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* [BOUNTY] Re-adds Contractors * I hate copy pasted overrides so much. BEGONE * Fixes the merge conflict. It's still not gonna work, too many proc redefinition * The sheer amount of overrides * This is hell * remove modular copy of spawn_contractor_partner * part 2 of spawn_contractor_partner oops * un-duplicate create_contracts proc * Remove duplicate contract generate and finish_enter * something to make the linter stop crying * Receiving * removes our contractor stuff in favour of parity * Update SyndicateContractor.tsx --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
14 lines
517 B
Plaintext
14 lines
517 B
Plaintext
/datum/objective
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/// Should space areas count when finding a target?
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var/count_space_areas = TRUE
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// For modularity, we hook into the update_explanation_text to be sure we have a target to register.
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/datum/objective/assassinate/update_explanation_text()
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RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(register_target_death))
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return ..()
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/datum/objective/assassinate/proc/register_target_death(mob/living/dead_guy, gibbed)
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SIGNAL_HANDLER
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completed = TRUE
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UnregisterSignal(dead_guy, COMSIG_LIVING_DEATH)
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