mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 23:52:12 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
437 lines
15 KiB
Plaintext
437 lines
15 KiB
Plaintext
var/datum/controller/vote/vote = new()
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var/global/list/round_voters = list() //Keeps track of the individuals voting for a given round, for use in forcedrafting.
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datum/controller/vote
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var/initiator = null
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var/started_time = null
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var/time_remaining = 0
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var/mode = null
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var/question = null
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var/list/choices = list()
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var/list/gamemode_names = list()
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var/list/voted = list()
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var/list/voting = list()
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var/list/current_votes = list()
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var/list/additional_text = list()
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var/auto_muted = 0
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var/last_transfer_vote = null
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New()
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if(vote != src)
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if(istype(vote))
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qdel(vote)
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vote = src
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Destroy()
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return QDEL_HINT_HARDDEL_NOW
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process() //called by master_controller
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if(mode)
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// No more change mode votes after the game has started.
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// 3 is GAME_STATE_PLAYING, but that #define is undefined for some reason
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if(mode == "gamemode" && SSticker.current_state >= 2)
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world << "<b>Voting aborted due to game start.</b>"
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src.reset()
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return
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// Calculate how much time is remaining by comparing current time, to time of vote start,
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// plus vote duration
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time_remaining = round((started_time + config.vote_period - world.time)/10)
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if(time_remaining < 0)
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result()
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for(var/client/C in voting)
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if(C)
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C << browse(null,"window=vote")
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reset()
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else
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for(var/client/C in voting)
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if(C)
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C << browse(vote.interface(C),"window=vote")
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voting.Cut()
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proc/autotransfer()
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initiate_vote("crew_transfer","the server", 1)
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log_debug("The server has called a crew transfer vote")
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proc/autogamemode()
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initiate_vote("gamemode","the server", 1)
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log_debug("The server has called a gamemode vote")
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proc/reset()
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initiator = null
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time_remaining = 0
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mode = null
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question = null
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choices.Cut()
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voted.Cut()
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voting.Cut()
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current_votes.Cut()
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additional_text.Cut()
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proc/get_result()
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//get the highest number of votes
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var/greatest_votes = 0
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var/total_votes = 0
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for(var/option in choices)
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var/votes = choices[option]
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total_votes += votes
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if(votes > greatest_votes)
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greatest_votes = votes
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//default-vote for everyone who didn't vote
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if(!config.vote_no_default && choices.len)
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var/non_voters = (clients.len - total_votes)
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if(non_voters > 0)
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if(mode == "restart")
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choices["Continue Playing"] += non_voters
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if(choices["Continue Playing"] >= greatest_votes)
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greatest_votes = choices["Continue Playing"]
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else if(mode == "gamemode")
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if(master_mode in choices)
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choices[master_mode] += non_voters
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if(choices[master_mode] >= greatest_votes)
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greatest_votes = choices[master_mode]
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else if(mode == "crew_transfer")
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var/factor = 0.5
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switch(world.time / (10 * 60)) // minutes
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if(0 to 60)
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factor = 0.5
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if(61 to 120)
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factor = 0.8
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if(121 to 240)
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factor = 1
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if(241 to 300)
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factor = 1.2
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else
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factor = 1.4
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choices["Initiate Crew Transfer"] = round(choices["Initiate Crew Transfer"] * factor)
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world << "<font color='purple'>Crew Transfer Factor: [factor]</font>"
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greatest_votes = max(choices["Initiate Crew Transfer"], choices["Continue The Round"])
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if(mode == "crew_transfer")
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if(round(world.time / 36000)+12 <= 14)
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// Credit to Scopes @ oldcode.
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world << "<font color='purple'><b>Majority voting rule in effect. 2/3rds majority needed to initiate transfer.</b></font>"
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choices["Initiate Crew Transfer"] = round(choices["Initiate Crew Transfer"] - round(total_votes / 3))
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greatest_votes = max(choices["Initiate Crew Transfer"], choices["Continue The Round"])
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//get all options with that many votes and return them in a list
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. = list()
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if(greatest_votes)
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for(var/option in choices)
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if(choices[option] == greatest_votes)
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. += option
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return .
