mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
544 lines
16 KiB
Plaintext
544 lines
16 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/list/preferences_datums = list()
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datum/preferences
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//doohickeys for savefiles
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var/path
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var/default_slot = 1 //Holder so it doesn't default to slot 1, rather the last one used
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var/current_character = 0 //SQL character ID.
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var/savefile_version = 0
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//non-preference stuff
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var/warns = 0
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var/muted = 0
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var/last_ip
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var/last_id
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var/list/notifications = list() //A list of datums, for the dynamic server greeting window.
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var/list/time_of_death = list()//This is a list of last times of death for various things with different respawn timers
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//game-preferences
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var/lastchangelog = "" //Saved changlog filesize to detect if there was a change
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var/ooccolor = "#010000" //Whatever this is set to acts as 'reset' color and is thus unusable as an actual custom color
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var/list/be_special_role = list() //Special role selection
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var/UI_style = "Midnight"
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var/toggles = TOGGLES_DEFAULT
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var/asfx_togs = ASFX_DEFAULT
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var/UI_style_color = "#ffffff"
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var/UI_style_alpha = 255
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var/motd_hash = "" //Hashes for the new server greeting window.
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var/memo_hash = ""
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//character preferences
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var/real_name //our character's name
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var/can_edit_name = 1 //Whether or not a character's name can be edited. Used with SQL saving.
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var/gender = MALE //gender of character (well duh)
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var/age = 30 //age of character
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var/spawnpoint = "Arrivals Shuttle" //where this character will spawn (0-2).
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var/b_type = "A+" //blood type (not-chooseable)
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var/underwear //underwear type
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var/undershirt //undershirt type
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var/socks //socks type
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var/backbag = 2 //backpack type
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var/h_style = "Bald" //Hair type
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var/hair_colour = "#000000" //Hair colour hex value, for SQL loading
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var/r_hair = 0 //Hair color
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var/g_hair = 0 //Hair color
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var/b_hair = 0 //Hair color
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var/f_style = "Shaved" //Face hair type
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var/facial_colour = "#000000" //Facial colour hex value, for SQL loading
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var/r_facial = 0 //Face hair color
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var/g_facial = 0 //Face hair color
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var/b_facial = 0 //Face hair color
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var/s_tone = 0 //Skin tone
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var/skin_colour = "#000000" //Skin colour hex value, for SQL loading
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var/r_skin = 0 //Skin color
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var/g_skin = 0 //Skin color
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var/b_skin = 0 //Skin color
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var/eyes_colour = "#000000" //Eye colour hex value, for SQL loading
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var/r_eyes = 0 //Eye color
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var/g_eyes = 0 //Eye color
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var/b_eyes = 0 //Eye color
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var/species = "Human" //Species datum to use.
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var/species_preview //Used for the species selection window.
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var/list/alternate_languages = list() //Secondary language(s)
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var/list/language_prefixes = list() //Kanguage prefix keys
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var/list/gear //Custom/fluff item loadout.
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//Some faction information.
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var/home_system = "Unset" //System of birth.
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var/citizenship = "None" //Current home system.
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var/faction = "None" //Antag faction/general associated faction.
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var/religion = "None" //Religious association.
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//Mob preview
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var/icon/preview_icon = null
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var/icon/preview_icon_front = null
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var/icon/preview_icon_side = null
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var/is_updating_icon = 0
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//Jobs, uses bitflags
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var/job_civilian_high = 0
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var/job_civilian_med = 0
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var/job_civilian_low = 0
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var/job_medsci_high = 0
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var/job_medsci_med = 0
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var/job_medsci_low = 0
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var/job_engsec_high = 0
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var/job_engsec_med = 0
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var/job_engsec_low = 0
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// A text blob which temporarily houses data from the SQL.
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var/unsanitized_jobs = ""
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//Keeps track of preferrence for not getting any wanted jobs
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var/alternate_option = 0
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var/used_skillpoints = 0
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var/skill_specialization = null
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var/list/skills = list() // skills can range from 0 to 3
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// maps each organ to either null(intact), "cyborg" or "amputated"
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// will probably not be able to do this for head and torso ;)
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var/list/organ_data = list()
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var/list/rlimb_data = list()
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var/list/player_alt_titles = new() // the default name of a job like "Medical Doctor"
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var/list/flavor_texts = list()
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var/list/flavour_texts_robot = list()
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var/med_record = ""
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var/sec_record = ""
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var/list/incidents = list()
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var/gen_record = ""
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var/exploit_record = ""
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var/ccia_record = ""
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var/list/ccia_actions = list()
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var/disabilities = 0
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var/nanotrasen_relation = "Neutral"
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var/uplinklocation = "PDA"
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// OOC Metadata:
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var/metadata = ""
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var/list/pai = list() // A list for holding pAI related data.
