code/__DEFINES/access.dm
ACCESS_COMMAND | Command General Access, used for accessing the doors to the bridge, the communications console, and the general access that Tablet/Computer Programs check for "heads". |
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ACCESS_AI_MASTER | Access to critical-to-function AI rooms and equipment such as the AI Core, AI Upload, AI mini-sat maintenance, turret controls, and foam dispensers. |
ACCESS_AI_SAT | Access to non-critical rooms in the mini-sat the AI usually resides in. Given to Network Admins to let them do maintenance on the AI. |
ACCESS_TELEPORTER | Access to the Teleporter Room, and some cargo crates. |
ACCESS_EVA | Access to the EVA Storage Room, and some cargo crates. |
ACCESS_VAULT | Access to the vault on the station, for accessing the station's budget, the nuke core, or the Ore Silo. |
ACCESS_RC_ANNOUNCE | Access to make an announcement through the Requests Console found in an office. |
ACCESS_KEYCARD_AUTH | Access used for events (Red Alert, BSA, Emergency Maintenance) which require at least two people to swipe at the same time to authorize it |
ACCESS_PERSONAL_LOCKERS | Access used to override "personal control" on all personal lockers, meaning you are able to open any of those lockers/wardrobes. |
ACCESS_CHANGE_IDS | Access used for Access-Changing Programs, this one will unlock all options that can be ever given via that program. |
ACCESS_CAPTAIN | Access used for the Captain's personal quarters in mapping, the spare ID cabinet, and the antique gun (but only on gamma alert or above). |
ACCESS_SECURITY | Security's General Access, armaments vendor, security lockers, and other secure gear. Applied to things to Officers and Wardens should access, but never Lawyers or Detectives. |
ACCESS_SEC_BASIC | Access to the front doors of the Brig, the "secure" portion of the Courtroom, and department outposts. Given to Lawyers, Heads of Staff, and Detectives. |
ACCESS_BRIG | Access to brig cells, brig timers, permabrig, gulag, gulag teleporter, gulag shuttle, prisoner management console, and some security cargo crates. |
ACCESS_ARMORY | Access to the armory, security incinerator (when present), and the execution/re-education chamber. |
ACCESS_DETECTIVE | Access for the Detective, their office, and medical data console. Always mixed with ACCESS_SECURITY in the security office/delivery windoor, and the arrivals and departure sec checkpoints. |
ACCESS_BRIG_PHYS | Access for the Brig Physician and their locker, also used for the Brig Infirmary doors. |
ACCESS_WEAPONS_PERMIT | The "Weapons Permit" Access, or the one that lets you walk past secbots without them charging at you as you hold your weaponry. |
ACCESS_HOS | Access used for the Head of Security's personal quarters in mapping, as well as other HoS-related things. |
ACCESS_ENGINEERING | Engineering General Access, grants access to the standard parts of Engineering and the Engine Room. |
ACCESS_ATMOSPHERICS | Access to Atmospherics Sections of the Engineering Department, as well as air alarms. |
ACCESS_MAINT_TUNNELS | Access to all maintenance tunnels on the station. This overrides any "departmental maintenance" access, this has free roaming range everywhere. |
ACCESS_EXTERNAL_AIRLOCKS | Access to all external "space facing" airlocks on the station. Used such that people don't easily "jump ship", or restict free ingress/egress to only a few points on the station. |
ACCESS_ENGINE_EQUIP | Access to get into APCs, engineering equipment lockers, typically mapped in for key power rooms across the station, engineering vending machines, emitters, and some other stuff. |
ACCESS_CONSTRUCTION | Access to "construction" areas of the station. However, in mapping, it's also used to get access to the front door and lathe room of the engineering department. |
ACCESS_TECH_STORAGE | Access to the Tech Storage room, containing lots of machine boards and other miscellaneous engineering gear. |
ACCESS_SECURE_TECH | Access to the Secure Tech Storage room, containing unreplaceable high-value machine boards. |
ACCESS_TCOMMS | Access to the Telecomms Server Room, traffic control console, machinery, and tablets. |
ACCESS_TCOMMS_ADMIN | Access needed to view message logs recorded on the message monitor console in Telecomms. |
ACCESS_AUX_BASE | Access to the Auxiliary Base Room, as well as the ability to launch it. |
ACCESS_CE | Access for the Chief Engineer's office, as well as some other CE-related things. |
ACCESS_MEDICAL | General access to Medbay, like the front doors, the treatment center, the medical records console, defibrillator mounts, and more. |
