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## About The Pull Request We've had many cases of new players mistaking Lone Infiltrator for Lone Operative. This PR renames the antagonist to "Syndicate Boarder," and changes their preview to instead use the Infiltrator MOD (even if they don't actually get an infiltrator MOD, yet) ## Why It's Good For The Game Prevents confusion with the murderbone punishment antagonist type and more clearly explains what the Syndicate Boarder (former Lone Infiltrator) is. ## Proof Of Testing <img width="340" height="309" alt="image" src="https://github.com/user-attachments/assets/c26ca7fb-5655-424e-b2f7-209790738e69" /> ## Changelog 🆑 ReturnToZender qol: Lone Infiltrators have been renamed to Syndicate Boarders for clarity. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
26 lines
1.0 KiB
Plaintext
26 lines
1.0 KiB
Plaintext
/datum/antagonist/traitor/lone_infiltrator
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name = "Syndicate Boarder"
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var/infil_outfit = /datum/outfit/syndicateinfiltrator
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preview_outfit = /datum/outfit/lone_infiltrator_preview
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pref_flag = ROLE_LONE_INFILTRATOR
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/datum/antagonist/traitor/lone_infiltrator/on_gain()
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var/mob/living/carbon/human/current = owner.current
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if(iscarbon(current))
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current.apply_pref_name(/datum/preference/name/syndicate, current.client)
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current.dna.update_dna_identity()
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current.equipOutfit(infil_outfit)
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return ..()
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/datum/outfit/lone_infiltrator_preview
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name = "Lone Infiltrator (Preview only)"
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back = /obj/item/mod/control/pre_equipped/empty/infiltrator/preview_only
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uniform = /obj/item/clothing/under/syndicate
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l_hand = /obj/item/shield/energy
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r_hand = /obj/item/gun/ballistic/automatic/c20r
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/datum/outfit/lone_infiltrator_preview/post_equip(mob/living/carbon/human/equipped_person, visualsOnly)
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var/obj/item/shield/energy/e_shield = locate() in equipped_person.contents
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e_shield.icon_state = "[initial(e_shield.icon_state)]_on"
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