diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm
index 977f81f796d..82fe1ba1cf5 100644
--- a/code/__DEFINES/misc.dm
+++ b/code/__DEFINES/misc.dm
@@ -426,5 +426,10 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define GIBTONITE_STABLE 2
#define GIBTONITE_DETONATE 3
+//Gangster starting influences
+
+#define GANGSTER_SOLDIER_STARTING_INFLUENCE 5
+#define GANGSTER_BOSS_STARTING_INFLUENCE 20
+
//for obj explosion block calculation
-#define EXPLOSION_BLOCK_PROC -1
\ No newline at end of file
+#define EXPLOSION_BLOCK_PROC -1
diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm
index 670a1778fb1..e5d1f4c19e1 100644
--- a/code/__DEFINES/mobs.dm
+++ b/code/__DEFINES/mobs.dm
@@ -2,11 +2,6 @@
//Misc mob defines
-//Ready states at roundstart for mob/dead/new_player
-#define PLAYER_NOT_READY 0
-#define PLAYER_READY_TO_PLAY 1
-#define PLAYER_READY_TO_OBSERVE 2
-
//movement intent defines for the m_intent var
#define MOVE_INTENT_WALK "walk"
#define MOVE_INTENT_RUN "run"
@@ -133,4 +128,4 @@
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
-#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
+#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
\ No newline at end of file
diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm
index 731166e0a9f..05d8dbb5b7e 100644
--- a/code/controllers/subsystem/job.dm
+++ b/code/controllers/subsystem/job.dm
@@ -224,7 +224,7 @@ SUBSYSTEM_DEF(job)
//Get the players who are ready
for(var/mob/dead/new_player/player in GLOB.player_list)
- if(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role)
+ if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
initial_players_to_assign = unassigned.len
@@ -456,7 +456,7 @@ SUBSYSTEM_DEF(job)
var/level5 = 0 //banned
var/level6 = 0 //account too young
for(var/mob/dead/new_player/player in GLOB.player_list)
- if(!(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role))
+ if(!(player.ready && player.mind && !player.mind.assigned_role))
continue //This player is not ready
if(jobban_isbanned(player, job.title))
level5++
@@ -489,7 +489,7 @@ SUBSYSTEM_DEF(job)
Debug("Popcap overflow Check observer located, Player: [player]")
to_chat(player, "You have failed to qualify for any job you desired.")
unassigned -= player
- player.ready = PLAYER_NOT_READY
+ player.ready = 0
/datum/controller/subsystem/job/Recover()
diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm
index 2a1f54e1712..55f3fc26afa 100644
--- a/code/controllers/subsystem/ticker.dm
+++ b/code/controllers/subsystem/ticker.dm
@@ -83,8 +83,6 @@ SUBSYSTEM_DEF(ticker)
window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
to_chat(world, "Welcome to [station_name()]!")
current_state = GAME_STATE_PREGAME
- //Everyone who wants to be an observer is now spawned
- create_observers()
fire()
if(GAME_STATE_PREGAME)
//lobby stats for statpanels
@@ -94,7 +92,7 @@ SUBSYSTEM_DEF(ticker)
totalPlayersReady = 0
for(var/mob/dead/new_player/player in GLOB.player_list)
++totalPlayers
- if(player.ready == PLAYER_READY_TO_PLAY)
+ if(player.ready)
++totalPlayersReady
if(start_immediately)
@@ -133,7 +131,6 @@ SUBSYSTEM_DEF(ticker)
declare_completion(force_ending)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
-
/datum/controller/subsystem/ticker/proc/setup()
to_chat(world, "Starting game...")