ACCESS_SURGERY | Access to the surgery rooms, as well as the equipment and buttons there. |
ACCESS_PARAMEDIC | Access to the Paramedic Staging Area. |
ACCESS_MORGUE | Access to the Morgue. |
ACCESS_CHEMISTRY | Access to the chemistry lab, or the smaller room in medical with the multiple chem dispensers and pill pressers. The Chemist's main position. |
ACCESS_CLONING | Access to the cloning lab, usually adjacent to the genetics lab. Given to Medical Doctors so they can't also enter Genetics. |
ACCESS_VIROLOGY | Access to the Virology portion of the medical department, as well as the virology crate. |
ACCESS_PSYCHOLOGY | Access to the Psychologist's office. |
ACCESS_CMO | Access for the Chief Medical Officer's personal quarters in mapping, as well as some other CMO-related things. |
ACCESS_CARGO | General access needed to enter Cargo, allows entry into the Cargo Office and Mail/Delivery Office. |
ACCESS_CARGO_BAY | Access to the Cargo Bay and Warehouse. Separated from the above to prevent miners processing cargo. |
ACCESS_MINING | Access to the "on-station" Mining Portion of the Cargo Department. |
ACCESS_MINING_STATION | Access to the "off-station" Mining Station, which contains gear dedicated for miners to do their job best, as well as seek shelter from the inhospitable elements. |
ACCESS_QM | Access for the Quartermaster's personal quarters in mapping, as well as some other QM-related things. |
ACCESS_SCIENCE | General access for Science, allows for entry to the general hallways of Science, as well as the main lathe room. |
ACCESS_RESEARCH | Access needed to research tech nodes at R&D consoles. May also be needed to access some scientific equipment. |
ACCESS_TOXINS | Access to the Toxins Mixing Lab and Toxins Test Area equipment. |
ACCESS_TOXINS_STORAGE | Access to the Toxins Storage Room, where all of the bomb-making gases are stored. |
ACCESS_EXPERIMENTATION | Access to the Experimentation Lab, containing the E.X.P.E.R.I-MENTOR. Uses of this access is set to change in the future. |
ACCESS_GENETICS | Access to the Genetics division of Science. |
ACCESS_ROBOTICS | Access to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots. |
ACCESS_ROBO_CONTROL | Access to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots. |
ACCESS_XENOBIOLOGY | Access to the Xenobiology division of Science. |
ACCESS_RND_SERVERS | Access to the research Server Room, containing the important R&D research servers and AI networking machines. |
ACCESS_RD | Access for the Research Director's personal quarters in mapping, the R&D server room, as well as some other RD-related things. |
ACCESS_SERVICE | General access for Service, allows for entry to the Service Hallway. |
ACCESS_THEATRE | Access to the Theatre, as well as other vending machines related to the theatre. Sometimes also used as the "clown's" access in code. |
ACCESS_CHAPEL_OFFICE | Access to the Chaplain's office. |
ACCESS_CREMATORIUM | Access to the chapel's crematorium. |
ACCESS_LIBRARY | Access to the curator's private rooms in the Library and the trophy display cases, as well as access both into and out of the Library via Maintenance. |
ACCESS_BAR | Access to the Bar, the Bar's Backroom, the bar sign, the bar robot portal, and the bar's vending machines. Some other bar-things too. |
ACCESS_KITCHEN | Access to the Kitchen, the Kitchen's Coldroom, the kitchen's vending machines, and the food robot portal. Some other chef-things too. |
ACCESS_HYDROPONICS | Access to the Botany Division of the station and some other Botanist things. |
ACCESS_JANITOR | Access to the Janitor's room, and some tablet apps for control of the station's janitorial equipment. |
ACCESS_LAWYER | Access to the Lawyer's office. |
ACCESS_CLERK | Access to the Gift Shop's back doors. |
ACCESS_HOP | Access used for the Head of Personnel's personal quarters in mapping, as well as the security console and other HoP-related things. |
ACCESS_CENT_GENERAL | General facilities. Centcom ferry. |
ACCESS_CENT_SPECOPS | Special Ops. Captain's display case, Marauder/Seraph mechs, . Remind me to separate to captain, centcom, and syndicate mech access later -SonofSpace |
ACCESS_SYNDICATE | SYNDICATE |
ACCESS_BLOODCULT | CULTS |
ACCESS_INACCESSIBLE | For things that aren't ever supposed to be accessed |
ACCESS_ALERT_ADMINS | |
LOG_ID_ACCESS_CHANGE | Logging define for ID card access changes |
Define Details
ACCESS_AI_MASTER
Access to critical-to-function AI rooms and equipment such as the AI Core, AI Upload, AI mini-sat maintenance, turret controls, and foam dispensers.
