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Ninja Refactor (#27316)
* Begins converting Ninjas into the new antagonist datum system. Does not compile. Work in progress. * More work towards datumizing ninjas. Still not finished. Now compiles. * Adds ninja to traitor panel. * Add objectives now takes an arg for number of objectives. * Event now actually ninjas the ninja. * Ninja suit initialization now works. * Cleans up the suit initialization code some. * Suit initialization is now action rather than verb based. * Now properly adds objectives and memories to the mind upon gaining datum. * Starts to replace ninja verbs with actions. * Hooks ninja abilities up to action buttons. * Whoops, missed a verb. Gloves are next. * Adds toggle ineraction type action button. * Changes icons as per ChanglingRain's suggestions. * Second round of changes for ChanglingRain * Replaces sleeps with addtimers. It's ugly, but more CPU efficient. * Fixes compile errors. * Fixes compile error, again.
This commit is contained in:
committed by
duncathan salt
parent
56e9b9721d
commit
0c79d3ff8e
@@ -78,7 +78,6 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
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/client/proc/drop_dynex_bomb,
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/client/proc/cinematic,
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/client/proc/one_click_antag,
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/client/proc/send_space_ninja,
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/client/proc/cmd_admin_add_freeform_ai_law,
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/client/proc/object_say,
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/client/proc/toggle_random_events,
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@@ -193,7 +192,6 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
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/client/proc/get_dynex_power,
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/client/proc/set_dynex_scale,
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/client/proc/cinematic,
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/client/proc/send_space_ninja,
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/client/proc/cmd_admin_add_freeform_ai_law,
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/client/proc/cmd_admin_create_centcom_report,
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/client/proc/cmd_change_command_name,
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@@ -386,9 +386,8 @@ Traitors and the like can also be revived with the previous role mostly intact.
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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if(L.name=="carpspawn")
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ninja_spawn += L
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new_character.equip_space_ninja()
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new_character.internal = new_character.s_store
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new_character.update_internals_hud_icon(1)
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var/datum/antagonist/ninja/ninjadatum = new_character.mind.has_antag_datum(ANTAG_DATUM_NINJA)
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ninjadatum.equip_space_ninja()
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if(ninja_spawn.len)
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var/obj/effect/landmark/ninja_spawn_here = pick(ninja_spawn)
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new_character.loc = ninja_spawn_here.loc
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