mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-19 19:10:05 +01:00
Rewrites Saycode and Langchat to add support for multiple languages in one message, including audible emotes. <img width="1139" height="338" alt="image" src="https://github.com/user-attachments/assets/25e26932-7a6e-4c54-ab74-56fffb92ecad" /> Here's some samples to explain how to mix languages. <img width="422" height="26" alt="image" src="https://github.com/user-attachments/assets/e1b176cc-8625-4dc9-83c8-a053d3f310e6" /> `Languages ,2 can be mixed ,3 like this.` <img width="540" height="21" alt="image" src="https://github.com/user-attachments/assets/19156c67-4670-4d7a-84d7-26e527de2676" /> `!explains, ,2Emotes work too. ,0The text will get auto-quoted.` <img width="592" height="18" alt="image" src="https://github.com/user-attachments/assets/cfc31c5c-2383-41c8-82be-b36836339321" /> `,3Most languages ,0can be ,2mixed ,1arbitrarily, ,3any number of ,0times.` <img width="636" height="20" alt="image" src="https://github.com/user-attachments/assets/388b4f9d-192a-4374-ac31-bbd4e4e5dfe4" /> `,2Emotes. ,eAnd he nods. ,3They don't have to come first anymore.` There are some exceptions. The exceptions are currently anything with any of the flags `SIGNLANG`, `HIVEMIND`, `PRESSUREPROOF`, `KNOWONLYHEAR`. Exceptions work the same as current languages do: they must be the first language in the message. If so, they prevent switching into any other language mid-message; if they're not first, they just wont trigger. They're exceptions currently because there's not really a clean way that I or the people I asked for help on this one to make them look nice. `SIGNLANG` for example doesn't scramble text, it shows it's own ` gestures a lengthy message.` text for those that don't understand. Could we just replace every instance of sign language with that if somebody doesn't understand? Probably. It would look pretty awful though. e.g. `Alina Eskelinen says, "Hello." Alina Eskelinen gestures a short message.` This definitely needs testmerging because it more or less rewrites the entire pipeline surrounding `say`. The `say` code itself had to be rewritten to support the multiple languages, as well as all the existing plumbing for listeners receiving messages. In return though, it's significantly more straightforward and hopefully by extension easier for people to add to in the future. Primarily, instead of having four different `hear_say`, `hear_radio`, `hear_sleep`, etc., routes for messages to come through, every single audible message is received by `hear_message`, which is responsible for figuring out how clear the message is (is the radio damaged? is it a whisper we're eavesdropping on?), who needs to receive it in their chatbox, formatting it correctly for each listener, and finally if any npc or object within range needs to react to it in some way, like a parrot or a mech. changelog: - rscadd: "Adds code-switching: you can now speak in multiple languages in the same message." - rscadd: "Adds audible emotes to the language list. They can be triggered with ,e." - rscdel: "Removes SSrunechat." - refactor: "Rewrote langchat in order to support multiple languages and partial comprehension." - refactor: "Rewrote a vast majority of all saycode and the code responsible for displaying saytext to clients." - bugfix: "Sleeping mobs are no longer able to understand all languages." - bugfix: "Langchat now correctly shows the appropriate comprehension for all viewers rather than all viewers sharing the comprehension of the last viewer." - bugfix: "Languages which are supposed to be invisible when not understood no longer appear as scrambled overhead text." Forgive me whoever has to review this. Biggest areas that have room for error is stuff like a borer inside someone's head, and Dionae stuff. Old langchat had odd exceptions for those and I was forced to rewrite it entirely, but I think I got it all back to how it was working before.
476 lines
17 KiB
Plaintext
476 lines
17 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/mob/abstract/new_player
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var/ready = 0
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var/spawning = 0 //Referenced when you want to delete the new_player later on in the code
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var/datum/late_choices/late_choices_ui = null
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universal_speak = 1
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invisibility = 101
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density = FALSE
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stat = DEAD
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canmove = 0
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anchored = 1 // don't get pushed around
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simulated = FALSE
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var/last_ready_name // This has to be saved because the client is nulled prior to Logout()
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INITIALIZE_IMMEDIATE(/mob/abstract/new_player)
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/mob/abstract/new_player/Initialize(mapload)
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. = ..()
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GLOB.dead_mob_list -= src
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attempt_moving_new_player_on_marker_turf()
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/mob/abstract/new_player/proc/attempt_moving_new_player_on_marker_turf()
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//If it's set, move the new_player mob to it, otherwise reschedule to check in a bit
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if(istype(GLOB.lobby_mobs_location))
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src.forceMove(GLOB.lobby_mobs_location)
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else
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//Atoms loading have finished supposedly, there should be a marker down for this, if not found throw a stack trace
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if(SSATOMS_IS_PROBABLY_DONE)
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stack_trace("The map is supposedly loaded, but GLOB.lobby_mobs_location is not set, unable to move the lobby mob!")
