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
545 lines
19 KiB
Plaintext
545 lines
19 KiB
Plaintext
/* Note from Carnie:
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The way datum/mind stuff works has been changed a lot.
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Minds now represent IC characters rather than following a client around constantly.
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Guidelines for using minds properly:
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- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
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ghost.mind is however used as a reference to the ghost's corpse
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- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
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the existing mind of the old mob should be transfered to the new mob like so:
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mind.transfer_to(new_mob)
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- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
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By setting key or ckey explicitly after transfering the mind with transfer_to you will cause bugs like DCing
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the player.
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- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
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- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
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a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
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new_mob.key = key
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The Login proc will handle making a new mob for that mobtype (including setting up stuff like mind.name). Simple!
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However if you want that mind to have any special properties like being a traitor etc you will have to do that
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yourself.
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*/
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/datum/mind
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var/key
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var/name //replaces mob/var/original_name
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var/mob/living/current
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var/mob/living/original //This is being used now, don't remove it
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var/active = 0
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var/mob/living/admin_mob_placeholder = null
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var/memory
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var/assigned_role
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var/special_role
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var/role_alt_title
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var/datum/job/assigned_job
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var/list/datum/objective/objectives = list()
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var/list/datum/objective/special_verbs = list()
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var/has_been_rev = 0//Tracks if this mind has been a rev or not
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var/datum/faction/faction //associated faction
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var/datum/changeling/changeling //changeling holder
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var/datum/vampire/vampire //vampire holder
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var/rev_cooldown = 0
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// the world.time since the mob has been brigged, or -1 if not at all
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var/brigged_since = -1
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//put this here for easier tracking ingame
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var/datum/money_account/initial_account
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/datum/mind/New(var/key)
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src.key = key
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..()
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/datum/mind/proc/transfer_to(mob/living/new_character)
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if(!istype(new_character))
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world.log << "## DEBUG: transfer_to(): Some idiot has tried to transfer_to() a non mob/living mob. Please inform Carn"
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if(current) //remove ourself from our old body's mind variable
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if(changeling)
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current.remove_changeling_powers()
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current.verbs -= /datum/changeling/proc/EvolutionMenu
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if(vampire)
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current.remove_vampire_powers()
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current.mind = null
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nanomanager.user_transferred(current, new_character) // transfer active NanoUI instances to new user
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if(new_character.mind) //remove any mind currently in our new body's mind variable
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new_character.mind.current = null
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current = new_character //link ourself to our new body
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new_character.mind = src //and link our new body to ourself
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if(changeling)
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new_character.make_changeling()
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if(vampire)
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new_character.make_vampire()
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if(active)
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new_character.key = key //now transfer the key to link the client to our new body
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/datum/mind/proc/store_memory(new_text)
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memory += "[new_text]<BR>"
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/datum/mind/proc/show_memory(mob/recipient)
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var/output = "<B>[current.real_name]'s Memory</B><HR>"
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output += memory
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if(objectives.len>0)
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output += "<HR><B>Objectives:</B>"
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var/obj_count = 1
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for(var/datum/objective/objective in objectives)
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output += "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
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obj_count++
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recipient << browse(output,"window=memory")
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/datum/mind/proc/edit_memory()
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if(!ROUND_IS_STARTED)
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alert("Not before round-start!", "Alert")
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return
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var/out = "<B>[name]</B>[(current&&(current.real_name!=name))?" (as [current.real_name])":""]<br>"
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out += "Mind currently owned by key: [key] [active?"(synced)":"(not synced)"]<br>"
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out += "Assigned role: [assigned_role]. <a href='?src=\ref[src];role_edit=1'>Edit</a><br>"
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out += "<hr>"
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out += "Factions and special roles:<br><table>"
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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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out += "[antag.get_panel_entry(src)]"
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out += "</table><hr>"
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out += "<b>Objectives</b></br>"
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if(objectives && objectives.len)
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var/num = 1
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for(var/datum/objective/O in objectives)
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out += "<b>Objective #[num]:</b> [O.explanation_text] "
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if(O.completed)
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out += "(<font color='green'>complete</font>)"
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else
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out += "(<font color='red'>incomplete</font>)"
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out += " <a href='?src=\ref[src];obj_completed=\ref[O]'>\[toggle\]</a>"
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out += " <a href='?src=\ref[src];obj_delete=\ref[O]'>\[remove\]</a><br>"
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num++
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out += "<br><a href='?src=\ref[src];obj_announce=1'>\[announce objectives\]</a>"
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else
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out += "None."
