mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-24 16:13:20 +00:00
* Revert "Until I figure out why random keys aren't being transferred" * Fixes cyborgs not getting their key at roundstart * Fixes mimes not getting the prefs name * Fixes clowns not getting prefs names * Sets the round start timer when it actually starts * Remove fluff CHECK_TICKs * Moves siliconization to the jobs module * Yeah whatever * Fixes AIization * HNNNNGHHHH WHY IS THIS UP HERE? * Fix cyborgs not linking to AI
476 lines
17 KiB
Plaintext
476 lines
17 KiB
Plaintext
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/mob/new_player
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var/ready = 0
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var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
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flags = NONE
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invisibility = INVISIBILITY_ABSTRACT
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density = 0
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stat = DEAD
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canmove = 0
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anchored = 1 // don't get pushed around
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var/mob/living/new_character //for instant transfer once the round is set up
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/mob/new_player/New()
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tag = "mob_[next_mob_id++]"
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mob_list += src
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if(client && ticker.state == GAME_STATE_STARTUP)
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var/obj/screen/splash/S = new(client, TRUE, TRUE)
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S.Fade(TRUE)
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if(length(newplayer_start))
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loc = pick(newplayer_start)
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else
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loc = locate(1,1,1)
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/mob/new_player/proc/new_player_panel()
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var/output = "<center><p><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME)
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if(ready)
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output += "<p>\[ <b>Ready</b> | <a href='byond://?src=\ref[src];ready=0'>Not Ready</a> \]</p>"
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else
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output += "<p>\[ <a href='byond://?src=\ref[src];ready=1'>Ready</a> | <b>Not Ready</b> \]</p>"
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else
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output += "<p><a href='byond://?src=\ref[src];manifest=1'>View the Crew Manifest</A></p>"
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output += "<p><a href='byond://?src=\ref[src];late_join=1'>Join Game!</A></p>"
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output += "<p><a href='byond://?src=\ref[src];observe=1'>Observe</A></p>"
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if(!IsGuestKey(src.key))
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if (dbcon.Connect())
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var/isadmin = 0
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if(src.client && src.client.holder)
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isadmin = 1
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var/DBQuery/query_get_new_polls = dbcon.NewQuery("SELECT id FROM [format_table_name("poll_question")] WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM [format_table_name("poll_vote")] WHERE ckey = \"[ckey]\") AND id NOT IN (SELECT pollid FROM [format_table_name("poll_textreply")] WHERE ckey = \"[ckey]\")")
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if(!query_get_new_polls.Execute())
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return
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var/newpoll = 0
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if(query_get_new_polls.NextRow())
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newpoll = 1
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if(newpoll)
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output += "<p><b><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
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else
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output += "<p><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A></p>"
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output += "</center>"
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//src << browse(output,"window=playersetup;size=210x240;can_close=0")
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var/datum/browser/popup = new(src, "playersetup", "<div align='center'>New Player Options</div>", 220, 265)
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popup.set_window_options("can_close=0")
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popup.set_content(output)
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popup.open(0)
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return
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/mob/new_player/Stat()
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..()
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if(statpanel("Lobby"))
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stat("Game Mode:", (ticker.hide_mode) ? "Secret" : "[master_mode]")
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stat("Map:", SSmapping.config.map_name)
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if(ticker.current_state == GAME_STATE_PREGAME)
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var/time_remaining = ticker.GetTimeLeft()
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if(time_remaining >= 0)
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time_remaining /= 10
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stat("Time To Start:", (time_remaining >= 0) ? "[round(time_remaining)]s" : "DELAYED")
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stat("Players:", "[ticker.totalPlayers]")
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if(client.holder)
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stat("Players Ready:", "[ticker.totalPlayersReady]")
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/mob/new_player/Topic(href, href_list[])
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if(src != usr)
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return 0
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if(!client)
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return 0
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//Determines Relevent Population Cap
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var/relevant_cap
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if(config.hard_popcap && config.extreme_popcap)
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relevant_cap = min(config.hard_popcap, config.extreme_popcap)
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else
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relevant_cap = max(config.hard_popcap, config.extreme_popcap)
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if(href_list["show_preferences"])
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client.prefs.ShowChoices(src)
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return 1
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if(href_list["ready"])
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
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ready = text2num(href_list["ready"])
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if(href_list["refresh"])
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src << browse(null, "window=playersetup") //closes the player setup window
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new_player_panel()
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if(href_list["observe"])
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if(alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No") == "Yes")
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if(!client)
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return 1
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var/mob/dead/observer/observer = new()
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spawning = 1
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observer.started_as_observer = 1
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close_spawn_windows()
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var/obj/O = locate("landmark*Observer-Start")
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src << "<span class='notice'>Now teleporting.</span>"
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if (O)