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return
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addtimer(CALLBACK(src, PROC_REF(attempt_moving_new_player_on_marker_turf)), 5 SECONDS, TIMER_STOPPABLE | TIMER_DELETE_ME)
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/mob/abstract/new_player/Destroy()
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QDEL_NULL(late_choices_ui)
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return ..()
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/mob/abstract/new_player/get_status_tab_items()
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. = ..()
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if(!istype(SSticker))
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return
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if(SSticker.hide_mode == ROUNDTYPE_SECRET)
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. += "Game Mode: Secret"
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else if (SSticker.hide_mode == ROUNDTYPE_MIXED_SECRET)
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. += "Game Mode: Mixed Secret"
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else
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. += "Game Mode: [GLOB.master_mode]" // Old setting for showing the game mode
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if(SSticker.current_state == GAME_STATE_PREGAME)
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. += "Time To Start: [SSticker.pregame_timeleft][GLOB.round_progressing ? "" : " (DELAYED)"]"
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. += "Players: [length(GLOB.player_list)] Players Ready: [SSticker.total_players_ready]"
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if(LAZYLEN(SSticker.ready_player_jobs))
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. += ""
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. += ""
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. += "Group antagonists ready:"
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var/list/ready_special_roles = list()
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//Get the list of all the players, if they are ready, get their special roles (aka antagonists) preferences and count them up in a list
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for(var/mob/abstract/new_player/player in GLOB.player_list)
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if(!player.ready)
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continue
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for(var/special_role in player?.client?.prefs?.be_special_role)
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ready_special_roles[special_role] += 1
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//Get the list of all antagonist types, if they require more than one person to spawn, check that there's at least one candidate and if so list the number of candidates for it
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for(var/antag_type in GLOB.all_antag_types)
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var/datum/antagonist/possible_antag_type = GLOB.all_antag_types[antag_type]
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if(possible_antag_type.initial_spawn_req > 1)
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if(ready_special_roles[possible_antag_type.role_type])
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. += "[possible_antag_type.role_text_plural]: [ready_special_roles[possible_antag_type.role_type]]"
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. += ""
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. += ""
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. += "Characters ready:"
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for(var/dept in SSticker.ready_player_jobs)
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if(LAZYLEN(SSticker.ready_player_jobs[dept]))
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. += "[uppertext(dept)]"
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for(var/char in SSticker.ready_player_jobs[dept])
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. += "[copytext_char(char, 1, 18)]: [SSticker.ready_player_jobs[dept][char]]"
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/mob/abstract/new_player/Topic(href, href_list[])
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if(!client) return 0
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if(href_list["show_preferences"])
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client.prefs.ShowChoices(src)
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return 1
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if(href_list["ready"])
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if(SSticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
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// Cannot join without a saved character, if we're on SQL saves.
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if (GLOB.config.sql_saves && !client.prefs.current_character)
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alert(src, "You have not saved your character yet. Please do so before readying up.")
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return
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if(client.unacked_warning_count > 0)
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alert(src, "You can not ready up, because you have unacknowledged warnings or notifications. Acknowledge them in OOC->Warnings and Notifications.")
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return
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var/new_ready_state = text2num(href_list["ready"])
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if(SSticker.prevent_unready && new_ready_state == FALSE)
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tgui_alert(src, "You may not unready during Odyssey setup!", "Odyssey")
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return
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ready = new_ready_state
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else
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ready = 0
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if(href_list["observe"])
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new_player_observe()
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return TRUE
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if(href_list["late_join"])
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if(SSticker.current_state != GAME_STATE_PLAYING)
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to_chat(usr, SPAN_WARNING("The round is either not ready, or has already finished..."))
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return
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// Cannot join without a saved character, if we're on SQL saves.
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if (GLOB.config.sql_saves && !client.prefs.current_character)
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alert(src, "You have not saved your character yet. Please do so before attempting to join.")