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out += "<br><a href='?src=\ref[src];obj_add=1'>\[add\]</a>"
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usr << browse(out, "window=edit_memory[src]")
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/datum/mind/Topic(href, href_list)
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if(!check_rights(R_ADMIN)) return
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if(href_list["add_antagonist"])
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var/datum/antagonist/antag = all_antag_types[href_list["add_antagonist"]]
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if(antag)
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if(antag.add_antagonist(src, 1, 1, 0, 1, 1)) // Ignore equipment and role type for this.
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log_admin("[key_name_admin(usr)] made [key_name(src)] into a [antag.role_text].",admin_key=key_name_admin(usr),ckey=key_name(src))
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else
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usr << "<span class='warning'>[src] could not be made into a [antag.role_text]!</span>"
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else if(href_list["remove_antagonist"])
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var/datum/antagonist/antag = all_antag_types[href_list["remove_antagonist"]]
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if(antag) antag.remove_antagonist(src)
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else if(href_list["equip_antagonist"])
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var/datum/antagonist/antag = all_antag_types[href_list["equip_antagonist"]]
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if(antag) antag.equip(src.current)
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else if(href_list["unequip_antagonist"])
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var/datum/antagonist/antag = all_antag_types[href_list["unequip_antagonist"]]
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if(antag) antag.unequip(src.current)
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else if(href_list["move_antag_to_spawn"])
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var/datum/antagonist/antag = all_antag_types[href_list["move_antag_to_spawn"]]
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if(antag) antag.place_mob(src.current)
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else if (href_list["role_edit"])
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var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in joblist
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if (!new_role) return
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assigned_role = new_role
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else if (href_list["memory_edit"])
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var/new_memo = sanitize(input("Write new memory", "Memory", memory) as null|message)
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if (isnull(new_memo)) return
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memory = new_memo
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else if (href_list["obj_edit"] || href_list["obj_add"])
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var/datum/objective/objective
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var/objective_pos
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var/def_value
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if (href_list["obj_edit"])
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objective = locate(href_list["obj_edit"])
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if (!objective) return
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objective_pos = objectives.Find(objective)
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//Text strings are easy to manipulate. Revised for simplicity.
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var/temp_obj_type = "[objective.type]"//Convert path into a text string.
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def_value = copytext(temp_obj_type, 19)//Convert last part of path into an objective keyword.
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if(!def_value)//If it's a custom objective, it will be an empty string.
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def_value = "custom"
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var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "debrain", "protect", "prevent", "harm", "brig", "hijack", "escape", "survive", "steal", "download", "mercenary", "capture", "absorb", "custom")
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if (!new_obj_type) return
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var/datum/objective/new_objective = null
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switch (new_obj_type)
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if ("assassinate","protect","debrain", "harm", "brig")
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//To determine what to name the objective in explanation text.
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var/objective_type_capital = uppertext(copytext(new_obj_type, 1,2))//Capitalize first letter.
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var/objective_type_text = copytext(new_obj_type, 2)//Leave the rest of the text.
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var/objective_type = "[objective_type_capital][objective_type_text]"//Add them together into a text string.
