = 60
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equip_delay_other = 60
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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var/tagname = null
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/datum/design/electropack/shockcollar
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name = "Shockcollar"
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id = "shockcollar"
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build_type = AUTOLATHE
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build_path = /obj/item/electropack/shockcollar
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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category = list("hacked", "Misc")
|
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/obj/item/electropack/shockcollar/attack_hand(mob/user)
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if(loc == user && user.get_item_by_slot(SLOT_NECK))
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to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
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return
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return ..()
|
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/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
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if(!signal || signal.data["code"] != code)
|
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return
|
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|
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if(isliving(loc) && on)
|
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if(shock_cooldown == TRUE)
|
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return
|
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shock_cooldown = TRUE
|
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addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
|
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var/mob/living/L = loc
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step(L, pick(GLOB.cardinals))
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|
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to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
|
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, L)
|
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s.start()
|
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|
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L.Knockdown(100)
|
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|
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if(master)
|
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master.receive_signal()
|
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return
|
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|
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/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
|
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if(istype(W, /obj/item/pen))
|
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var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
|
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if(t)
|
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tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
|
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name = "[initial(name)] - [tagname]"
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
|
||||
var/dat = {"
|
||||
<TT>
|
||||
<B>Frequency/Code</B> for shock collar:<BR>
|
||||
Frequency:
|
||||
[format_frequency(src.frequency)]
|
||||
<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
|
||||
|
||||
Code:
|
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[src.code]
|
||||
<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
|
||||
</TT>"}
|
||||
user << browse(dat, "window=radio")
|
||||
onclose(user, "radio")
|
||||
return
|
||||
@@ -1,41 +0,0 @@
|
||||
/obj/item/melee/baton/stunsword
|
||||
name = "stunsword"
|
||||
desc = "not actually sharp, this sword is functionally identical to a stunbaton"
|
||||
icon = 'modular_citadel/icons/obj/stunsword.dmi'
|
||||
icon_state = "stunsword"
|
||||
item_state = "sword"
|
||||
lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
|
||||
righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
|
||||
|
||||
/obj/item/melee/baton/stunsword/get_belt_overlay()
|
||||
if(istype(loc, /obj/item/storage/belt/sabre))
|
||||
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "stunsword")
|
||||
return ..()
|
||||
|
||||
/obj/item/melee/baton/stunsword/get_worn_belt_overlay(icon_file)
|
||||
return mutable_appearance(icon_file, "-stunsword")
|
||||
|
||||
/obj/item/ssword_kit
|
||||
name = "stunsword kit"
|
||||
desc = "a modkit for making a stunbaton into a stunsword"
|
||||
icon = 'icons/obj/vending_restock.dmi'
|
||||
icon_state = "refill_donksoft"
|
||||
var/product = /obj/item/melee/baton/stunsword //what it makes
|
||||
var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs
|
||||
afterattack(obj/O, mob/user as mob)
|
||||
if(istype(O, product))
|
||||
to_chat(user,"<span class='warning'>[O] is already modified!")
|
||||
else if(O.type in fromitem) //makes sure O is the right thing
|
||||
var/obj/item/melee/baton/B = O
|
||||
if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out
|
||||
new product(usr.loc) //spawns the product
|
||||
user.visible_message("<span class='warning'>[user] modifies [O]!","<span class='warning'>You modify the [O]!")
|
||||
qdel(O) //Gets rid of the baton
|
||||
qdel(src) //gets rid of the kit
|
||||
|
||||
else
|
||||
to_chat(user,"<span class='warning'>Remove the powercell first!</span>") //We make this check because the stunsword starts without a battery.
|
||||
else
|
||||
to_chat(user, "<span class='warning'> You can't modify [O] with this kit!</span>")
|
||||
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
//init file stolen from hippie
|
||||
|
||||
/proc/cit_initialize()
|
||||
load_mentors()
|
||||
initialize_global_loadout_items()
|
||||
@@ -835,9 +835,11 @@
|
||||
#include "code\game\objects\items\AI_modules.dm"
|
||||
#include "code\game\objects\items\airlock_painter.dm"
|
||||
#include "code\game\objects\items\apc_frame.dm"
|
||||
#include "code\game\objects\items\balls.dm"
|
||||
#include "code\game\objects\items\blueprints.dm"
|
||||
#include "code\game\objects\items\body_egg.dm"
|
||||
#include "code\game\objects\items\bodybag.dm"
|
||||
#include "code\game\objects\items\boombox.dm"
|
||||
#include "code\game\objects\items\candle.dm"
|
||||
#include "code\game\objects\items\cardboard_cutouts.dm"
|
||||
#include "code\game\objects\items\cards_ids.dm"
|
||||
@@ -3073,7 +3075,6 @@
|
||||
#include "interface\interface.dm"
|
||||
#include "interface\menu.dm"
|
||||
#include "interface\stylesheet.dm"
|
||||
#include "modular_citadel\code\init.dm"
|
||||
#include "modular_citadel\code\__HELPERS\list2list.dm"
|
||||
#include "modular_citadel\code\__HELPERS\lists.dm"
|
||||
#include "modular_citadel\code\__HELPERS\mobs.dm"
|
||||
@@ -3088,15 +3089,7 @@
|
||||
#include "modular_citadel\code\datums\status_effects\debuffs.dm"
|
||||
#include "modular_citadel\code\game\machinery\wishgranter.dm"
|
||||
#include "modular_citadel\code\game\objects\cit_screenshake.dm"
|
||||
#include "modular_citadel\code\game\objects\items.dm"
|
||||
#include "modular_citadel\code\game\objects\effects\spawner\spawners.dm"
|
||||
#include "modular_citadel\code\game\objects\effects\temporary_visuals\souldeath.dm"
|
||||
#include "modular_citadel\code\game\objects\items\balls.dm"
|
||||
#include "modular_citadel\code\game\objects\items\boombox.dm"
|
||||
#include "modular_citadel\code\game\objects\items\stunsword.dm"
|
||||
#include "modular_citadel\code\game\objects\items\devices\radio\encryptionkey.dm"
|
||||
#include "modular_citadel\code\game\objects\items\devices\radio\headset.dm"
|
||||
#include "modular_citadel\code\game\objects\items\devices\radio\shockcollar.dm"
|
||||
#include "modular_citadel\code\modules\admin\admin.dm"
|
||||
#include "modular_citadel\code\modules\admin\chat_commands.dm"
|
||||
#include "modular_citadel\code\modules\admin\holder2.dm"
|
||||
|
||||
Reference in New Issue
Block a user