ACCESS_AI_SAT
Access to non-critical rooms in the mini-sat the AI usually resides in. Given to Network Admins to let them do maintenance on the AI.
ACCESS_ALERT_ADMINS
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- END ACCESS IDS - - - /// A list of access levels that, when added to an ID card, will warn admins.
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ACCESS_ARMORY
Access to the armory, security incinerator (when present), and the execution/re-education chamber.
ACCESS_ATMOSPHERICS
Access to Atmospherics Sections of the Engineering Department, as well as air alarms.
ACCESS_AUX_BASE
Access to the Auxiliary Base Room, as well as the ability to launch it.
ACCESS_BAR
Access to the Bar, the Bar's Backroom, the bar sign, the bar robot portal, and the bar's vending machines. Some other bar-things too.
ACCESS_BLOODCULT
CULTS
ACCESS_BRIG
Access to brig cells, brig timers, permabrig, gulag, gulag teleporter, gulag shuttle, prisoner management console, and some security cargo crates.
ACCESS_BRIG_PHYS
Access for the Brig Physician and their locker, also used for the Brig Infirmary doors.
ACCESS_CAPTAIN
Access used for the Captain's personal quarters in mapping, the spare ID cabinet, and the antique gun (but only on gamma alert or above).
ACCESS_CARGO
General access needed to enter Cargo, allows entry into the Cargo Office and Mail/Delivery Office.
ACCESS_CARGO_BAY
Access to the Cargo Bay and Warehouse. Separated from the above to prevent miners processing cargo.
ACCESS_CE
Access for the Chief Engineer's office, as well as some other CE-related things.
ACCESS_CENT_GENERAL
General facilities. Centcom ferry.
ACCESS_CENT_SPECOPS
Special Ops. Captain's display case, Marauder/Seraph mechs, . Remind me to separate to captain, centcom, and syndicate mech access later -SonofSpace
ACCESS_CHANGE_IDS
Access used for Access-Changing Programs, this one will unlock all options that can be ever given via that program.
ACCESS_CHAPEL_OFFICE
Access to the Chaplain's office.
ACCESS_CHEMISTRY
Access to the chemistry lab, or the smaller room in medical with the multiple chem dispensers and pill pressers. The Chemist's main position.
ACCESS_CLERK
Access to the Gift Shop's back doors.
ACCESS_CLONING
Access to the cloning lab, usually adjacent to the genetics lab. Given to Medical Doctors so they can't also enter Genetics.
ACCESS_CMO
Access for the Chief Medical Officer's personal quarters in mapping, as well as some other CMO-related things.
ACCESS_COMMAND
Command General Access, used for accessing the doors to the bridge, the communications console, and the general access that Tablet/Computer Programs check for "heads".
ACCESS_CONSTRUCTION
Access to "construction" areas of the station. However, in mapping, it's also used to get access to the front door and lathe room of the engineering department.
ACCESS_CREMATORIUM
Access to the chapel's crematorium.
ACCESS_DETECTIVE
Access for the Detective, their office, and medical data console. Always mixed with ACCESS_SECURITY in the security office/delivery windoor, and the arrivals and departure sec checkpoints.
ACCESS_ENGINEERING
Engineering General Access, grants access to the standard parts of Engineering and the Engine Room.
ACCESS_ENGINE_EQUIP
Access to get into APCs, engineering equipment lockers, typically mapped in for key power rooms across the station, engineering vending machines, emitters, and some other stuff.
ACCESS_EVA
Access to the EVA Storage Room, and some cargo crates.
ACCESS_EXPERIMENTATION
Access to the Experimentation Lab, containing the E.X.P.E.R.I-MENTOR. Uses of this access is set to change in the future.
ACCESS_EXTERNAL_AIRLOCKS
Access to all external "space facing" airlocks on the station. Used such that people don't easily "jump ship", or restict free ingress/egress to only a few points on the station.
ACCESS_GENETICS
Access to the Genetics division of Science.
ACCESS_HOP
Access used for the Head of Personnel's personal quarters in mapping, as well as the security console and other HoP-related things.
ACCESS_HOS
Access used for the Head of Security's personal quarters in mapping, as well as other HoS-related things.
ACCESS_HYDROPONICS
Access to the Botany Division of the station and some other Botanist things.