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proc/announce_result()
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var/list/winners = get_result()
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var/text
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if(winners.len > 0)
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if(winners.len > 1)
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if(mode != "gamemode" || SSticker.hide_mode == 0) // Here we are making sure we don't announce potential game modes
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text = "<b>Vote Tied Between:</b>\n"
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for(var/option in winners)
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text += "\t[option]\n"
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. = pick(winners)
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for(var/key in current_votes)
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if(choices[current_votes[key]] == .)
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round_voters += key // Keep track of who voted for the winning round.
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if((mode == "gamemode" && . == "Extended") || SSticker.hide_mode == 0) // Announce Extended gamemode, but not other gamemodes
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text += "<b>Vote Result: [.]</b>"
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else
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if(mode != "gamemode")
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text += "<b>Vote Result: [.]</b>"
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else
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text += "<b>The vote has ended.</b>" // What will be shown if it is a gamemode vote that isn't extended
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else
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text += "<b>Vote Result: Inconclusive - No Votes!</b>"
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if(mode == "add_antagonist")
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antag_add_failed = 1
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log_vote(text)
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world << "<font color='purple'>[text]</font>"
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return .
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proc/result()
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. = announce_result()
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var/restart = 0
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if(.)
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switch(mode)
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if("restart")
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if(. == "Restart Round")
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restart = 1
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if("gamemode")
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if(master_mode != .)
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world.save_mode(.)
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if(SSticker.mode)
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restart = 1
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else
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master_mode = .
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if("crew_transfer")
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if(. == "Initiate Crew Transfer")
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init_shift_change(null, 1)
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last_transfer_vote = world.time
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if("add_antagonist")
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if(isnull(.) || . == "None")
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antag_add_failed = 1
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else
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additional_antag_types |= antag_names_to_ids[.]
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if(mode == "gamemode") //fire this even if the vote fails.
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if(!round_progressing)
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round_progressing = 1
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world << "<font color='red'><b>The round will start soon.</b></font>"
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if(restart)
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world << "World restarting due to vote..."
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feedback_set_details("end_error","restart vote")
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sleep(50)
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log_game("Rebooting due to restart vote")
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world.Reboot()
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return .
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proc/submit_vote(var/ckey, var/vote)
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if(mode)
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if (mode == "crew_transfer")
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if(config.vote_no_dead && usr && !usr.client.holder)
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if (isnewplayer(usr))
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usr << "<span class='warning'>You must be playing or have been playing to start a vote.</span>"
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return 0
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else if (isobserver(usr))
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var/mob/dead/observer/O = usr
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if (O.started_as_observer)
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usr << "<span class='warning'>You must be playing or have been playing to start a vote.</span>"
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return 0
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if(vote && vote >= 1 && vote <= choices.len)
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if(current_votes[ckey])
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choices[choices[current_votes[ckey]]]--
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voted += usr.ckey
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choices[choices[vote]]++ //check this
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current_votes[ckey] = vote
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return vote
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return 0
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proc/initiate_vote(var/vote_type, var/initiator_key, var/automatic = 0)
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if(!mode)
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if(started_time != null && !(check_rights(R_ADMIN|R_MOD) || automatic))
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// Transfer votes are their own little special snowflake
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var/next_allowed_time = 0
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if (vote_type == "crew_transfer")
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if (config.vote_no_dead && !usr.client.holder)
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if (isnewplayer(usr))
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usr << "<span class='warning'>You must be playing or have been playing to start a vote.</span>"
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return 0
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else if (isobserver(usr))
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var/mob/dead/observer/O = usr
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if (O.started_as_observer)
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usr << "<span class='warning'>You must be playing or have been playing to start a vote.</span>"
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return 0
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if (last_transfer_vote)
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next_allowed_time = (last_transfer_vote + config.vote_delay)
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else
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next_allowed_time = config.transfer_timeout
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else
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next_allowed_time = (started_time + config.vote_delay)
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if(next_allowed_time > world.time)
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return 0
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reset()
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switch(vote_type)
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if("restart")
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choices.Add("Restart Round","Continue Playing")
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if("gamemode")
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if(SSticker.current_state >= 2)
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return 0
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choices.Add(config.votable_modes)
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for (var/F in choices)
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var/datum/game_mode/M = gamemode_cache[F]
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if(!M)
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continue
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gamemode_names[M.config_tag] = capitalize(M.name) //It's ugly to put this here but it works
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additional_text.Add("<td align = 'center'>[M.required_players]</td>")
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gamemode_names["secret"] = "Secret"
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if("crew_transfer")
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if(check_rights(R_ADMIN|R_MOD, 0))
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question = "End the shift?"