var/init_start = world.timeofday
@@ -405,7 +402,7 @@ SUBSYSTEM_DEF(ticker)
/datum/controller/subsystem/ticker/proc/create_characters()
for(var/mob/dead/new_player/player in GLOB.player_list)
- if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
+ if(player.ready && player.mind)
GLOB.joined_player_list += player.ckey
player.create_character(FALSE)
else
@@ -796,13 +793,6 @@ SUBSYSTEM_DEF(ticker)
else
timeLeft = newtime
-//Everyone who wanted to be an observer gets made one now
-/datum/controller/subsystem/ticker/proc/create_observers()
- for(var/mob/dead/new_player/player in GLOB.player_list)
- if(player.ready == PLAYER_READY_TO_OBSERVE && player.mind)
- //Break chain since this has a sleep input in it
- addtimer(CALLBACK(player, /mob/dead/new_player.proc/make_me_an_observer), 1)
-
/datum/controller/subsystem/ticker/proc/load_mode()
var/mode = trim(file2text("data/mode.txt"))
if(mode)
diff --git a/code/datums/mind.dm b/code/datums/mind.dm
index 6b9fd52627c..125e992fccc 100644
--- a/code/datums/mind.dm
+++ b/code/datums/mind.dm
@@ -1043,7 +1043,7 @@
if(!G || (src in G.bosses))
return
SSticker.mode.remove_gangster(src,0,2,1)
- G.bosses += src
+ G.bosses[src] = GANGSTER_BOSS_STARTING_INFLUENCE
gang_datum = G
special_role = "[G.name] Gang Boss"
G.add_gang_hud(src)
diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm
index b5f2b1cec12..1fe8fcac652 100644
--- a/code/game/gamemodes/game_mode.dm
+++ b/code/game/gamemodes/game_mode.dm
@@ -54,7 +54,7 @@
/datum/game_mode/proc/can_start()
var/playerC = 0
for(var/mob/dead/new_player/player in GLOB.player_list)
- if((player.client)&&(player.ready == PLAYER_READY_TO_PLAY))
+ if((player.client)&&(player.ready))
playerC++
if(!GLOB.Debug2)
if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players))
@@ -308,7 +308,7 @@
// Ultimate randomizing code right here
for(var/mob/dead/new_player/player in GLOB.player_list)
- if(player.client && player.ready == PLAYER_READY_TO_PLAY)
+ if(player.client && player.ready)
players += player
// Shuffling, the players list is now ping-independent!!!
@@ -316,7 +316,7 @@
players = shuffle(players)
for(var/mob/dead/new_player/player in players)
- if(player.client && player.ready == PLAYER_READY_TO_PLAY)
+ if(player.client && player.ready)
if(role in player.client.prefs.be_special)
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
if(age_check(player.client)) //Must be older than the minimum age
@@ -330,7 +330,7 @@
if(candidates.len < recommended_enemies)
for(var/mob/dead/new_player/player in players)
- if(player.client && player.ready == PLAYER_READY_TO_PLAY)
+ if(player.client && player.ready)
if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
drafted += player.mind
@@ -352,7 +352,13 @@
else // Not enough scrubs, ABORT ABORT ABORT
break
-
+/*
+ if(candidates.len < recommended_enemies && override_jobbans) //If we still don't have enough people, we're going to start drafting banned people.
+ for(var/mob/dead/new_player/player in players)
+ if (player.client && player.ready)
+ if(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
+ drafted += player.mind
+*/
if(restricted_jobs)
for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
for(var/job in restricted_jobs)
@@ -375,12 +381,17 @@
// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
// Less if there are not enough valid players in the game entirely to make recommended_enemies.
-
+/*
+/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/dead/new_player/player)
+ if(player.preferences.be_special & role)
+ return 1
+ return 0
+*/
/datum/game_mode/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
- if(P.client && P.ready == PLAYER_READY_TO_PLAY)
+ if(P.client && P.ready)
. ++
///////////////////////////////////
diff --git a/code/game/gamemodes/gang/gang.dm b/code/game/gamemodes/gang/gang.dm
index 6606a0d8718..5b97280e9ac 100644
--- a/code/game/gamemodes/gang/gang.dm
+++ b/code/game/gamemodes/gang/gang.dm
@@ -62,7 +62,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
for(var/n in 1 to 3)
var/datum/mind/boss = pick(antag_candidates)
antag_candidates -= boss
- G.bosses += boss
+ G.bosses[boss] = GANGSTER_BOSS_STARTING_INFLUENCE
boss.gang_datum = G
var/title
if(n == 1)
@@ -85,6 +85,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
sleep(rand(10,100))
for(var/datum/gang/G in gangs)
for(var/datum/mind/boss_mind in G.bosses)
+ G.bosses[boss_mind] = GANGSTER_BOSS_STARTING_INFLUENCE //Force influence to be put on it.