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observer.loc = O.loc
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else
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src << "<span class='notice'>Teleporting failed. The map is probably still loading...</span>"
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observer.key = key
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observer.client = client
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observer.set_ghost_appearance()
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if(observer.client && observer.client.prefs)
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observer.real_name = observer.client.prefs.real_name
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observer.name = observer.real_name
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observer.update_icon()
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observer.stopLobbySound()
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qdel(mind)
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qdel(src)
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return 1
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if(href_list["late_join"])
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if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
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usr << "<span class='danger'>The round is either not ready, or has already finished...</span>"
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return
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if(href_list["late_join"] == "override")
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LateChoices()
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return
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if(ticker.queued_players.len || (relevant_cap && living_player_count() >= relevant_cap && !(ckey(key) in admin_datums)))
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usr << "<span class='danger'>[config.hard_popcap_message]</span>"
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var/queue_position = ticker.queued_players.Find(usr)
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if(queue_position == 1)
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usr << "<span class='notice'>You are next in line to join the game. You will be notified when a slot opens up.</span>"
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else if(queue_position)
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usr << "<span class='notice'>There are [queue_position-1] players in front of you in the queue to join the game.</span>"
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else
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ticker.queued_players += usr
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usr << "<span class='notice'>You have been added to the queue to join the game. Your position in queue is [ticker.queued_players.len].</span>"
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return
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LateChoices()
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if(href_list["manifest"])
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ViewManifest()
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if(href_list["SelectedJob"])
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if(!enter_allowed)
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usr << "<span class='notice'>There is an administrative lock on entering the game!</span>"
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return
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if(ticker.queued_players.len && !(ckey(key) in admin_datums))
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if((living_player_count() >= relevant_cap) || (src != ticker.queued_players[1]))
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usr << "<span class='warning'>Server is full.</span>"
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return
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AttemptLateSpawn(href_list["SelectedJob"])
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return
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if(!ready && href_list["preference"])
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if(client)
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client.prefs.process_link(src, href_list)
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else if(!href_list["late_join"])
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new_player_panel()
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if(href_list["showpoll"])
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handle_player_polling()
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return
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if(href_list["pollid"])
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var/pollid = href_list["pollid"]
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if(istext(pollid))
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pollid = text2num(pollid)
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if(isnum(pollid) && IsInteger(pollid))
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src.poll_player(pollid)
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return
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if(href_list["votepollid"] && href_list["votetype"])
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var/pollid = text2num(href_list["votepollid"])
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var/votetype = href_list["votetype"]
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//lets take data from the user to decide what kind of poll this is, without validating it
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//what could go wrong
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switch(votetype)
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if(POLLTYPE_OPTION)
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var/optionid = text2num(href_list["voteoptionid"])
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if(vote_on_poll(pollid, optionid))
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usr << "<span class='notice'>Vote successful.</span>"
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else
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usr << "<span class='danger'>Vote failed, please try again or contact an administrator.</span>"
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if(POLLTYPE_TEXT)
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var/replytext = href_list["replytext"]
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if(log_text_poll_reply(pollid, replytext))
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usr << "<span class='notice'>Feedback logging successful.</span>"
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else
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usr << "<span class='danger'>Feedback logging failed, please try again or contact an administrator.</span>"
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if(POLLTYPE_RATING)
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var/id_min = text2num(href_list["minid"])
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var/id_max = text2num(href_list["maxid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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//(protip, this stops no exploits)
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usr << "The option ID difference is too big. Please contact administration or the database admin."
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
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var/rating
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if(href_list["o[optionid]"] == "abstain")
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rating = null
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else
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rating = text2num(href_list["o[optionid]"])
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if(!isnum(rating) || !IsInteger(rating))
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return
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if(!vote_on_numval_poll(pollid, optionid, rating))
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usr << "<span class='danger'>Vote failed, please try again or contact an administrator.</span>"
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return
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usr << "<span class='notice'>Vote successful.</span>"
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if(POLLTYPE_MULTI)
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var/id_min = text2num(href_list["minoptionid"])
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var/id_max = text2num(href_list["maxoptionid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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usr << "The option ID difference is too big. Please contact administration or the database admin."
