mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 09:31:13 +00:00
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2564 316c924e-a436-60f5-8080-3fe189b3f50e
632 lines
20 KiB
Plaintext
632 lines
20 KiB
Plaintext
#define UI_OLD 0
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#define UI_NEW 1
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var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
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//some autodetection here.
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"traitor" = IS_MODE_COMPILED("traitor"),
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"operative" = IS_MODE_COMPILED("nuclear"),
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"changeling" = IS_MODE_COMPILED("changeling"),
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"wizard" = IS_MODE_COMPILED("wizard"),
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"malf AI" = IS_MODE_COMPILED("malfunction"),
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"revolutionary" = IS_MODE_COMPILED("revolution"),
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"alien candidate" = 1, //always show
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"pai candidate" = 1, // -- TLE
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"cultist" = IS_MODE_COMPILED("cult"),
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"infested monkey" = IS_MODE_COMPILED("monkey"),
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)
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/*
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var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
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//some autodetection here.
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"traitor" = ispath(text2path("/datum/game_mode/traitor")),
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"operative" = ispath(text2path("/datum/game_mode/nuclear")),
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"changeling" = ispath(text2path("/datum/game_mode/changeling")),
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"wizard" = ispath(text2path("/datum/game_mode/wizard")),
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"malf AI" = ispath(text2path("/datum/game_mode/malfunction")),
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"revolutionary" = ispath(text2path("/datum/game_mode/revolution")),
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"alien candidate" = 1, //always show
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"cultist" = ispath(text2path("/datum/game_mode/cult")),
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"infested monkey" = ispath(text2path("/datum/game_mode/monkey")),
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)
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*/
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var/const
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BE_TRAITOR =(1<<0)
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BE_OPERATIVE =(1<<1)
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BE_CHANGELING=(1<<2)
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BE_WIZARD =(1<<3)
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BE_MALF =(1<<4)
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BE_REV =(1<<5)
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BE_ALIEN =(1<<6)
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BE_CULTIST =(1<<7)
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BE_MONKEY =(1<<8)
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BE_PAI =(1<<9)
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datum/preferences
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var
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real_name
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be_random_name = 0
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gender = MALE
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age = 30.0
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b_type = "A+"
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//Special role selection
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be_special = 0
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//Play admin midis
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midis = 1
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//Saved changlog filesize to detect if there was a change
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lastchangelog = 0
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//Just like it sounds
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ooccolor = "#b82e00"
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underwear = 1
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//Hair type
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h_style = "Short Hair"
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datum/sprite_accessory/hair/hair_style
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//Hair color
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r_hair = 0
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g_hair = 0
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b_hair = 0
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//Face hair type
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f_style = "Shaved"
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datum/sprite_accessory/facial_hair/facial_hair_style
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//Face hair color
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r_facial = 0
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g_facial = 0
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b_facial = 0
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//Skin color
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s_tone = 0
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//Eye color
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r_eyes = 0
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g_eyes = 0
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b_eyes = 0
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//UI style
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UI = UI_OLD
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//Mob preview
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icon/preview_icon = null
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//Jobs, uses bitflags
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job_civilian_high = 0
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job_civilian_med = 0
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job_civilian_low = 0
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job_medsci_high = 0
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job_medsci_med = 0
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job_medsci_low = 0
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job_engsec_high = 0
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job_engsec_med = 0