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return
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if(!check_rights(R_ADMIN, 0))
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var/datum/species/S = GLOB.all_species[client.prefs.species]
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if((S.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(src, client.prefs.species) && GLOB.config.usealienwhitelist)
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to_chat(usr, SPAN_DANGER("You are currently not whitelisted to play [client.prefs.species]."))
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return 0
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if(!(S.spawn_flags & CAN_JOIN))
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to_chat(usr, SPAN_DANGER("Your current species, [client.prefs.species], is not available for play on the [station_name(TRUE)]."))
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return 0
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LateChoices()
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if(href_list["manifest"])
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ViewManifest()
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if(href_list["ghostspawner"])
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if(!ROUND_IS_STARTED)
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to_chat(usr, SPAN_WARNING("The round hasn't started yet!"))
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return
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SSghostroles.ui_interact(usr)
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if(href_list["SelectedJob"])
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if(!GLOB.config.enter_allowed)
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to_chat(usr, SPAN_NOTICE("There is an administrative lock on entering the game!"))
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return
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else if(SSticker.mode && SSticker.mode.explosion_in_progress)
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to_chat(usr, SPAN_DANGER("The [station_name(TRUE)] is currently exploding. Joining would go poorly."))
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return
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if(client.unacked_warning_count > 0)
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alert(usr, "You can not join the game, because you have unacknowledged warnings or notifications. Acknowledge them in OOC->Warnings and Notifications.")
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return
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var/datum/species/S = GLOB.all_species[client.prefs.species]
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if((S.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(src, client.prefs.species) && GLOB.config.usealienwhitelist)
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to_chat(usr, SPAN_DANGER("You are currently not whitelisted to play [client.prefs.species]."))
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return 0
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if(!(S.spawn_flags & CAN_JOIN))
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to_chat(usr, SPAN_DANGER("Your current species, [client.prefs.species], is not available for play on the [station_name(TRUE)]."))
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return 0
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AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint)
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return
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if(!ready && href_list["preference"])
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if(client)
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client.prefs.process_link(src, href_list)
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if(href_list["showpoll"])
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handle_player_polling()
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return
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if(href_list["showpolllink"])
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show_poll_link(href_list["showpolllink"])
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return
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if(href_list["pollid"])
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var/pollid = href_list["pollid"]
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if(istext(pollid))
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pollid = text2num(pollid)
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if(isnum(pollid))
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src.poll_player(pollid)
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return
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if(href_list["votepollid"] && href_list["votetype"])
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var/pollid = text2num(href_list["votepollid"])
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var/votetype = href_list["votetype"]
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switch(votetype)
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if("OPTION")
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var/optionid = text2num(href_list["voteoptionid"])
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vote_on_poll(pollid, optionid)
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if("TEXT")
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var/replytext = href_list["replytext"]
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log_text_poll_reply(pollid, replytext)
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if("NUMVAL")
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var/id_min = text2num(href_list["minid"])
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var/id_max = text2num(href_list["maxid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
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var/rating
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if(href_list["o[optionid]"] == "abstain")
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rating = null
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else
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rating = text2num(href_list["o[optionid]"])
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if(!isnum(rating))
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return
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vote_on_numval_poll(pollid, optionid, rating)
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if("MULTICHOICE")
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var/id_min = text2num(href_list["minoptionid"])
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var/id_max = text2num(href_list["maxoptionid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
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vote_on_poll(pollid, optionid, 1)
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/mob/abstract/new_player/proc/IsJobAvailable(rank)
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var/datum/job/job = SSjobs.GetJob(rank)
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// Check if the job is open in-round.
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if (!job || !job.is_position_available() \
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/* check for job bans */\
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|| jobban_isbanned(src,rank) \
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/* check for species blacklists */\
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|| (job.blacklisted_species && (GLOB.all_species[client.prefs.species].name in job.blacklisted_species)) \
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/* check for citizenship restrictions */\
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|| job.blacklisted_citizenship && (astype(SSrecords.citizenships[client.prefs.citizenship], /datum/citizenship).name in job.blacklisted_citizenship))
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return FALSE
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// Checks for faction requirements.
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var/datum/faction/faction = SSjobs.name_factions[client.prefs.faction] || SSjobs.default_faction
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var/list/faction_allowed_roles = unpacklist(faction.allowed_role_types)
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if (!(job.type in faction_allowed_roles) \
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|| !faction.can_select(client.prefs,src) \
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|| !(client.prefs.GetPlayerAltTitle(job) in client.prefs.GetValidTitles(job)))
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return FALSE
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// Checks for skill requirements.