G.add_gang_hud(boss_mind)
forge_gang_objectives(boss_mind)
greet_gang(boss_mind)
@@ -170,7 +171,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
return 0
if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
return 1
- G.gangsters += gangster_mind
+ G.gangsters[gangster_mind] = GANGSTER_SOLDIER_STARTING_INFLUENCE
gangster_mind.gang_datum = G
if(check)
if(iscarbon(gangster_mind.current))
@@ -209,15 +210,24 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
if(!G.is_deconvertible && !remove_bosses)
return 0
if(gangster_mind in G.gangsters)
+ G.reclaim_points(G.gangsters[gangster_mind])
G.gangsters -= gangster_mind
removed = 1
if(remove_bosses && (gangster_mind in G.bosses))
+ G.reclaim_points(G.bosses[gangster_mind])
G.bosses -= gangster_mind
removed = 1
+ if(G.tags_by_mind[gangster_mind] && islist(G.tags_by_mind[gangster_mind]))
+ var/list/tags_cache = G.tags_by_mind[gangster_mind]
+ for(var/v in tags_cache)
+ var/obj/effect/decal/cleanable/crayon/gang/c = v
+ c.set_mind_owner(null)
+ G.tags_by_mind -= gangster_mind
if(!removed)
return 0
+
gangster_mind.special_role = null
gangster_mind.gang_datum = null
diff --git a/code/game/gamemodes/gang/gang_datum.dm b/code/game/gamemodes/gang/gang_datum.dm
index 0fe53adf02f..1a145d1227a 100644
--- a/code/game/gamemodes/gang/gang_datum.dm
+++ b/code/game/gamemodes/gang/gang_datum.dm
@@ -8,6 +8,7 @@
var/list/datum/mind/gangsters = list() //gang B Members
var/list/datum/mind/bosses = list() //gang A Bosses
var/list/obj/item/device/gangtool/gangtools = list()
+ var/list/tags_by_mind = list() //Assoc list in format of tags_by_mind[mind_of_gangster] = list(tag1, tag2, tag3) where tags are the actual object decals.
var/style
var/fighting_style = "normal"
var/list/territory = list()
@@ -202,9 +203,9 @@
return
var/added_names = ""
var/lost_names = ""
-
+
SSticker.mode.shuttle_check() // See if its time to start wrapping things up
-
+
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = territory_new & territory_lost
territory |= reclaimed_territories
@@ -245,47 +246,90 @@
set_domination_time(new_time)
message += "[seconds_remaining] seconds remain in hostile takeover.
"
else
- for(var/obj/item/device/gangtool/G in gangtools)
- var/pmessage = message
- var/points_new = 0
- if(istype(G, /obj/item/device/gangtool/soldier))
- points_new = max(0,round(3 - G.points/10)) + (sbonus) + (LAZYLEN(G.tags)/2) // Soldier points
- pmessage += "Your influence has increased by [round(sbonus)] from your gang holding [LAZYLEN(territory)] territories, and a bonus of [round(LAZYLEN(G.tags)/2)] for territories you have personally marked and kept intact.