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var/list/possible_targets = list("Free objective")
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for(var/datum/mind/possible_target in SSticker.minds)
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if ((possible_target != src) && istype(possible_target.current, /mob/living/carbon/human))
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possible_targets += possible_target.current
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var/mob/def_target = null
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var/objective_list[] = list(/datum/objective/assassinate, /datum/objective/protect, /datum/objective/debrain)
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if (objective&&(objective.type in objective_list) && objective:target)
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def_target = objective:target.current
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var/new_target = input("Select target:", "Objective target", def_target) as null|anything in possible_targets
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if (!new_target) return
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var/objective_path = text2path("/datum/objective/[new_obj_type]")
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var/mob/living/M = new_target
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if (!istype(M) || !M.mind || new_target == "Free objective")
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new_objective = new objective_path
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new_objective.owner = src
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new_objective:target = null
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new_objective.explanation_text = "Free objective"
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else
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new_objective = new objective_path
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new_objective.owner = src
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new_objective:target = M.mind
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new_objective.explanation_text = "[objective_type] [M.real_name], the [M.mind.special_role ? M.mind:special_role : M.mind:assigned_role]."
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if ("prevent")
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new_objective = new /datum/objective/block
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new_objective.owner = src
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if ("hijack")
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new_objective = new /datum/objective/hijack
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new_objective.owner = src
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if ("escape")
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new_objective = new /datum/objective/escape
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new_objective.owner = src
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if ("survive")
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new_objective = new /datum/objective/survive
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new_objective.owner = src
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if ("mercenary")
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new_objective = new /datum/objective/nuclear
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new_objective.owner = src
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if ("steal")
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if (!istype(objective, /datum/objective/steal))
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new_objective = new /datum/objective/steal
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new_objective.owner = src
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else
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new_objective = objective
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var/datum/objective/steal/steal = new_objective
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if (!steal.select_target())
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return
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if("download","capture","absorb")
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var/def_num
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if(objective&&objective.type==text2path("/datum/objective/[new_obj_type]"))
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def_num = objective.target_amount
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var/target_number = input("Input target number:", "Objective", def_num) as num|null
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if (isnull(target_number))//Ordinarily, you wouldn't need isnull. In this case, the value may already exist.
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return
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switch(new_obj_type)
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if("download")
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new_objective = new /datum/objective/download
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new_objective.explanation_text = "Download [target_number] research levels."
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if("capture")
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new_objective = new /datum/objective/capture
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new_objective.explanation_text = "Accumulate [target_number] capture points."
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if("absorb")
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new_objective = new /datum/objective/absorb
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new_objective.explanation_text = "Absorb [target_number] compatible genomes."
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new_objective.owner = src
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new_objective.target_amount = target_number
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if ("custom")
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var/expl = sanitize(input("Custom objective:", "Objective", objective ? objective.explanation_text : "") as text|null)
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if (!expl) return
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new_objective = new /datum/objective
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new_objective.owner = src
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new_objective.explanation_text = expl
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if (!new_objective) return
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if (objective)
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objectives -= objective
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objectives.Insert(objective_pos, new_objective)
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else
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objectives += new_objective
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else if (href_list["obj_delete"])
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var/datum/objective/objective = locate(href_list["obj_delete"])
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if(!istype(objective)) return
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objectives -= objective
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else if(href_list["obj_completed"])
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var/datum/objective/objective = locate(href_list["obj_completed"])
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if(!istype(objective)) return
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objective.completed = !objective.completed
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else if(href_list["implant"])
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var/mob/living/carbon/human/H = current
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BITSET(H.hud_updateflag, IMPLOYAL_HUD) // updates that players HUD images so secHUD's pick up they are implanted or not.