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var/client/client = null
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var/savefile/loaded_preferences
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var/savefile/loaded_character
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var/datum/category_collection/player_setup_collection/player_setup
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/datum/preferences/New(client/C)
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new_setup()
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if(istype(C))
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client = C
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if(!IsGuestKey(C.key))
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load_path(C.ckey)
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load_preferences()
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load_and_update_character()
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/datum/preferences/proc/load_and_update_character(var/slot)
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load_character(slot)
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if(update_setup(loaded_preferences, loaded_character))
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save_preferences()
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save_character()
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/datum/preferences/proc/getMinAge()
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var/datum/species/mob_species = all_species[species]
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return mob_species.age_min
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/datum/preferences/proc/getMaxAge()
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var/datum/species/mob_species = all_species[species]
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return mob_species.age_max
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/datum/preferences/proc/ZeroSkills(var/forced = 0)
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for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
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if(!skills.Find(S.ID) || forced)
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skills[S.ID] = SKILL_NONE
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/datum/preferences/proc/CalculateSkillPoints()
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used_skillpoints = 0
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for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
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var/multiplier = 1
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switch(skills[S.ID])
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if(SKILL_NONE)
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used_skillpoints += 0 * multiplier
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if(SKILL_BASIC)
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used_skillpoints += 1 * multiplier
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if(SKILL_ADEPT)
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// secondary skills cost less
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if(S.secondary)
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used_skillpoints += 1 * multiplier
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else
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used_skillpoints += 3 * multiplier
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if(SKILL_EXPERT)
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// secondary skills cost less
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if(S.secondary)
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used_skillpoints += 3 * multiplier
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else
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used_skillpoints += 6 * multiplier
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/datum/preferences/proc/GetSkillClass(points)
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return CalculateSkillClass(points, age)
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/proc/CalculateSkillClass(points, age)
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if(points <= 0) return "Unconfigured"
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// skill classes describe how your character compares in total points
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points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
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if(age > 30)
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points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
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switch(points)
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if(-1000 to 3)
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return "Terrifying"
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if(4 to 6)
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return "Below Average"
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if(7 to 10)
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return "Average"
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if(11 to 14)
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return "Above Average"
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if(15 to 18)
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return "Exceptional"
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if(19 to 24)
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return "Genius"
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if(24 to 1000)
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return "God"
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/datum/preferences/proc/ShowChoices(mob/user)
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if(!user || !user.client) return
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var/dat = "<html><body><center>"
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// #MARKER-SQLSAVE: Options and buttons.
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if(path)
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dat += "Slot - "
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dat += "<a href='?src=\ref[src];load=1'>Load slot</a> - "
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dat += "<a href='?src=\ref[src];save=1'>Save slot</a> - "
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dat += "<a href='?src=\ref[src];reload=1'>Reload slot</a>"
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else
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dat += "Please create an account to save your preferences."
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dat += "<br>"
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dat += player_setup.header()
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dat += "<br><HR></center>"
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dat += player_setup.content(user)
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dat += "</html></body>"
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user << browse(dat, "window=preferences;size=625x736")
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/datum/preferences/proc/process_link(mob/user, list/href_list)
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if(!user) return
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if(!istype(user, /mob/new_player)) return
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if(href_list["preference"] == "open_whitelist_forum")
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if(config.forumurl)
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user << link(config.forumurl)
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else
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user << "<span class='danger'>The forum URL is not set in the server configuration.</span>"
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return
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ShowChoices(usr)
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return 1
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/datum/preferences/Topic(href, list/href_list)
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if(..())
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return 1
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if(href_list["save"])
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save_character()
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save_preferences()
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else if(href_list["reload"])
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load_preferences()
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load_character()
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else if(href_list["load"])
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if(!IsGuestKey(usr.key))
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if (config.sql_saves)
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open_load_dialog_sql(usr)
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else
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open_load_dialog_file(usr)
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return 1
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else if(href_list["changeslot"])
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load_character(text2num(href_list["changeslot"]))
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close_load_dialog(usr)
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else if(href_list["new_character_sql"])
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new_setup(1)
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usr << "<span class='notice'>Your setup has been refreshed.</span>"
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close_load_dialog(usr)
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else if(href_list["close_load_dialog"])
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close_load_dialog(usr)
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else
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return 0
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ShowChoices(usr)
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return 1
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/datum/preferences/proc/copy_to(mob/living/carbon/human/character, safety = 0)
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// Sanitizing rather than saving as someone might still be editing when copy_to occurs.