"
- else
- points_new = max(0,round(5 - G.points/10)) + LAZYLEN(territory) // Boss points, more focused on big picture
- pmessage += "Your influence has increased by [round(points_new)] from your gang holding [territory.len] territories
"
- G.points += points_new
- var/mob/living/carbon/human/ganger = get(G.loc, /mob/living)
- var/points_newer = 0
- var/static/inner = inner_outfit
- var/static/outer = outer_outfit
- if(ishuman(ganger) && ganger.mind in (gangsters|bosses))
- for(var/obj/C in ganger.contents)
- if(C.type == inner_outfit)
- points_newer += 2
- continue
- if(C.type == outer_outfit)
- points_newer += 2
- continue
- switch(C.type)
- if(/obj/item/clothing/neck/necklace/dope)
- points_newer += 2
- if(/obj/item/clothing/head/collectable/petehat/gang)
- points_newer += 4
- if(/obj/item/clothing/shoes/gang)
- points_newer += 6
- if(/obj/item/clothing/mask/gskull)
- points_newer += 5
- if(/obj/item/clothing/gloves/gang)
- points_newer += 3
- if(/obj/item/weapon/storage/belt/military/gang)
- points_newer += 4
- if(points_newer)
- G.points += points_newer
- pmessage += "Your influential choice of clothing has further increased your influence by [points_newer] points.
"
- pmessage += "You now have [G.points] influence.
"
- to_chat(ganger, "[bicon(G)] [pmessage]")
+ pay_territory_income_to_bosses()
+ pay_territory_income_to_soldiers(sbonus)
+ pay_all_clothing_bonuses()
+ announce_all_influence()
+/datum/gang/proc/pay_all_clothing_bonuses()
+ for(var/datum/mind/mind in gangsters|bosses)
+ pay_clothing_bonus(mind)
+
+/datum/gang/proc/pay_clothing_bonus(var/datum/mind/gangsta)
+ var/mob/living/carbon/human/gangbanger = gangsta.current
+ . = 0
+ if(!istype(gangbanger) || gangbanger.stat == DEAD) //Dead gangsters aren't influential at all!
+ return 0
+ var/static/inner = inner_outfit
+ var/static/outer = outer_outfit
+ for(var/obj/item/C in gangbanger.contents)
+ if(C.type == inner_outfit)
+ . += 2
+ continue
+ else if(C.type == outer_outfit)
+ . += 2
+ continue
+ . += C.gang_contraband_value()
+ adjust_influence(gangsta, .)
+ if(.)
+ announce_to_mind(gangsta, "Your influential choice of clothing has increased your influence by [.] points!")
+ else
+ announce_to_mind(gangsta, "Unfortunately, you have not gained any additional influence from your drab, old, boring clothing. Learn to dress like a gangsta, bro!") //Kek
+
+/datum/gang/proc/pay_soldier_territory_income(datum/mind/soldier, sbonus = 0)
+ . = 0
+ . = max(0,round(3 - gangsters[soldier]/10)) + (sbonus) + (get_soldier_territories(soldier)/2)
+ adjust_influence(soldier, .)
+
+/datum/gang/proc/get_soldier_territories(datum/mind/soldier)
+ if(!islist(tags_by_mind[soldier])) //They have no tagged territories!
+ return 0
+ var/list/tags = tags_by_mind[soldier]
+ return tags.len
+
+/datum/gang/proc/pay_territory_income_to_soldiers(sbonus = 0)
+ for(var/datum/mind/soldier in gangsters)
+ var/returned = pay_soldier_territory_income(soldier)
+ if(!returned)
+ announce_to_mind(soldier, "You have not gained any influence from territories you personally tagged. Get to work, soldier!")
+ else
+ announce_to_mind(soldier, "You have gained [returned] influence from [get_soldier_territories(soldier)] territories you have personally tagged.")
+
+/datum/gang/proc/announce_all_influence()
+ for(var/datum/mind/MG in bosses|gangsters)
+ announce_total_influence(MG)
+
+/datum/gang/proc/pay_territory_income_to_bosses()
+ . = 0
+ for(var/datum/mind/boss_mind in bosses)
+ var/inc = max(0,round(5 - bosses[boss_mind]/10)) + LAZYLEN(territory)
+ . += inc
+ adjust_influence(boss_mind, inc)
+ announce_to_mind(boss_mind, "Your influence has increased by [inc] from your gang holding [LAZYLEN(territory)] territories!")
