/obj/effect/mob_spawn/human/fugitive assignedrole = "Fugitive Hunter" flavour_text = "" //the flavor text will be the backstory argument called on the antagonist's greet, see hunter.dm for details roundstart = FALSE death = FALSE random = TRUE show_flavour = FALSE density = TRUE var/back_story = "error" /obj/effect/mob_spawn/human/fugitive/Initialize(mapload) . = ..() notify_ghosts("Hunters are waking up looking for refugees!", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_FUGITIVE) /obj/effect/mob_spawn/human/fugitive/special(mob/living/new_spawn) var/datum/antagonist/fugitive_hunter/fughunter = new fughunter.backstory = back_story new_spawn.mind.add_antag_datum(fughunter) fughunter.greet() message_admins("[ADMIN_LOOKUPFLW(new_spawn)] has been made into a Fugitive Hunter by an event.") log_game("[key_name(new_spawn)] was spawned as a Fugitive Hunter by an event.") /obj/effect/mob_spawn/human/fugitive/spacepol name = "police pod" desc = "A small sleeper typically used to put people to sleep for briefing on the mission." mob_name = "a spacepol officer" flavour_text = "Justice has arrived. I am a member of the Spacepol!" back_story = "space cop" outfit = /datum/outfit/spacepol icon = 'icons/obj/machines/sleeper.dmi' icon_state = "sleeper" /obj/effect/mob_spawn/human/fugitive/russian name = "russian pod" flavour_text = "Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!" back_story = "russian" desc = "A small sleeper typically used to make long distance travel a bit more bearable." mob_name = "russian" outfit = /datum/outfit/russiancorpse/hunter icon = 'icons/obj/machines/sleeper.dmi' icon_state = "sleeper" /obj/effect/mob_spawn/human/fugitive/bounty name = "bounty hunter pod" flavour_text = "We got a new bounty on some fugitives, dead or alive." back_story = "bounty hunters" desc = "A small sleeper typically used to make long distance travel a bit more bearable." mob_name = "bounty hunter" icon = 'icons/obj/machines/sleeper.dmi' icon_state = "sleeper" /obj/effect/mob_spawn/human/fugitive/bounty/Destroy() var/obj/structure/fluff/empty_sleeper/S = new(drop_location()) S.setDir(dir) return ..() /obj/effect/mob_spawn/human/fugitive/bounty/armor outfit = /datum/outfit/bountyarmor /obj/effect/mob_spawn/human/fugitive/bounty/hook outfit = /datum/outfit/bountyhook /obj/effect/mob_spawn/human/fugitive/bounty/synth outfit = /datum/outfit/bountysynth