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for (var/key,value in job.skill_requirements)
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if (key && client.prefs.skills[key] < value)
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return FALSE
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return TRUE
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/mob/abstract/new_player/proc/AttemptLateSpawn(rank,var/spawning_at)
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if(src != usr)
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return 0
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if(SSticker.current_state != GAME_STATE_PLAYING)
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to_chat(usr, SPAN_WARNING("The round is either not ready, or has already finished..."))
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return 0
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if(!GLOB.config.enter_allowed)
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to_chat(usr, SPAN_NOTICE("There is an administrative lock on entering the game!"))
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return 0
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if(GLOB.config.sql_saves && !client.prefs.current_character)
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alert(usr, "You have not saved your character yet. Please do so before attempting to join.")
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return 0
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if(!IsJobAvailable(rank))
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to_chat(usr, SPAN_NOTICE("[rank] is not available. Please try another."))
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return 0
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if(!(spawning_at in SSatlas.current_map.allowed_spawns))
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to_chat(usr, SPAN_NOTICE("Spawn location [spawning_at] invalid for [SSatlas.current_map]. Defaulting to [SSatlas.current_map.default_spawn]."))
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spawning_at = SSatlas.current_map.default_spawn
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spawning = 1
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close_spawn_windows()
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SSjobs.AssignRole(src, rank, 1)
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var/mob/living/character = create_character() //creates the human and transfers vars and mind
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equip_custom_items(character, body_only = TRUE) // Equips body-related custom items, like augments and prosthetics.
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SSjobs.EquipAugments(character, character.client.prefs)
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character = SSjobs.EquipRank(character, rank, TRUE, spawning_at) //equips the human
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equip_custom_items(character, body_only = FALSE) // Equips all other custom items.
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// AIs don't need a spawnpoint, they must spawn at an empty core
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if(character.mind.assigned_role == "AI")
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character = character.AIize(move=0) // AIize the character, but don't move them yet
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// IsJobAvailable for AI checks that there is an empty core available in this list
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var/obj/structure/AIcore/deactivated/C = GLOB.empty_playable_ai_cores[1]
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GLOB.empty_playable_ai_cores -= C
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character.forceMove(C.loc)
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character.eyeobj.forceMove(C.loc)
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AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
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SSticker.mode.handle_latejoin(character)
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qdel(C)
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qdel(src)
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return
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//Find our spawning point.
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var/join_message = SSjobs.LateSpawn(character, rank)
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character.lastarea = get_area(loc)
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// Moving wheelchair if they have one
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if(character.buckled_to && istype(character.buckled_to, /obj/structure/bed/stool/chair/office/wheelchair))
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character.buckled_to.forceMove(character.loc)
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character.buckled_to.set_dir(character.dir)
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SSticker.mode.handle_latejoin(character)
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GLOB.universe.OnPlayerLatejoin(character)
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if(SSjobs.ShouldCreateRecords(character.mind))
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if(character.mind.assigned_role != "Cyborg")
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SSrecords.generate_record(character)
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SSticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
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//Grab some data from the character prefs for use in random news procs.
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AnnounceArrival(character, rank, join_message)
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else
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AnnounceCyborg(character, rank, join_message)
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qdel(src)
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/mob/abstract/new_player/proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message)
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if (SSticker.current_state == GAME_STATE_PLAYING)
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if(character.mind.role_alt_title)
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rank = character.mind.role_alt_title
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// can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Robot has arrived"/etc.
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GLOB.global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the [SSatlas.current_map.station_type]"].", "Arrivals Announcer")
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/mob/abstract/new_player/proc/LateChoices()
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if(!istype(late_choices_ui))
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late_choices_ui = new(src)
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else // if the UI exists force refresh it
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SStgui.update_uis(late_choices_ui)
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late_choices_ui.ui_interact(src)
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/mob/abstract/new_player/proc/create_character()
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spawning = 1
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close_spawn_windows()
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var/mob/living/carbon/human/new_character
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var/use_species_name
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var/datum/species/chosen_species
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if(client.prefs.species)
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chosen_species = GLOB.all_species[client.prefs.species]
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use_species_name = chosen_species.get_station_variant() //Only used by pariahs atm.
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if(chosen_species && use_species_name)
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// Have to recheck admin due to no usr at roundstart. Latejoins are fine though.