+
+/datum/gang/proc/get_influence(datum/mind/gangster_mind)
+ if(gangster_mind in gangsters)
+ return gangsters[gangster_mind]
+ if(gangster_mind in bosses)
+ return bosses[gangster_mind]
+
+/datum/gang/proc/adjust_influence(datum/mind/gangster_mind, amount)
+ if(gangster_mind in gangsters)
+ gangsters[gangster_mind] += amount
+ if(gangster_mind in bosses)
+ bosses[gangster_mind] += amount
+
+/datum/gang/proc/announce_to_mind(datum/mind/gangster_mind, message)
+ if(gangster_mind.current && gangster_mind.current.stat != DEAD)
+ to_chat(gangster_mind.current, message)
+
+/datum/gang/proc/announce_total_influence(datum/mind/gangster_mind)
+ announce_to_mind(gangster_mind, "[name] Gang: You now have a total of [get_influence(gangster_mind)] influence!")
+
+/datum/gang/proc/reclaim_points(amount)
+ for(var/datum/mind/bawss in bosses)
+ adjust_influence(bawss, amount/bosses.len)
+ announce_to_mind(bawss, "[name] Gang: [amount/bosses.len] influence given from internal automatic restructuring.")
//Multiverse
diff --git a/code/game/gamemodes/gang/gang_items.dm b/code/game/gamemodes/gang/gang_items.dm
index a02a0e5bf5b..832f7096a92 100644
--- a/code/game/gamemodes/gang/gang_items.dm
+++ b/code/game/gamemodes/gang/gang_items.dm
@@ -11,7 +11,7 @@
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
- gangtool.points -= real_cost
+ gang.adjust_influence(user.mind, -real_cost)
spawn_item(user, gang, gangtool)
return TRUE
@@ -23,7 +23,7 @@
to_chat(user, spawn_msg)
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
- return gang && (gangtool.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
+ return gang && (gang.get_influence(user.mind) >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
@@ -118,6 +118,9 @@
name = "pimpin' hat"
desc = "The undisputed king of style."
+/obj/item/clothing/head/collectable/petehat/gang/gang_contraband_value()
+ return 4
+
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
@@ -129,6 +132,8 @@
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
+/obj/item/clothing/mask/gskull/gang_contraband_value()
+ return 5
/datum/gang_item/clothing/shoes
name = "Bling Boots"
@@ -141,13 +146,15 @@
desc = "Stand aside peasants."
icon_state = "bling"
+/obj/item/clothing/shoes/gang/gang_contraband_value()
+ return 6
+
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
-
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
@@ -160,6 +167,9 @@
icon_state = "knuckles"
w_class = 3
+/obj/item/clothing/gloves/gang/gang_contraband_value()
+ return 3
+
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
@@ -173,7 +183,8 @@
desc = "The belt buckle simply reads 'BAMF'."