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player_setup.sanitize_setup()
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if(config.humans_need_surnames)
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var/firstspace = findtext(real_name, " ")
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var/name_length = length(real_name)
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if(!firstspace) //we need a surname
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real_name += " [pick(last_names)]"
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else if(firstspace == name_length)
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real_name += "[pick(last_names)]"
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character.real_name = real_name
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character.name = character.real_name
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if(character.dna)
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character.dna.real_name = character.real_name
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character.flavor_texts["general"] = flavor_texts["general"]
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character.flavor_texts["head"] = flavor_texts["head"]
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character.flavor_texts["face"] = flavor_texts["face"]
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character.flavor_texts["eyes"] = flavor_texts["eyes"]
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character.flavor_texts["torso"] = flavor_texts["torso"]
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character.flavor_texts["arms"] = flavor_texts["arms"]
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character.flavor_texts["hands"] = flavor_texts["hands"]
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character.flavor_texts["legs"] = flavor_texts["legs"]
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character.flavor_texts["feet"] = flavor_texts["feet"]
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character.character_id = current_character
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character.med_record = med_record
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character.sec_record = sec_record
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character.incidents = incidents
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character.gen_record = gen_record
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character.ccia_record = ccia_record
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character.ccia_actions = ccia_actions
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character.exploit_record = exploit_record
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character.gender = gender
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character.age = age
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character.b_type = b_type
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character.r_eyes = r_eyes
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character.g_eyes = g_eyes
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character.b_eyes = b_eyes
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character.r_hair = r_hair
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character.g_hair = g_hair
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character.b_hair = b_hair
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character.r_facial = r_facial
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character.g_facial = g_facial
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character.b_facial = b_facial
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character.r_skin = r_skin
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character.g_skin = g_skin
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character.b_skin = b_skin
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character.s_tone = s_tone
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character.h_style = h_style
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character.f_style = f_style
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character.home_system = home_system
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character.citizenship = citizenship
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character.personal_faction = faction
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character.religion = religion
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character.skills = skills
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character.used_skillpoints = used_skillpoints
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// Destroy/cyborgize organs
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for(var/name in organ_data)
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var/status = organ_data[name]
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var/obj/item/organ/external/O = character.organs_by_name[name]
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if(O)
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O.status = 0
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if(status == "amputated")
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character.organs_by_name[O.limb_name] = null
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character.organs -= O
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if(O.children) // This might need to become recursive.
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for(var/obj/item/organ/external/child in O.children)
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character.organs_by_name[child.limb_name] = null
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character.organs -= child
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else if(status == "cyborg")
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if(rlimb_data[name])
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O.robotize(rlimb_data[name])
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else
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O.robotize()
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else
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var/obj/item/organ/I = character.internal_organs_by_name[name]
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if(I)
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if(status == "assisted")
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I.mechassist()
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else if(status == "mechanical")
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I.robotize()
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character.underwear = underwear
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character.undershirt = undershirt
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character.socks = socks
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if(backbag > 5 || backbag < 1)
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backbag = 1 //Same as above
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character.backbag = backbag
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//Debugging report to track down a bug, which randomly assigned the plural gender to people.
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if(character.gender in list(PLURAL, NEUTER))
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if(isliving(src)) //Ghosts get neuter by default
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message_admins("[character] ([character.ckey]) has spawned with their gender as plural or neuter. Please notify coders.")