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
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var/i = vote_on_multi_poll(pollid, optionid)
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switch(i)
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if(0)
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continue
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if(1)
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usr << "<span class='danger'>Vote failed, please try again or contact an administrator.</span>"
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return
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if(2)
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usr << "<span class='danger'>Maximum replies reached.</span>"
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break
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usr << "<span class='notice'>Vote successful.</span>"
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if(POLLTYPE_IRV)
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if (!href_list["IRVdata"])
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src << "<span class='danger'>No ordering data found. Please try again or contact an administrator.</span>"
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var/list/votelist = splittext(href_list["IRVdata"], ",")
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if (!vote_on_irv_poll(pollid, votelist))
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src << "<span class='danger'>Vote failed, please try again or contact an administrator.</span>"
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return
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src << "<span class='notice'>Vote successful.</span>"
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/mob/new_player/proc/IsJobAvailable(rank)
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var/datum/job/job = SSjob.GetJob(rank)
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if(!job)
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return 0
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if((job.current_positions >= job.total_positions) && job.total_positions != -1)
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if(job.title == "Assistant")
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if(isnum(client.player_age) && client.player_age <= 14) //Newbies can always be assistants
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return 1
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for(var/datum/job/J in SSjob.occupations)
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if(J && J.current_positions < J.total_positions && J.title != job.title)
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return 0
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else
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return 0
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if(jobban_isbanned(src,rank))
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return 0
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if(!job.player_old_enough(src.client))
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return 0
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if(config.enforce_human_authority && !client.prefs.pref_species.qualifies_for_rank(rank, client.prefs.features))
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return 0
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return 1
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/mob/new_player/proc/AttemptLateSpawn(rank)
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if(!IsJobAvailable(rank))
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src << alert("[rank] is not available. Please try another.")
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return 0
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//Remove the player from the join queue if he was in one and reset the timer
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ticker.queued_players -= src
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ticker.queue_delay = 4
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SSjob.AssignRole(src, rank, 1)
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var/mob/living/character = create_character(TRUE) //creates the human and transfers vars and mind
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var/equip = SSjob.EquipRank(character, rank, 1)
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if(isliving(equip)) //Borgs get borged in the equip, so we need to make sure we handle the new mob.
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character = equip
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var/D = pick(latejoin)
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if(!D)
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for(var/turf/T in get_area_turfs(/area/shuttle/arrival))
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if(!T.density)
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var/clear = 1
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for(var/obj/O in T)
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if(O.density)
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clear = 0
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break
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if(clear)
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D = T
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continue
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character.loc = D
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ticker.minds += character.mind
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var/mob/living/carbon/human/humanc
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if(ishuman(character))
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humanc = character //Let's retypecast the var to be human,
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if(humanc) //These procs all expect humans
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data_core.manifest_inject(humanc)
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AnnounceArrival(humanc, rank)
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AddEmploymentContract(humanc)
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if(highlander)
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humanc << "<span class='userdanger'><i>THERE CAN BE ONLY ONE!!!</i></span>"
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humanc.make_scottish()
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joined_player_list += character.ckey
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if(config.allow_latejoin_antagonists && humanc) //Borgs aren't allowed to be antags. Will need to be tweaked if we get true latejoin ais.
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if(SSshuttle.emergency)
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switch(SSshuttle.emergency.mode)
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if(SHUTTLE_RECALL, SHUTTLE_IDLE)
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ticker.mode.make_antag_chance(humanc)
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if(SHUTTLE_CALL)
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if(SSshuttle.emergency.timeLeft(1) > initial(SSshuttle.emergencyCallTime)*0.5)
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ticker.mode.make_antag_chance(humanc)
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qdel(src)
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/mob/new_player/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
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if(ticker.current_state != GAME_STATE_PLAYING)
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return
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var/area/A = get_area(character)
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var/message = "<span class='game deadsay'><span class='name'>\
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[character.real_name]</span> ([rank]) has arrived at the station at \
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<span class='name'>[A.name]</span>.</span>"
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deadchat_broadcast(message, follow_target = character, message_type=DEADCHAT_ARRIVALRATTLE)
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if((!announcement_systems.len) || (!character.mind))
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return
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if((character.mind.assigned_role == "Cyborg") || (character.mind.assigned_role == character.mind.special_role))
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return
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var/obj/machinery/announcement_system/announcer = pick(announcement_systems)
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announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common
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/mob/new_player/proc/AddEmploymentContract(mob/living/carbon/human/employee)
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//TODO: figure out a way to exclude wizards/nukeops/demons from this.