storage_slots = 1
-
+/obj/item/weapon/storage/belt/military/gang/gang_contraband_value()
+ return 4
///////////////////
//WEAPONS
diff --git a/code/game/gamemodes/gang/recaller.dm b/code/game/gamemodes/gang/recaller.dm
index 7c7f75a22ae..25cbce16e12 100644
--- a/code/game/gamemodes/gang/recaller.dm
+++ b/code/game/gamemodes/gang/recaller.dm
@@ -15,7 +15,6 @@
var/outfits = 2
var/free_pen = 0
var/promotable = 0
- var/points = 15
var/list/tags = list()
/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
@@ -50,7 +49,7 @@
var/isboss = (user.mind == gang.bosses[1])
dat += "Registration: [gang.name] Gang [isboss ? "Boss" : "Lieutenant"]
"
dat += "Organization Size: [gang.gangsters.len + gang.bosses.len] | Station Control: [round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%
"
- dat += "Your Influence: [points]
"
+ dat += "Your Influence: [gang.get_influence(user.mind)]
"
dat += "Time until Influence grows: [time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]
"
dat += "
\[ [linkify_ready("Ready", PLAYER_READY_TO_PLAY)] | Not Ready | [linkify_ready("Observe", PLAYER_READY_TO_OBSERVE)] \]
" - if(PLAYER_READY_TO_PLAY) - output += "\[ Ready | [linkify_ready("Not Ready", PLAYER_NOT_READY)] | [linkify_ready("Observe", PLAYER_READY_TO_OBSERVE)] \]
" - if(PLAYER_READY_TO_OBSERVE) - output += "\[ [linkify_ready("Ready", PLAYER_READY_TO_PLAY)]] | [linkify_ready("Not Ready", PLAYER_NOT_READY)] | Observe \]
" + if(ready) + output += "\[ Ready | Not Ready \]
" + else + output += "\[ Ready | Not Ready \]
" else output += "" output += "" - output += "[linkify_ready("Observe", 2)]
" + + output += "" if(!IsGuestKey(src.key)) if (SSdbcore.Connect()) @@ -112,23 +108,42 @@ return 1 if(href_list["ready"]) - if(SSticker) - var/tready = text2num(href_list["ready"]) - //Avoid updating ready if we're after PREGAME (they should use latejoin instead) - //This is likely not an actual issue but I don't have time to prove that this - //no longer is required - if(SSticker.current_state <= GAME_STATE_PREGAME) - ready = tready - //if it's post initialisation and they're trying to observe we do the needful - if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE) - ready = tready - make_me_an_observer() - return + if(!SSticker || SSticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started + ready = text2num(href_list["ready"]) if(href_list["refresh"]) src << browse(null, "window=playersetup") //closes the player setup window new_player_panel() + if(href_list["observe"]) + + if(alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No") == "Yes") + if(!client) + return 1 + var/mob/dead/observer/observer = new() + + spawning = 1 + + observer.started_as_observer = 1 + close_spawn_windows() + var/obj/O = locate("landmark*Observer-Start") + to_chat(src, "Now teleporting.") + if (O) + observer.loc = O.loc + else + to_chat(src, "Teleporting failed. The map is probably still loading...") + observer.key = key + observer.client = client + observer.set_ghost_appearance() + if(observer.client && observer.client.prefs) + observer.real_name = observer.client.prefs.real_name + observer.name = observer.real_name + observer.update_icon() + observer.stop_sound_channel(CHANNEL_LOBBYMUSIC) + QDEL_NULL(mind) + qdel(src) + return 1 + if(href_list["late_join"]) if(!SSticker || !SSticker.IsRoundInProgress()) to_chat(usr, "The round is either not ready, or has already finished...") @@ -258,42 +273,6 @@ return to_chat(src, "Vote successful.") -//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT) -/mob/dead/new_player/proc/make_me_an_observer() - if(QDELETED(src) || !src.client) - ready = PLAYER_NOT_READY - return FALSE - - var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No") - - if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes") - ready = PLAYER_NOT_READY - return FALSE - - var/mob/dead/observer/observer = new() - spawning = TRUE - - observer.started_as_observer = TRUE - close_spawn_windows() - var/obj/O = locate("landmark*Observer-Start") - to_chat(src, "Now teleporting.") - if (O) - observer.loc = O.loc - else - to_chat(src, "Teleporting failed. Ahelp an admin please") - stack_trace("There's no freaking observer landmark available on this map or you're making observers before the map is initialised") - observer.key = key - observer.client = client - observer.set_ghost_appearance() - if(observer.client && observer.client.prefs) - observer.real_name = observer.client.prefs.real_name - observer.name = observer.real_name - observer.update_icon() - observer.stop_sound_channel(CHANNEL_LOBBYMUSIC) - QDEL_NULL(mind) - qdel(src) - return TRUE - /mob/dead/new_player/proc/IsJobAvailable(rank) var/datum/job/job = SSjob.GetJob(rank) if(!job) diff --git a/html/changelog.html b/html/changelog.html index 451bf7fd683..4533e657e97 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -60,6 +60,14 @@