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Converts the job controller into a subsystem, including absolute paths. Also cleans up some mob despawn code. changes: The job master is now a subsystem. Job init moved out of EMI. Custom loadout now properly overrides job equipment on spawn. Odin despawn timers are now deleted on arrival shuttle launch. Cryogenic storage despawn is now handled by the job controller. Backpack equipping has been fully moved to equip_backpack(). equip_backpack() will now equip departmental backpacks. Job backpack selection is now set via. vars instead of overriding a proc. Fixes #2180.
21 lines
745 B
Plaintext
21 lines
745 B
Plaintext
/client/proc/triple_ai()
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set category = "Fun"
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set name = "Create AI Triumvirate"
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if(ROUND_IS_STARTED)
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usr << "This option is currently only usable during pregame. This may change at a later date."
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return
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var/datum/job/job = SSjobs.GetJob("AI")
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if(!job)
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usr << "Unable to locate the AI job"
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return
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if(SSticker.triai)
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SSticker.triai = 0
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usr << "Only one AI will be spawned at round start."
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message_admins("<span class='notice'>[key_name_admin(usr)] has toggled off triple AIs at round start.</span>", 1)
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else
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SSticker.triai = 1
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usr << "There will be an AI Triumvirate at round start."
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message_admins("<span class='notice'>[key_name_admin(usr)] has toggled on triple AIs at round start.</span>", 1)
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