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choices.Add("Initiate Crew Transfer", "Continue The Round")
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else
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if (get_security_level() == "red" || get_security_level() == "delta")
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initiator_key << "The current alert status is too high to call for a crew transfer!"
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return 0
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if(SSticker.current_state <= 2)
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return 0
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initiator_key << "The crew transfer button has been disabled!"
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question = "End the shift?"
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choices.Add("Initiate Crew Transfer", "Continue The Round")
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if("add_antagonist")
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if(!config.allow_extra_antags || SSticker.current_state >= 2)
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return 0
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for(var/antag_type in all_antag_types)
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var/datum/antagonist/antag = all_antag_types[antag_type]
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if(!(antag.id in additional_antag_types) && antag.is_votable())
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choices.Add(antag.role_text)
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choices.Add("None")
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if("custom")
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question = sanitizeSafe(input(usr,"What is the vote for?") as text|null)
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if(!question) return 0
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for(var/i=1,i<=10,i++)
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var/option = capitalize(sanitize(input(usr,"Please enter an option or hit cancel to finish") as text|null))
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if(!option || mode || !usr.client) break
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choices.Add(option)
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else
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return 0
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mode = vote_type
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initiator = initiator_key
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started_time = world.time
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var/text = "[capitalize(mode)] vote started by [initiator]."
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if(mode == "custom")
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text += "\n[question]"
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log_vote(text)
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world << "<font color='purple'><b>[text]</b>\nType <b>vote</b> or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [config.vote_period/10] seconds to vote.</font>"
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for(var/cc in clients)
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var/client/C = cc
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if(C.prefs.asfx_togs & ASFX_VOTE) //Personal mute
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switch(vote_type)
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if("crew_transfer")
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C << sound('sound/effects/vote.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if("gamemode")
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C << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if("custom")
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C << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if(mode == "gamemode" && round_progressing)
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round_progressing = 0
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world << "<font color='red'><b>Round start has been delayed.</b></font>"
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time_remaining = round(config.vote_period/10)
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return 1
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return 0
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proc/interface(var/client/C)
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if(!C) return
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var/is_staff = 0
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if(C.holder)
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if(C.holder.rights & (R_ADMIN|R_MOD))
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is_staff = 1
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voting |= C
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. = "<html><head><title>Voting Panel</title></head><body>"
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if(mode)
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if(question) . += "<h2>Vote: '[question]'</h2>"