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job_engsec_low = 0
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New()
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hair_style = new/datum/sprite_accessory/hair/short
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facial_hair_style = new/datum/sprite_accessory/facial_hair/shaved
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randomize_name()
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..()
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proc/ShowChoices(mob/user)
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update_preview_icon()
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user << browse_rsc(preview_icon, "previewicon.png")
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var/dat = "<html><body>"
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dat += "<b>Name:</b> "
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dat += "<a href=\"byond://?src=\ref[user];preferences=1;real_name=input\"><b>[real_name]</b></a> "
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dat += "(<a href=\"byond://?src=\ref[user];preferences=1;real_name=random\">®</A>) "
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dat += "(® = <a href=\"byond://?src=\ref[user];preferences=1;b_random_name=1\">[be_random_name ? "Yes" : "No"]</a>)"
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dat += "<br>"
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dat += "<b>Gender:</b> <a href=\"byond://?src=\ref[user];preferences=1;gender=input\"><b>[gender == MALE ? "Male" : "Female"]</b></a><br>"
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dat += "<b>Age:</b> <a href='byond://?src=\ref[user];preferences=1;age=input'>[age]</a>"
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dat += "<br>"
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dat += "<b>UI Style:</b> <a href=\"byond://?src=\ref[user];preferences=1;UI=input\"><b>[UI == UI_NEW ? "New" : "Old"]</b></a><br>"
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dat += "<b>Play admin midis:</b> <a href=\"byond://?src=\ref[user];preferences=1;midis=input\"><b>[midis == 1 ? "Yes" : "No"]</b></a><br>"
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if((user.client) && (user.client.holder) && (user.client.holder.rank) && (user.client.holder.rank == "Game Master"))
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dat += "<hr><b>OOC</b><br>"
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dat += "<a href='byond://?src=\ref[user];preferences=1;ooccolor=input'>Change colour</a> <font face=\"fixedsys\" size=\"3\" color=\"[ooccolor]\"><table style='display:inline;' bgcolor=\"[ooccolor]\"><tr><td>__</td></tr></table></font>"
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dat += "<hr><b>Occupation Choices</b><br>"
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dat += "\t<a href=\"byond://?src=\ref[user];preferences=1;occ=1\"><b>Set Preferences</b></a><br>"
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dat += "<hr><table><tr><td><b>Body</b> "
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dat += "(<a href=\"byond://?src=\ref[user];preferences=1;s_tone=random;underwear=random;age=random;b_type=random;hair=random;h_style=random;facial=random;f_style=random;eyes=random\">®</A>)" // Random look
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dat += "<br>"
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dat += "Blood Type: <a href='byond://?src=\ref[user];preferences=1;b_type=input'>[b_type]</a><br>"
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dat += "Skin Tone: <a href='byond://?src=\ref[user];preferences=1;s_tone=input'>[-s_tone + 35]/220<br></a>"
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if(!IsGuestKey(user.key))
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dat += "Underwear: <a href =\"byond://?src=\ref[user];preferences=1;underwear=1\"><b>[underwear == 1 ? "Yes" : "No"]</b></a><br>"
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dat += "</td><td><b>Preview</b><br><img src=previewicon.png height=64 width=64></td></tr></table>"
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dat += "<hr><b>Hair</b><br>"
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dat += "<a href='byond://?src=\ref[user];preferences=1;hair=input'>Change Color</a> <font face=\"fixedsys\" size=\"3\" color=\"#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair, 2)]\"><table style='display:inline;' bgcolor=\"#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair)]\"><tr><td>__</td></tr></table></font> "
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dat += "Style: <a href='byond://?src=\ref[user];preferences=1;h_style=input'>[h_style]</a>"
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dat += "<hr><b>Facial</b><br>"
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dat += "<a href='byond://?src=\ref[user];preferences=1;facial=input'>Change Color</a> <font face=\"fixedsys\" size=\"3\" color=\"#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial, 2)]\"><table style='display:inline;' bgcolor=\"#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial)]\"><tr><td>__</td></tr></table></font> "
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dat += "Style: <a href='byond://?src=\ref[user];preferences=1;f_style=input'>[f_style]</a>"
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dat += "<hr><b>Eyes</b><br>"
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dat += "<a href='byond://?src=\ref[user];preferences=1;eyes=input'>Change Color</a> <font face=\"fixedsys\" size=\"3\" color=\"#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes, 2)]\"><table style='display:inline;' bgcolor=\"#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes)]\"><tr><td>__</td></tr></table></font>"
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dat += "<hr>"
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if(!jobban_isbanned(user, "Syndicate"))
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var/n = 0
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for (var/i in special_roles)
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if(special_roles[i]) //if mode is available on the server
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dat += "<b>Be [i]:</b> <a href=\"byond://?src=\ref[user];preferences=1;be_special=[n]\"><b>[src.be_special&(1<<n) ? "Yes" : "No"]</b></a><br>"
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n++
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else
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dat += "<b>You are banned from being syndicate.</b>"
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src.be_special = 0
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dat += "<hr>"
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if(!IsGuestKey(user.key))
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dat += "<a href='byond://?src=\ref[user];preferences=1;load=1'>Load Setup</a><br>"
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dat += "<a href='byond://?src=\ref[user];preferences=1;save=1'>Save Setup</a><br>"
