mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 12:41:09 +01:00
Merge pull request #8583 from Fayrik/CentcomExpansion
Centcom Two: It's better now, I swear.
This commit is contained in:
@@ -7,6 +7,9 @@
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return
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if(href_list["makeAntag"])
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if (!ticker.mode)
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usr << "<span class='danger'>Not until the round starts!</span>"
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return
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switch(href_list["makeAntag"])
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if("1")
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message_admins("[key_name_admin(usr)] created traitors.")
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@@ -863,17 +863,18 @@ var/global/list/g_fancy_list_of_types = null
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equip_emergencyresponsesquad(M, "sec")
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if("Engineer")
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equip_emergencyresponsesquad(M, "eng")
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if("Medic")
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if("Medical")
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equip_emergencyresponsesquad(M, "med")
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if("centcom official")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_com(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cent(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(M), slot_back)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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@@ -895,16 +896,17 @@ var/global/list/g_fancy_list_of_types = null
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if("centcom commander")
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cent(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cent/commander(M), slot_ears)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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var/obj/item/weapon/card/id/W = new(M)
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W.icon_state = "centcom"
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@@ -916,7 +918,7 @@ var/global/list/g_fancy_list_of_types = null
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("special ops officer")
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var/obj/item/device/radio/headset/R = new /obj/item/device/radio/headset/headset_cent(M)
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var/obj/item/device/radio/headset/R = new /obj/item/device/radio/headset/headset_cent/commander(M)
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R.set_frequency(1441)
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M.equip_to_slot_or_del(R, slot_ears)
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@@ -1103,7 +1105,7 @@ var/global/list/g_fancy_list_of_types = null
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//Deathsquad
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/proc/equip_deathsquad(var/mob/living/carbon/human/M, var/officer)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset(M)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset/headset_cent/alt(M)
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R.set_frequency(1441)
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M.equip_to_slot_or_del(R, slot_ears)
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@@ -1134,12 +1136,13 @@ var/global/list/g_fancy_list_of_types = null
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/internals/emergency_oxygen(M), slot_s_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/loyalpin(M), slot_r_hand)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)//Here you go Deuryn
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L.imp_in = M
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L.implanted = 1
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M.sec_hud_set_implants()
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var/obj/item/weapon/card/id/W = new(M)
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W.icon_state = "centcom"
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@@ -1147,22 +1150,24 @@ var/global/list/g_fancy_list_of_types = null
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W.access += get_centcom_access("Death Commando")//Let's add their alloted Centcom access.
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W.assignment = "Death Commando"
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W.registered_name = M.real_name
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W.update_label(M.real_name)
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W.update_label(W.registered_name, W.assignment)
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M.equip_to_slot_or_del(W, slot_wear_id)
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//Emergency Response Team
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/proc/equip_emergencyresponsesquad(var/mob/living/carbon/human/M, var/ertrole)
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset(M)
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var/obj/item/weapon/card/id/W = null
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset/headset_cent/alt(M)
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R.set_frequency(1441)
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M.equip_to_slot_or_del(R, slot_ears)
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switch(ertrole)
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if("commander")
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W = new /obj/item/weapon/card/id/ert(M)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/hardsuit/ert(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/id/ert(M), slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/captain(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
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@@ -1173,12 +1178,15 @@ var/global/list/g_fancy_list_of_types = null
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/full(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
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R.keyslot = new /obj/item/device/encryptionkey/heads/captain
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if("sec")
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W = new /obj/item/weapon/card/id/ert/Security(M)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/hardsuit/ert/sec(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/id/ert/Security(M), slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
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@@ -1189,12 +1197,15 @@ var/global/list/g_fancy_list_of_types = null
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/full(M), slot_belt)
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R.keyslot = new /obj/item/device/encryptionkey/heads/hos
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if("med")
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W = new /obj/item/weapon/card/id/ert/Medical(M)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/hardsuit/ert/med(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/id/ert/Medical(M), slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(M), slot_glasses)
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@@ -1207,12 +1218,15 @@ var/global/list/g_fancy_list_of_types = null
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(M), slot_r_hand)
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R.keyslot = new /obj/item/device/encryptionkey/heads/cmo