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character.gender = MALE
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/datum/preferences/proc/open_load_dialog_sql(mob/user)
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var/dat = "<body>"
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dat += "<tt><center>"
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for(var/ckey in preferences_datums)
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var/datum/preferences/D = preferences_datums[ckey]
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if(D == src)
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establish_db_connection(dbcon)
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if(!dbcon.IsConnected())
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return open_load_dialog_file(user)
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var/DBQuery/query = dbcon.NewQuery("SELECT id, name FROM ss13_characters WHERE ckey = :ckey AND deleted_at IS NULL ORDER BY id ASC")
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query.Execute(list(":ckey" = user.client.ckey))
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dat += "<b>Select a character slot to load</b><hr>"
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var/name
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var/id
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while (query.NextRow())
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id = text2num(query.item[1])
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name = query.item[2]
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if (id == current_character)
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dat += "<b><a href='?src=\ref[src];changeslot=[id];'>[name]</a></b><br>"
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else
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dat += "<a href='?src=\ref[src];changeslot=[id];'>[name]</a><br>"
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dat += "<hr>"
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dat += "<b>[query.RowCount()]/[config.character_slots] slots used</b><br>"
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if (query.RowCount() < config.character_slots)
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dat += "<a href='?src=\ref[src];new_character_sql=1'>New Character</a>"
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else
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dat += "<strike>New Character</strike>"
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dat += "<hr>"
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dat += "<a href='?src=\ref[src];close_load_dialog=1'>Close</a><br>"
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dat += "</center></tt>"
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user << browse(dat, "window=saves;size=300x390")
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/datum/preferences/proc/open_load_dialog_file(mob/user)
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var/dat = "<body>"
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dat += "<tt><center>"
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var/savefile/S = new /savefile(path)
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if(S)
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dat += "<b>Select a character slot to load</b><hr>"
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var/name
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for(var/i=1, i<= config.character_slots, i++)
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S.cd = "/character[i]"
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S["real_name"] >> name
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if(!name) name = "Character[i]"
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if(i==default_slot)
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name = "<b>[name]</b>"
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dat += "<a href='?src=\ref[src];changeslot=[i]'>[name]</a><br>"
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dat += "<hr>"
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dat += "</center></tt>"
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user << browse(dat, "window=saves;size=300x390")
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/datum/preferences/proc/close_load_dialog(mob/user)
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user << browse(null, "window=saves")
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// Logs a character to the database. For statistics.
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/datum/preferences/proc/log_character(var/mob/living/carbon/human/H)
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if (!config.sql_saves || !config.sql_stats || !establish_db_connection(dbcon) || !H)
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return
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var/DBQuery/query = dbcon.NewQuery("INSERT INTO ss13_characters_log (char_id, game_id, datetime, job_name, special_role) VALUES (:char_id, :game_id, NOW(), :job, :special_role)")
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query.Execute(list(":char_id" = current_character, ":game_id" = game_id, ":job" = H.mind.assigned_role, ":special_role" = H.mind.special_role))
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// Turned into a proc so we could reuse it for SQL shenanigans.
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/datum/preferences/proc/new_setup(var/re_initialize = 0)
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if (player_setup)
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qdel(player_setup)
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player_setup = null
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player_setup = new(src)
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gender = pick(MALE, FEMALE)
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real_name = random_name(gender,species)
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b_type = pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
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current_character = 0
|
|
can_edit_name = 1
|
|
|
|
gear = list()
|
|
|
|
//Reset the records when making a new char
|
|
med_record = ""
|
|
sec_record = ""
|
|
incidents = list()
|
|
gen_record = ""
|
|
exploit_record = ""
|
|
ccia_record = ""
|
|
|
|
ZeroSkills(1)
|
|
|
|
// Do we need to reinitialize a whole bunch more vars?
|
|
if (re_initialize)
|
|
be_special_role = list()
|
|
uplinklocation = initial(uplinklocation)
|
|
|
|
r_hair = 0
|
|
g_hair = 0
|
|
b_hair = 0
|
|
r_facial = 0
|
|
g_facial = 0
|
|
b_facial = 0
|
|
r_skin = 0
|
|
g_skin = 0
|
|
b_skin = 0
|
|
r_eyes = 0
|
|
g_eyes = 0
|
|
b_eyes = 0
|
|
|
|
species = "Human"
|
|
home_system = "Unset"
|
|
citizenship = "None"
|
|
faction = "None"
|
|
religion = "None"
|
|
|
|
species = "Human"
|
|
|
|
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
|
|
|
|
alternate_option = 0
|
|
metadata = ""
|
|
|
|
organ_data = list()
|
|
rlimb_data = list()
|
|
player_alt_titles = new()
|
|
|
|
flavor_texts = list()
|
|
flavour_texts_robot = list()
|
|
|
|
ccia_actions = list()
|
|
disabilities = 0
|
|
|
|
nanotrasen_relation = "Neutral"
|
|
|
|
update_preview_icon()
|