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switch(href_list["implant"])
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if("remove")
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for(var/obj/item/weapon/implant/loyalty/I in H.contents)
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for(var/obj/item/organ/external/organs in H.organs)
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if(I in organs.implants)
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qdel(I)
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break
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H << "<span class='notice'><font size =3><B>Your loyalty implant has been deactivated.</B></font></span>"
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log_admin("[key_name_admin(usr)] has de-loyalty implanted [current].",admin_key=key_name(usr),ckey=key_name(usr))
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if("add")
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H << "<span class='danger'><font size =3>You somehow have become the recepient of a loyalty transplant, and it just activated!</font></span>"
|
|
H.implant_loyalty(H, override = TRUE)
|
|
log_admin("[key_name_admin(usr)] has loyalty implanted [current].",admin_key=key_name(usr),ckey=key_name(usr))
|
|
else
|
|
else if (href_list["silicon"])
|
|
BITSET(current.hud_updateflag, SPECIALROLE_HUD)
|
|
switch(href_list["silicon"])
|
|
|
|
if("unemag")
|
|
var/mob/living/silicon/robot/R = current
|
|
if (istype(R))
|
|
R.emagged = 0
|
|
if (R.activated(R.module.emag))
|
|
R.module_active = null
|
|
if(R.module_state_1 == R.module.emag)
|
|
R.module_state_1 = null
|
|
R.contents -= R.module.emag
|
|
else if(R.module_state_2 == R.module.emag)
|
|
R.module_state_2 = null
|
|
R.contents -= R.module.emag
|
|
else if(R.module_state_3 == R.module.emag)
|
|
R.module_state_3 = null
|
|
R.contents -= R.module.emag
|
|
log_admin("[key_name_admin(usr)] has unemag'ed [R].",admin_key=key_name(usr),ckey_target=key_name(R))
|
|
|
|
if("unemagcyborgs")
|
|
if (istype(current, /mob/living/silicon/ai))
|
|
var/mob/living/silicon/ai/ai = current
|
|
for (var/mob/living/silicon/robot/R in ai.connected_robots)
|
|
R.emagged = 0
|
|
if (R.module)
|
|
if (R.activated(R.module.emag))
|
|
R.module_active = null
|
|
if(R.module_state_1 == R.module.emag)
|
|
R.module_state_1 = null
|
|
R.contents -= R.module.emag
|
|
else if(R.module_state_2 == R.module.emag)
|
|
R.module_state_2 = null
|
|
R.contents -= R.module.emag
|
|
else if(R.module_state_3 == R.module.emag)
|
|
R.module_state_3 = null
|
|
R.contents -= R.module.emag
|
|
log_admin("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.",admin_key=key_name_admin(usr),ckey_target=key_name(ai))
|
|
|
|
else if (href_list["common"])
|
|
switch(href_list["common"])
|
|
if("undress")
|
|
for(var/obj/item/W in current)
|
|
current.drop_from_inventory(W)
|
|
if("takeuplink")
|
|
take_uplink()
|
|
memory = null//Remove any memory they may have had.
|
|
if("crystals")
|
|
if (usr.client.holder.rights & R_FUN)
|
|
var/obj/item/device/uplink/hidden/suplink = find_syndicate_uplink()
|
|
var/crystals
|
|
if (suplink)
|
|
crystals = suplink.uses
|
|
crystals = input("Amount of telecrystals for [key]","Operative uplink", crystals) as null|num
|
|
if (!isnull(crystals))
|
|
if (suplink)
|
|
suplink.uses = crystals
|
|
|
|
else if (href_list["obj_announce"])
|
|
var/obj_count = 1
|
|
current << "<span class='notice'>Your current objectives:</span>"
|
|
for(var/datum/objective/objective in objectives)
|
|
current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
|
obj_count++
|
|
edit_memory()
|
|
|
|
/datum/mind/proc/find_syndicate_uplink()
|
|
var/list/L = current.get_contents()