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if("eng")
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W = new /obj/item/weapon/card/id/ert/Engineer(M)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/hardsuit/ert/engi(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/card/id/ert/Engineer(M), slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson/engine(M), slot_glasses)
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@@ -1224,7 +1238,15 @@ var/global/list/g_fancy_list_of_types = null
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_l_store)
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R.keyslot = new /obj/item/device/encryptionkey/heads/ce
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R.recalculateChannels()
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
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L.imp_in = M
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L.implanted = 1
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M.sec_hud_set_implants()
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if (W)
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W.registered_name = M.real_name
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W.update_label(W.registered_name, W.assignment)
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@@ -353,8 +353,10 @@ client/proc/one_click_antag()
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//Pick the lucky players
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var/numagents = min(5,candidates.len) //How many commandos to spawn
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var/list/spawnpoints = deathsquadspawn
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while(numagents && spawnpoints.len && candidates.len)
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var/spawnloc = spawnpoints[1]
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while(numagents && candidates.len)
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if (numagents > spawnpoints.len)
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continue // This guy's unlucky, not enough spawn points, we skip him.
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var/spawnloc = spawnpoints[numagents]
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var/mob/dead/observer/chosen_candidate = pick(candidates)
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candidates -= chosen_candidate
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if(!chosen_candidate.key)
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@@ -396,10 +398,12 @@ client/proc/one_click_antag()
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if(numagents == 1)
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message_admins("The deathsquad has spawned with the mission: [mission].")
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log_game("[key_name(Commando)] has been selected as a Death Commando")
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spawnpoints -= spawnloc
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numagents--
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return 1
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if (numagents == candidates.len)
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return 0 // No one got spawned!
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else
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return 1
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return
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@@ -464,8 +468,10 @@ client/proc/one_click_antag()
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//Pick the (un)lucky players
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var/numagents = min(7,candidates.len) //How many officers to spawn
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var/list/spawnpoints = emergencyresponseteamspawn
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while(numagents && spawnpoints.len && candidates.len)
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var/spawnloc = spawnpoints[1]
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while(numagents && candidates.len)
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if (candidates.len > spawnpoints.len)
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continue // This guy's unlucky, not enough spawn points, we skip him.
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var/spawnloc = spawnpoints[numagents]
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var/mob/dead/observer/chosen_candidate = pick(candidates)
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candidates -= chosen_candidate
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if(!chosen_candidate.key)
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@@ -480,13 +486,22 @@ client/proc/one_click_antag()
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if(1)
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ERTOperative.real_name = "Commander [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "commander")
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if(2 || 5)
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if(2)
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ERTOperative.real_name = "Security Officer [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "sec")
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if(3 || 6)
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if(3)
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ERTOperative.real_name = "Medical Officer [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "med")
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if(4 || 7)
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if(4)
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ERTOperative.real_name = "Engineer [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "eng")
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if(5)
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ERTOperative.real_name = "Security Officer [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "sec")
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if(6)
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ERTOperative.real_name = "Medical Officer [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "med")
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if(7)
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ERTOperative.real_name = "Engineer [pick(lastname)]"
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equip_emergencyresponsesquad(ERTOperative, "eng")
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ERTOperative.key = chosen_candidate.key
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@@ -515,10 +530,12 @@ client/proc/one_click_antag()
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if(numagents == 1)
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message_admins("The emergency response team has spawned with the mission: [mission].")
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log_game("[key_name(ERTOperative)] has been selected as an Emergency Response Officer")
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spawnpoints -= spawnloc
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numagents--
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return 1
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if (numagents == candidates.len)
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return 0 // No one got spawned!
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else
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return 1
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return
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Reference in New Issue
Block a user