Files
Bubberstation/code/game/gamemodes/setupgame.dm
carnie e217ef760e Randmutb will no longer select and mutate RACEBLOCK - mutagen, cloning, radiation-events etc will no longer cause this block to change.
IsBanned() now only processes the key into a ckey once...rather than several times.
2013-08-21 15:45:03 +01:00

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/proc/setupgenetics()
// if (prob(50))
// BLOCKADD = rand(-300,300)
// if (prob(75))
// DIFFMUT = rand(0,20)
var/list/avnums = new /list(DNA_STRUC_ENZYMES_BLOCKS)
for(var/i=1, i<=DNA_STRUC_ENZYMES_BLOCKS, i++)
avnums[i] = i
HULKBLOCK = pick_n_take(avnums)
TELEBLOCK = pick_n_take(avnums)
FIREBLOCK = pick_n_take(avnums)
XRAYBLOCK = pick_n_take(avnums)
CLUMSYBLOCK = pick_n_take(avnums)
STRANGEBLOCK = pick_n_take(avnums)
DEAFBLOCK = pick_n_take(avnums)
BLINDBLOCK = pick_n_take(avnums)
NEARSIGHTEDBLOCK = pick_n_take(avnums)
EPILEPSYBLOCK = pick_n_take(avnums)
COUGHBLOCK = pick_n_take(avnums)
TOURETTESBLOCK = pick_n_take(avnums)
NERVOUSBLOCK = pick_n_take(avnums)
RACEBLOCK = pick_n_take(avnums)
bad_se_blocks = list(NEARSIGHTEDBLOCK,EPILEPSYBLOCK,STRANGEBLOCK,COUGHBLOCK,CLUMSYBLOCK,TOURETTESBLOCK,NERVOUSBLOCK,DEAFBLOCK,BLINDBLOCK)
good_se_blocks = list(FIREBLOCK,XRAYBLOCK)
op_se_blocks = list(HULKBLOCK,TELEBLOCK)
NULLED_SE = repeat_string(DNA_STRUC_ENZYMES_BLOCKS, repeat_string(DNA_BLOCK_SIZE, "_"))
NULLED_UI = repeat_string(DNA_UNI_IDENTITY_BLOCKS, repeat_string(DNA_BLOCK_SIZE, "_"))
// HIDDEN MUTATIONS / SUPERPOWERS INITIALIZTION
/*
for(var/x in typesof(/datum/mutations) - /datum/mutations)
var/datum/mutations/mut = new x
for(var/i = 1, i <= mut.required, i++)
var/datum/mutationreq/require = new/datum/mutationreq
require.block = rand(1, 13)
require.subblock = rand(1, 3)
// Create random requirement identification
require.reqID = pick("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", \
"B", "C", "D", "E", "F")
mut.requirements += require
global_mutations += mut// add to global mutations list!
*/
/proc/setupfactions()
// Populate the factions list:
for(var/x in typesof(/datum/faction))
var/datum/faction/F = new x
if(!F.name)
del(F)
continue
else
ticker.factions.Add(F)
ticker.availablefactions.Add(F)
// Populate the syndicate coalition:
for(var/datum/faction/syndicate/S in ticker.factions)
ticker.syndicate_coalition.Add(S)
/* This was used for something before, I think, but is not worth the effort to process now.
/proc/setupcorpses()
for (var/obj/effect/landmark/A in landmarks_list)
if (A.name == "Corpse")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
del(A)
continue
if (A.name == "Corpse-Engineer")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
//M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
del(A)
continue
if (A.name == "Corpse-Engineer-Space")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
else
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
del(A)
continue
if (A.name == "Corpse-Engineer-Chief")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
del(A)
continue
if (A.name == "Corpse-Syndicate")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
//M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate(M), slot_wear_suit)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
else
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate(M), slot_head)
else
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
del(A)
continue
*/