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if(is_species_whitelisted(chosen_species) || has_admin_rights())
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new_character = new(GLOB.newplayer_start, use_species_name)
|
|
|
|
if(!new_character)
|
|
new_character = new(GLOB.newplayer_start)
|
|
|
|
new_character.lastarea = get_area(loc)
|
|
|
|
for(var/lang in client.prefs.alternate_languages)
|
|
var/datum/language/chosen_language = GLOB.all_languages[lang]
|
|
if(chosen_language)
|
|
if(!GLOB.config.usealienwhitelist || !(chosen_language.flags & WHITELISTED) || is_alien_whitelisted(src, lang) || has_admin_rights() \
|
|
|| (new_character.species && (chosen_language.name in new_character.species.secondary_langs)))
|
|
new_character.add_language(lang)
|
|
|
|
if(SSticker.random_players)
|
|
new_character.gender = pick(MALE, FEMALE)
|
|
client.prefs.real_name = random_name(new_character.gender)
|
|
client.prefs.randomize_appearance_for(new_character)
|
|
else
|
|
client.prefs.copy_to(new_character)
|
|
|
|
client.autohiss_mode = client.prefs.autohiss_setting
|
|
|
|
src.stop_sound_channel(CHANNEL_LOBBYMUSIC) // MAD JAMS cant last forever yo)
|
|
|
|
if(mind)
|
|
mind.active = 0 //we wish to transfer the key manually
|
|
mind.original = new_character
|
|
mind.transfer_to(new_character) //won't transfer key since the mind is not active
|
|
|
|
new_character.name = real_name
|
|
new_character.dna.ready_dna(new_character)
|
|
new_character.dna.b_type = client.prefs.b_type
|
|
new_character.sync_organ_dna()
|
|
new_character.fixblood() // now that dna is set
|
|
if(client.prefs.disabilities & NEARSIGHTED)
|
|
// Set defer to 1 if you add more crap here so it only recalculates struc_enzymes once. - N3X
|
|
new_character.dna.SetSEState(GLASSESBLOCK,1,0)
|
|
|
|
// And uncomment this, too.
|
|
//new_character.dna.UpdateSE()
|
|
|
|
// Do the initial caching of the player's body icons.
|
|
new_character.force_update_limbs()
|
|
new_character.update_eyes()
|
|
new_character.regenerate_icons()
|
|
|
|
client.prefs.log_character(new_character)
|
|
|
|
new_character.key = key //Manually transfer the key to log them in
|
|
|
|
new_character.client.init_verbs()
|
|
|
|
return new_character
|
|
|
|
/mob/abstract/new_player/proc/ViewManifest()
|
|
SSrecords.open_manifest_tgui(src)
|
|
|
|
/mob/abstract/new_player/Move()
|
|
return TRUE
|
|
|
|
/mob/abstract/new_player/hear_message(datum/say_message/msg)
|
|
return FALSE
|
|
|
|
/mob/abstract/new_player/proc/close_spawn_windows()
|
|
src << browse(null, "window=playersetup") //closes the player setup window
|
|
|
|
/mob/abstract/new_player/proc/has_admin_rights()
|
|
return check_rights(R_ADMIN, 0, src)
|
|
|
|
/mob/abstract/new_player/proc/is_species_whitelisted(datum/species/S)
|
|
if(!S) return 1
|
|
return is_alien_whitelisted(src, S.name) || !GLOB.config.usealienwhitelist || !(S.spawn_flags & IS_WHITELISTED)
|
|
|
|
/mob/abstract/new_player/get_species(var/reference = 0)
|
|
var/datum/species/chosen_species
|
|
if(client.prefs.species)
|
|
chosen_species = GLOB.all_species[client.prefs.species]
|
|
|
|
if(!chosen_species)
|
|
return SPECIES_HUMAN
|
|
|
|
if(is_species_whitelisted(chosen_species) || has_admin_rights())
|
|
if (reference)
|
|
return chosen_species
|
|
else
|
|
return chosen_species.name
|
|
|
|
return SPECIES_HUMAN
|
|
|
|
/mob/abstract/new_player/get_gender()
|
|
if(!client || !client.prefs)
|
|
..()
|
|
return client.prefs.gender
|
|
|
|
/mob/abstract/new_player/is_ready()
|
|
return ready && ..()
|
|
|
|
/mob/abstract/new_player/MayRespawn()
|
|
return 1
|
|
|
|
/mob/abstract/new_player/show_message(msg, type, alt, alt_type)
|
|
return
|