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dat += "<a href='byond://?src=\ref[user];preferences=1;reset_all=1'>Reset Setup</a><br>"
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dat += "</body></html>"
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user << browse(dat, "window=preferences;size=300x710")
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proc/SetChoices(mob/user, changedjob)
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var/HTML = "<body>"
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HTML += "<tt><center>"
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HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br>"
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for(var/datum/job/job in job_master.occupations)
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var/rank = job.title
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if(jobban_isbanned(user, rank))
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HTML += "<font color=red>[rank]</font><br>"
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continue
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if((job_civilian_low & ASSISTANT) && (rank != "Assistant"))
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HTML += "<font color=orange>[rank]</font><br>"
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continue
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if((rank in command_positions) || (rank == "AI"))//Bold head jobs
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HTML += "<b>[rank]<a href=\"byond://?src=\ref[user];preferences=1;occ=1;job=[rank]\"></b>"
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else
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HTML += "[rank]<a href=\"byond://?src=\ref[user];preferences=1;occ=1;job=[rank]\">"
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if(rank == "Assistant")//Assistant is special
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if(job_civilian_low & ASSISTANT)
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HTML += "<font color=green>\[Yes]</font>"
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else
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HTML += "<font color=red>\[No]</font>"
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HTML += "</a><br>"
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continue
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if(GetJobDepartment(job, 1) & job.flag)
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HTML += "<font color=blue>\[High]</font>"
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else if(GetJobDepartment(job, 2) & job.flag)
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HTML += "<font color=green>\[Medium]</font>"
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else if(GetJobDepartment(job, 3) & job.flag)
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HTML += "<font color=orange>\[Low]</font>"
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else
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HTML += "<font color=red>\[NEVER]</font>"
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HTML += "</a><br>"
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HTML += "<br>"
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HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
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HTML += "</center></tt>"
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user << browse(null, "window=preferences")
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user << browse(HTML, "window=mob_occupation;size=320x600")
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return
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proc/SetJob(mob/user, role)
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var/datum/job/job = job_master.GetJob(role)
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if(!job)
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user << browse(null, "window=mob_occupation")
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ShowChoices(user)
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return
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if(role == "Assistant")
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if(job_civilian_low & job.flag)
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job_civilian_low &= ~job.flag
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else
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job_civilian_low |= job.flag
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SetChoices(user)
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return 1
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if(GetJobDepartment(job, 1) & job.flag)
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SetJobDepartment(job, 1)
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else if(GetJobDepartment(job, 2) & job.flag)
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SetJobDepartment(job, 2)
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else if(GetJobDepartment(job, 3) & job.flag)
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SetJobDepartment(job, 3)
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else//job = Never
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SetJobDepartment(job, 4)
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SetChoices(user)
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return 1
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proc/GetJobDepartment(var/datum/job/job, var/level)
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if(!job || !level) return 0
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switch(job.department_flag)
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if(CIVILIAN)
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switch(level)
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if(1)
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return job_civilian_high
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if(2)
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return job_civilian_med
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if(3)
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return job_civilian_low
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if(MEDSCI)
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switch(level)
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if(1)
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return job_medsci_high
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if(2)
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return job_medsci_med
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if(3)
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return job_medsci_low
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if(ENGSEC)
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switch(level)
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if(1)