|
|
for (var/obj/item/I in L)
|
|
if (I.hidden_uplink)
|
|
return I.hidden_uplink
|
|
return null
|
|
|
|
/datum/mind/proc/take_uplink()
|
|
var/obj/item/device/uplink/hidden/H = find_syndicate_uplink()
|
|
if(H)
|
|
qdel(H)
|
|
|
|
|
|
// check whether this mind's mob has been brigged for the given duration
|
|
// have to call this periodically for the duration to work properly
|
|
/datum/mind/proc/is_brigged(duration)
|
|
var/turf/T = current.loc
|
|
if(!istype(T))
|
|
brigged_since = -1
|
|
return 0
|
|
var/is_currently_brigged = 0
|
|
if(istype(T.loc,/area/security/brig))
|
|
is_currently_brigged = 1
|
|
for(var/obj/item/weapon/card/id/card in current)
|
|
is_currently_brigged = 0
|
|
break // if they still have ID they're not brigged
|
|
for(var/obj/item/device/pda/P in current)
|
|
if(P.id)
|
|
is_currently_brigged = 0
|
|
break // if they still have ID they're not brigged
|
|
|
|
if(!is_currently_brigged)
|
|
brigged_since = -1
|
|
return 0
|
|
|
|
if(brigged_since == -1)
|
|
brigged_since = world.time
|
|
|
|
return (duration <= world.time - brigged_since)
|
|
|
|
/datum/mind/proc/reset()
|
|
assigned_role = null
|
|
special_role = null
|
|
role_alt_title = null
|
|
assigned_job = null
|
|
//faction = null //Uncommenting this causes a compile error due to 'undefined type', fucked if I know.
|
|
changeling = null
|
|
vampire = null
|
|
initial_account = null
|
|
objectives = list()
|
|
special_verbs = list()
|
|
has_been_rev = 0
|
|
rev_cooldown = 0
|
|
brigged_since = -1
|
|
|
|
//Antagonist role check
|
|
/mob/living/proc/check_special_role(role)
|
|
if(mind)
|
|
if(!role)
|
|
return mind.special_role
|
|
else
|
|
return (mind.special_role == role) ? 1 : 0
|
|
else
|
|
return 0
|
|
|
|
//Initialisation procs
|
|
/mob/living/proc/mind_initialize()
|
|
if(mind)
|
|
mind.key = key
|
|
else
|
|
mind = new /datum/mind(key)
|
|
mind.original = src
|
|
SSticker.minds += mind
|
|
if(!mind.name) mind.name = real_name
|
|
mind.current = src
|
|
|
|
//HUMAN
|
|
/mob/living/carbon/human/mind_initialize()
|
|
..()
|
|
if(!mind.assigned_role) mind.assigned_role = "Assistant" //defualt
|
|
|
|
//slime
|
|
/mob/living/carbon/slime/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "slime"
|
|
|
|
/mob/living/carbon/alien/larva/mind_initialize()
|
|
..()
|
|
mind.special_role = "Larva"
|
|
|
|
//AI
|
|
/mob/living/silicon/ai/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "AI"
|
|
|
|
//BORG
|
|
/mob/living/silicon/robot/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Cyborg"
|
|
|
|
//PAI
|
|
/mob/living/silicon/pai/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "pAI"
|
|
mind.special_role = ""
|
|
|
|
//Animals
|
|
/mob/living/simple_animal/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Animal"
|
|
|
|
/mob/living/simple_animal/corgi/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Corgi"
|
|
|
|
/mob/living/simple_animal/shade/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Shade"
|
|
|
|
/mob/living/simple_animal/construct/builder/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Artificer"
|
|
mind.special_role = "Cultist"
|
|
|
|
/mob/living/simple_animal/construct/wraith/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Wraith"
|
|
mind.special_role = "Cultist"
|
|
|
|
/mob/living/simple_animal/construct/armoured/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Juggernaut"
|
|
mind.special_role = "Cultist"
|
|
|
|
/mob/living/carbon/human/voxarmalis/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Armalis"
|
|
mind.special_role = "Vox Raider"
|
|
|
|
/mob/living/silicon/robot/syndicate/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Syndicate Robot"
|
|
mind.special_role = "Mercenary"
|