ACCESS_INACCESSIBLE
For things that aren't ever supposed to be accessed
ACCESS_JANITOR
Access to the Janitor's room, and some tablet apps for control of the station's janitorial equipment.
ACCESS_KEYCARD_AUTH
Access used for events (Red Alert, BSA, Emergency Maintenance) which require at least two people to swipe at the same time to authorize it
ACCESS_KITCHEN
Access to the Kitchen, the Kitchen's Coldroom, the kitchen's vending machines, and the food robot portal. Some other chef-things too.
ACCESS_LAWYER
Access to the Lawyer's office.
ACCESS_LIBRARY
Access to the curator's private rooms in the Library and the trophy display cases, as well as access both into and out of the Library via Maintenance.
ACCESS_MAINT_TUNNELS
Access to all maintenance tunnels on the station. This overrides any "departmental maintenance" access, this has free roaming range everywhere.
ACCESS_MEDICAL
General access to Medbay, like the front doors, the treatment center, the medical records console, defibrillator mounts, and more.
ACCESS_MINING
Access to the "on-station" Mining Portion of the Cargo Department.
ACCESS_MINING_STATION
Access to the "off-station" Mining Station, which contains gear dedicated for miners to do their job best, as well as seek shelter from the inhospitable elements.
ACCESS_MORGUE
Access to the Morgue.
ACCESS_PARAMEDIC
Access to the Paramedic Staging Area.
ACCESS_PERSONAL_LOCKERS
Access used to override "personal control" on all personal lockers, meaning you are able to open any of those lockers/wardrobes.
ACCESS_PSYCHOLOGY
Access to the Psychologist's office.
ACCESS_QM
Access for the Quartermaster's personal quarters in mapping, as well as some other QM-related things.
ACCESS_RC_ANNOUNCE
Access to make an announcement through the Requests Console found in an office.
ACCESS_RD
Access for the Research Director's personal quarters in mapping, the R&D server room, as well as some other RD-related things.
ACCESS_RESEARCH
Access needed to research tech nodes at R&D consoles. May also be needed to access some scientific equipment.
ACCESS_RND_SERVERS
Access to the research Server Room, containing the important R&D research servers and AI networking machines.
ACCESS_ROBOTICS
Access to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots.
ACCESS_ROBO_CONTROL
Access to the Robotics division of Science, as well as opening up silicon cyborgs and other simple robots.
ACCESS_SCIENCE
General access for Science, allows for entry to the general hallways of Science, as well as the main lathe room.
ACCESS_SECURE_TECH
Access to the Secure Tech Storage room, containing unreplaceable high-value machine boards.
ACCESS_SECURITY
Security's General Access, armaments vendor, security lockers, and other secure gear. Applied to things to Officers and Wardens should access, but never Lawyers or Detectives.
ACCESS_SEC_BASIC
Access to the front doors of the Brig, the "secure" portion of the Courtroom, and department outposts. Given to Lawyers, Heads of Staff, and Detectives.
ACCESS_SERVICE
General access for Service, allows for entry to the Service Hallway.
ACCESS_SURGERY
Access to the surgery rooms, as well as the equipment and buttons there.
ACCESS_SYNDICATE
SYNDICATE
ACCESS_TCOMMS
Access to the Telecomms Server Room, traffic control console, machinery, and tablets.
ACCESS_TCOMMS_ADMIN
Access needed to view message logs recorded on the message monitor console in Telecomms.
ACCESS_TECH_STORAGE
Access to the Tech Storage room, containing lots of machine boards and other miscellaneous engineering gear.
ACCESS_TELEPORTER
Access to the Teleporter Room, and some cargo crates.
ACCESS_THEATRE
Access to the Theatre, as well as other vending machines related to the theatre. Sometimes also used as the "clown's" access in code.
ACCESS_TOXINS
Access to the Toxins Mixing Lab and Toxins Test Area equipment.
ACCESS_TOXINS_STORAGE
Access to the Toxins Storage Room, where all of the bomb-making gases are stored.
ACCESS_VAULT
Access to the vault on the station, for accessing the station's budget, the nuke core, or the Ore Silo.
ACCESS_VIROLOGY
Access to the Virology portion of the medical department, as well as the virology crate.
ACCESS_WEAPONS_PERMIT
The "Weapons Permit" Access, or the one that lets you walk past secbots without them charging at you as you hold your weaponry.
ACCESS_XENOBIOLOGY
Access to the Xenobiology division of Science.
LOG_ID_ACCESS_CHANGE
Logging define for ID card access changes