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return job_engsec_high
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if(2)
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return job_engsec_med
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if(3)
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return job_engsec_low
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return 0
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proc/SetJobDepartment(var/datum/job/job, var/level)
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if(!job || !level) return 0
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switch(level)
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if(1)//Only one of these should ever be active at once so clear them all here
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job_civilian_high = 0
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job_medsci_high = 0
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job_engsec_high = 0
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return 1
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if(2)//Set current highs to med, then reset them
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job_civilian_med |= job_civilian_high
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job_medsci_med |= job_medsci_high
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job_engsec_med |= job_engsec_high
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job_civilian_high = 0
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job_medsci_high = 0
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job_engsec_high = 0
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switch(job.department_flag)
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if(CIVILIAN)
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switch(level)
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if(2)
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job_civilian_high = job.flag
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job_civilian_med &= ~job.flag
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if(3)
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job_civilian_med |= job.flag
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job_civilian_low &= ~job.flag
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else
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job_civilian_low |= job.flag
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if(MEDSCI)
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switch(level)
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if(2)
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job_medsci_high = job.flag
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job_medsci_med &= ~job.flag
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if(3)
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job_medsci_med |= job.flag
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job_medsci_low &= ~job.flag
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else
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job_medsci_low |= job.flag
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if(ENGSEC)
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switch(level)
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if(2)
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job_engsec_high = job.flag
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job_engsec_med &= ~job.flag
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if(3)
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job_engsec_med |= job.flag
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job_engsec_low &= ~job.flag
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else
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job_engsec_low |= job.flag
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return 1
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proc/process_link(mob/user, list/link_tags)
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if(link_tags["occ"])
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if(link_tags["cancel"])
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user << browse(null, "window=\ref[user]occupation")
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return
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else if(link_tags["job"])
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SetJob(user, link_tags["job"])
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else
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if(job_master)
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SetChoices(user)
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return 1
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if(link_tags["real_name"])
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var/new_name
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switch(link_tags["real_name"])
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if("input")
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new_name = input(user, "Please select a name:", "Character Generation") as text
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var/list/bad_characters = list("_", "'", "\"", "<", ">", ";", "[", "]", "{", "}", "|", "\\")
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for(var/c in bad_characters)
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new_name = dd_replacetext(new_name, c, "")
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if(!new_name || (new_name == "Unknown") || (new_name == "floor") || (new_name == "wall") || (new_name == "r-wall"))
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alert("Don't do this")
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return
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if("random")
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randomize_name()
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if(new_name)
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if(length(new_name) >= 26)
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new_name = copytext(new_name, 1, 26)
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real_name = new_name
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if(link_tags["age"])
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switch(link_tags["age"])
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if("input")
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var/new_age = input(user, "Please select type in age: 20-45", "Character Generation") as num
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if(new_age)
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age = max(min(round(text2num(new_age)), 45), 20)
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if("random")
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age = rand (20, 45)
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if(link_tags["b_type"])
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switch(link_tags["b_type"])