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else . += "<h2>Vote: [capitalize(mode)]</h2>"
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. += "Time Left: [time_remaining] s<hr>"
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. += "<table width = '100%'><tr><td align = 'center'><b>Choices</b></td><td align = 'center'><b>Votes</b></td>"
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if(capitalize(mode) == "Gamemode") .+= "<td align = 'center'><b>Minimum Players</b></td></tr>"
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for(var/i = 1, i <= choices.len, i++)
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var/votes = choices[choices[i]]
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if(!votes) votes = 0
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. += "<tr>"
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if(mode == "gamemode")
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if(current_votes[C.ckey] == i)
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. += "<td><b><a href='?src=\ref[src];vote=[i]'>[gamemode_names[choices[i]]]</a></b></td><td align = 'center'>[votes]</td>"
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else
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. += "<td><a href='?src=\ref[src];vote=[i]'>[gamemode_names[choices[i]]]</a></td><td align = 'center'>[votes]</td>"
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else
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if(current_votes[C.ckey] == i)
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. += "<td><b><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a></b></td><td align = 'center'>[votes]</td>"
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else
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. += "<td><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a></td><td align = 'center'>[votes]</td>"
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if (additional_text.len >= i)
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|
. += additional_text[i]
|
|
. += "</tr>"
|
|
|
|
. += "</table><hr>"
|
|
if(is_staff)
|
|
. += "(<a href='?src=\ref[src];vote=cancel'>Cancel Vote</a>) "
|
|
else
|
|
. += "<h2>Start a vote:</h2><hr><ul><li>"
|
|
//restart
|
|
if(is_staff || config.allow_vote_restart)
|
|
. += "<a href='?src=\ref[src];vote=restart'>Restart</a>"
|
|
else
|
|
. += "<font color='grey'>Restart (Disallowed)</font>"
|
|
. += "</li><li>"
|
|
if(is_staff || config.allow_vote_restart)
|
|
if (get_security_level() == "red" || get_security_level() == "delta")
|
|
. += "<a href='?src=\ref[src];vote=crew_transfer'>Crew Transfer (Disallowed, Code Red or above)</a>"
|
|
else
|
|
. += "<a href='?src=\ref[src];vote=crew_transfer'>Crew Transfer</a>"
|
|
else
|
|
. += "<font color='grey'>Crew Transfer (Disallowed)</font>"
|
|
if(is_staff)
|
|
. += "\t(<a href='?src=\ref[src];vote=toggle_restart'>[config.allow_vote_restart?"Allowed":"Disallowed"]</a>)"
|
|
. += "</li><li>"
|
|
//gamemode
|
|
if(is_staff || config.allow_vote_mode)
|
|
. += "<a href='?src=\ref[src];vote=gamemode'>GameMode</a>"
|
|
else
|
|
. += "<font color='grey'>GameMode (Disallowed)</font>"
|
|
if(is_staff)
|
|
. += "\t(<a href='?src=\ref[src];vote=toggle_gamemode'>[config.allow_vote_mode?"Allowed":"Disallowed"]</a>)"
|
|
. += "</li><li>"
|
|
//extra antagonists
|
|
if(!antag_add_failed && config.allow_extra_antags)
|
|
. += "<a href='?src=\ref[src];vote=add_antagonist'>Add Antagonist Type</a>"
|
|
else
|
|
. += "<font color='grey'>Restart (Disallowed)</font>"
|
|
. += "</li>"
|
|
//custom
|
|
if(is_staff)
|
|
. += "<li><a href='?src=\ref[src];vote=custom'>Custom</a></li>"
|
|
. += "</ul><hr>"
|
|
. += "<a href='?src=\ref[src];vote=close' style='position:absolute;right:50px'>Close</a></body></html>"
|
|
return .
|
|
|
|
|
|
Topic(href,href_list[],hsrc)
|
|
if(!usr || !usr.client) return //not necessary but meh...just in-case somebody does something stupid
|
|
switch(href_list["vote"])
|
|
if("close")
|
|
voting -= usr.client
|
|
usr << browse(null, "window=vote")
|
|
return
|
|
if("cancel")
|
|
if(usr.client.holder)
|
|
reset()
|
|
if("toggle_restart")
|
|
if(usr.client.holder)
|
|
config.allow_vote_restart = !config.allow_vote_restart
|
|
if("toggle_gamemode")
|
|
if(usr.client.holder)
|
|
config.allow_vote_mode = !config.allow_vote_mode
|
|
if("restart")
|
|
if(config.allow_vote_restart || usr.client.holder)
|
|
initiate_vote("restart",usr.key)
|
|
if("gamemode")
|
|
if(config.allow_vote_mode || usr.client.holder)
|
|
initiate_vote("gamemode",usr.key)
|
|
if("crew_transfer")
|
|
if(config.allow_vote_restart || usr.client.holder)
|
|
initiate_vote("crew_transfer",usr.key)
|
|
if("add_antagonist")
|
|
if(config.allow_extra_antags)
|
|
initiate_vote("add_antagonist",usr.key)
|
|
if("custom")
|
|
if(usr.client.holder)
|
|
initiate_vote("custom",usr.key)
|
|
else
|
|
var/t = round(text2num(href_list["vote"]))
|
|
if(t) // It starts from 1, so there's no problem
|
|
submit_vote(usr.ckey, t)
|
|
usr.vote()
|
|
|
|
|
|
/mob/verb/vote()
|
|
set category = "OOC"
|
|
set name = "Vote"
|
|
|
|
if(vote)
|
|
src << browse(vote.interface(client),"window=vote")
|