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sleep(30)
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for(var/C in employmentCabinets)
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var/obj/structure/filingcabinet/employment/employmentCabinet = C
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if(!employmentCabinet.virgin)
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employmentCabinet.addFile(employee)
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/mob/new_player/proc/LateChoices()
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var/mills = world.time - round_start_time // 1/10 of a second, not real milliseconds but whatever
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//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
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var/mins = (mills % 36000) / 600
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var/hours = mills / 36000
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var/dat = "<div class='notice'>Round Duration: [round(hours)]h [round(mins)]m</div>"
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if(SSshuttle.emergency)
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switch(SSshuttle.emergency.mode)
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if(SHUTTLE_ESCAPE)
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dat += "<div class='notice red'>The station has been evacuated.</div><br>"
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if(SHUTTLE_CALL)
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if(!SSshuttle.canRecall())
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dat += "<div class='notice red'>The station is currently undergoing evacuation procedures.</div><br>"
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var/available_job_count = 0
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for(var/datum/job/job in SSjob.occupations)
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if(job && IsJobAvailable(job.title))
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available_job_count++;
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dat += "<div class='clearBoth'>Choose from the following open positions:</div><br>"
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dat += "<div class='jobs'><div class='jobsColumn'>"
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var/job_count = 0
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for(var/datum/job/job in SSjob.occupations)
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if(job && IsJobAvailable(job.title))
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job_count++;
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if (job_count > round(available_job_count / 2))
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dat += "</div><div class='jobsColumn'>"
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var/position_class = "otherPosition"
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if (job.title in command_positions)
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position_class = "commandPosition"
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dat += "<a class='[position_class]' href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions])</a><br>"
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if(!job_count) //if there's nowhere to go, assistant opens up.
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for(var/datum/job/job in SSjob.occupations)
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if(job.title != "Assistant") continue
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dat += "<a class='otherPosition' href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions])</a><br>"
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break
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dat += "</div></div>"
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// Removing the old window method but leaving it here for reference
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//src << browse(dat, "window=latechoices;size=300x640;can_close=1")
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// Added the new browser window method
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var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 440, 500)
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popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css')
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popup.set_content(dat)
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popup.open(0) // 0 is passed to open so that it doesn't use the onclose() proc
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/mob/new_player/proc/create_character(transfer_after)
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spawning = 1
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close_spawn_windows()
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var/mob/living/carbon/human/H = new(loc)
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if(config.force_random_names || jobban_isbanned(src, "appearance"))
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client.prefs.random_character()
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client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
|
|
client.prefs.copy_to(H)
|
|
H.dna.update_dna_identity()
|
|
if(mind)
|
|
mind.active = 0 //we wish to transfer the key manually
|
|
mind.transfer_to(H) //won't transfer key since the mind is not active
|
|
|
|
H.name = real_name
|
|
|
|
. = H
|
|
new_character = .
|
|
if(transfer_after)
|
|
transfer_character()
|
|
|
|
/mob/new_player/proc/transfer_character()
|
|
. = new_character
|
|
if(.)
|
|
new_character.key = key //Manually transfer the key to log them in
|
|
new_character.stopLobbySound()
|
|
|
|
/mob/new_player/proc/ViewManifest()
|
|
var/dat = "<html><body>"
|
|
dat += "<h4>Crew Manifest</h4>"
|
|
dat += data_core.get_manifest(OOC = 1)
|
|
|
|
src << browse(dat, "window=manifest;size=387x420;can_close=1")
|
|
|
|
/mob/new_player/Move()
|
|
return 0
|
|
|
|
|
|
/mob/new_player/proc/close_spawn_windows()
|
|
|
|
src << browse(null, "window=latechoices") //closes late choices window
|
|
src << browse(null, "window=playersetup") //closes the player setup window
|
|
src << browse(null, "window=preferences") //closes job selection
|
|
src << browse(null, "window=mob_occupation")
|
|
src << browse(null, "window=latechoices") //closes late job selection
|