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if("input")
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var/new_b_type = input(user, "Please select a blood type:", "Character Generation") as null|anything in list( "A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-" )
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if(new_b_type)
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b_type = new_b_type
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if("random")
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b_type = pickweight ( list ("A+" = 31, "A-" = 7, "B+" = 8, "B-" = 2, "AB+" = 2, "AB-" = 1, "O+" = 40, "O-" = 9))
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if(link_tags["hair"])
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switch(link_tags["hair"])
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if("input")
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var/new_hair = input(user, "Please select hair color.", "Character Generation") as color
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if(new_hair)
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r_hair = hex2num(copytext(new_hair, 2, 4))
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g_hair = hex2num(copytext(new_hair, 4, 6))
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b_hair = hex2num(copytext(new_hair, 6, 8))
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if("random")
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randomize_hair_color("hair")
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if(link_tags["facial"])
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switch(link_tags["facial"])
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if("input")
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var/new_facial = input(user, "Please select facial hair color.", "Character Generation") as color
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if(new_facial)
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r_facial = hex2num(copytext(new_facial, 2, 4))
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g_facial = hex2num(copytext(new_facial, 4, 6))
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b_facial = hex2num(copytext(new_facial, 6, 8))
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if("random")
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randomize_hair_color("facial")
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if(link_tags["eyes"])
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switch(link_tags["eyes"])
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if("input")
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var/new_eyes = input(user, "Please select eye color.", "Character Generation") as color
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if(new_eyes)
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r_eyes = hex2num(copytext(new_eyes, 2, 4))
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g_eyes = hex2num(copytext(new_eyes, 4, 6))
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b_eyes = hex2num(copytext(new_eyes, 6, 8))
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if("random")
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randomize_eyes_color()
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if(link_tags["s_tone"])
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switch(link_tags["s_tone"])
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if("random")
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randomize_skin_tone()
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if("input")
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var/new_tone = input(user, "Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
|
|
if(new_tone)
|
|
s_tone = max(min(round(text2num(new_tone)), 220), 1)
|
|
s_tone = -s_tone + 35
|
|
|
|
if(link_tags["h_style"])
|
|
switch(link_tags["h_style"])
|
|
|
|
// New and improved hair selection code, by Doohl
|
|
if("random") // random hair selection
|
|
|
|
randomize_hair(gender) // call randomize_hair() proc with var/gender parameter
|
|
// see preferences_setup.dm for proc
|
|
|
|
if("input") // input hair selection
|
|
|
|
// Generate list of hairs via typesof()
|
|
var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
|
|
|
|
// List of hair names
|
|
var/list/hairs = list()
|
|
|
|
// loop through potential hairs
|
|
for(var/x in all_hairs)
|
|
var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
|
|
hairs.Add(H.name) // add hair name to hairs
|
|
del(H) // delete the hair after it's all done
|
|
|
|
// prompt the user for a hair selection, the selection being anything in list hairs
|
|
var/new_style = input(user, "Select a hair style", "Character Generation") as null|anything in hairs
|
|
|
|
// if new style selected (not cancel)
|
|
if(new_style)
|
|
h_style = new_style
|
|
|
|
for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
|
|
var/datum/sprite_accessory/hair/H = new x // create new hair datum
|
|
if(H.name == new_style)
|
|
hair_style = H // assign the hair_style variable a new hair datum
|
|
break
|
|
else
|
|
del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
|
|
|
|
if(link_tags["ooccolor"])
|
|
var/ooccolor = input(user, "Please select OOC colour.", "OOC colour") as color
|
|
|
|
if(ooccolor)
|
|
src.ooccolor = ooccolor
|
|
|
|
if(link_tags["f_style"])
|
|
switch(link_tags["f_style"])
|
|
|
|
// see above for commentation. This is just a slight modification of the hair code for facial hairs
|
|
if("random")
|
|
|
|
randomize_facial(gender)
|
|
|
|
if("input")
|
|
|
|
var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
|
|
var/list/fhairs = list()
|
|
for(var/x in all_fhairs)
|
|
var/datum/sprite_accessory/facial_hair/H = new x
|
|
fhairs.Add(H.name)
|
|
del(H)
|
|
|
|
var/new_style = input(user, "Select a facial hair style", "Character Generation") as null|anything in fhairs
|
|
if(new_style)
|
|
f_style = new_style
|
|
for(var/x in all_fhairs)
|
|
var/datum/sprite_accessory/facial_hair/H = new x
|
|
if(H.name == new_style)
|
|
facial_hair_style = H
|
|
break
|
|
else
|
|
del(H)
|
|
|
|
if(link_tags["gender"])
|
|
if(gender == MALE)
|
|
gender = FEMALE
|
|
else
|
|
gender = MALE
|
|
|
|
if(link_tags["UI"])
|
|
if(UI == UI_OLD)
|
|
UI = UI_NEW
|
|
else
|
|
UI = UI_OLD
|
|
|
|
if(link_tags["midis"])
|
|
midis = (midis+1)%2
|
|
|
|
if(link_tags["underwear"])
|
|
if(!IsGuestKey(user.key))
|
|
switch(link_tags["underwear"])
|
|
if("random")
|
|
if(prob (75))
|
|
underwear = 1
|
|
else
|
|
underwear = 0
|
|
if("input")
|
|
if(underwear == 1)
|
|
underwear = 0
|
|
else
|
|
underwear = 1
|
|
|
|
if(link_tags["be_special"])
|
|
src.be_special^=(1<<text2num(link_tags["be_special"])) //bitwize magic, sorry for that. --rastaf0
|
|
|
|
if(link_tags["b_random_name"])
|
|
be_random_name = !be_random_name
|
|
|
|
if(!IsGuestKey(user.key))
|
|
if(link_tags["save"])
|
|
savefile_save(user)
|
|
|
|
else if(link_tags["load"])
|
|
if(!savefile_load(user, 0))
|
|
alert(user, "You do not have a savefile.")
