Respawning Tweaks (#646)

changes:

rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
This commit is contained in:
NanakoAC
2016-08-03 22:34:41 +03:00
committed by skull132
parent af304c93e2
commit d6803a26e3
10 changed files with 173 additions and 43 deletions
+13
View File
@@ -275,6 +275,19 @@ Ccomp's first proc.
timeofdeath is used for bodies on autopsy but since we're messing with a ghost I'm pretty sure
there won't be an autopsy.
*/
var/datum/preferences/P
if (G.client)
P = G.client.prefs
else if (G.ckey)
P = preferences_datums[G.ckey]
else
src << "Something went wrong, couldn't find the target's preferences datum"
return 0
for (var/entry in P.time_of_death)//Set all the prefs' times of death to a huge negative value so any respawn timers will be fine
P.time_of_death[entry] = -99999
G.has_enabled_antagHUD = 2
G.can_reenter_corpse = 1