|
|
|
|
if(link_tags["reset_all"])
|
|
gender = MALE
|
|
randomize_name()
|
|
|
|
age = 30
|
|
job_civilian_high = 0
|
|
job_civilian_med = 0
|
|
job_civilian_low = 0
|
|
job_medsci_high = 0
|
|
job_medsci_med = 0
|
|
job_medsci_low = 0
|
|
job_engsec_high = 0
|
|
job_engsec_med = 0
|
|
job_engsec_low = 0
|
|
underwear = 1
|
|
be_special = 0
|
|
be_random_name = 0
|
|
r_hair = 0.0
|
|
g_hair = 0.0
|
|
b_hair = 0.0
|
|
r_facial = 0.0
|
|
g_facial = 0.0
|
|
b_facial = 0.0
|
|
h_style = "Short Hair"
|
|
f_style = "Shaved"
|
|
r_eyes = 0.0
|
|
g_eyes = 0.0
|
|
b_eyes = 0.0
|
|
s_tone = 0.0
|
|
b_type = "A+"
|
|
UI = UI_OLD
|
|
midis = 1
|
|
|
|
ShowChoices(user)
|
|
|
|
proc/copy_to(mob/living/carbon/human/character, safety = 0)
|
|
if(be_random_name)
|
|
randomize_name()
|
|
character.real_name = real_name
|
|
|
|
character.gender = gender
|
|
|
|
character.age = age
|
|
character.b_type = b_type
|
|
|
|
character.r_eyes = r_eyes
|
|
character.g_eyes = g_eyes
|
|
character.b_eyes = b_eyes
|
|
|
|
character.r_hair = r_hair
|
|
character.g_hair = g_hair
|
|
character.b_hair = b_hair
|
|
|
|
character.r_facial = r_facial
|
|
character.g_facial = g_facial
|
|
character.b_facial = b_facial
|
|
|
|
character.s_tone = s_tone
|
|
|
|
character.h_style = h_style
|
|
character.f_style = f_style
|
|
|
|
switch (UI)
|
|
if(UI_OLD)
|
|
character.UI = 'screen1_old.dmi'
|
|
if(UI_NEW)
|
|
character.UI = 'screen1.dmi'
|
|
|
|
character.hair_style = hair_style
|
|
character.facial_hair_style = facial_hair_style
|
|
|
|
character.underwear = underwear == 1 ? pick(1,2,3,4,5) : 0
|
|
|
|
character.update_face()
|
|
character.update_body()
|
|
|
|
if(!safety)//To prevent run-time errors due to null datum when using randomize_appearance_for()
|
|
spawn(10)
|
|
if(character&&character.client)
|
|
character.client.midis = midis
|
|
character.client.ooccolor = ooccolor
|
|
character.client.be_alien = be_special&BE_ALIEN
|
|
character.client.be_pai = be_special&BE_PAI
|
|
|
|
#undef UI_OLD
|
|
#undef UI_NEW |