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* Refactor hardcoded suit sensor defines (#69164) * Refactor suit sensor defines * Add suit sensor define to HoS suit * Fix sensor_mode define to be accurate * Refactor hardcoded suit sensor defines Co-authored-by: Tim <timothymtorres@gmail.com>
301 lines
11 KiB
Plaintext
301 lines
11 KiB
Plaintext
/obj/effect/mob_spawn
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name = "Mob Spawner"
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density = TRUE
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anchored = TRUE
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//So it shows up in the map editor
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icon = 'icons/effects/mapping_helpers.dmi'
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icon_state = "mobspawner"
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///A forced name of the mob, though can be overridden if a special name is passed as an argument
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var/mob_name
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///the type of the mob, you best inherit this
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var/mob_type = /mob/living/basic/cockroach
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///Lazy string list of factions that the spawned mob will be in upon spawn
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var/list/faction
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////Human specific stuff. Don't set these if you aren't using a human, the unit tests will put a stop to your sinful hand.
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///sets the human as a species, use a typepath (example: /datum/species/skeleton)
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var/mob_species
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///equips the human with an outfit.
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var/datum/outfit/outfit
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///for mappers to override parts of the outfit. really only in here for secret away missions, please try to refrain from using this out of laziness
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var/list/outfit_override
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///sets a human's hairstyle
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var/hairstyle
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///sets a human's facial hair
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var/facial_hairstyle
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///sets a human's hair color (use special for gradients, sorry)
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var/haircolor
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///sets a human's facial hair color
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var/facial_haircolor
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///sets a human's skin tone
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var/skin_tone
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/obj/effect/mob_spawn/Initialize(mapload)
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. = ..()
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if(faction)
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faction = string_list(faction)
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/obj/effect/mob_spawn/proc/create(mob/mob_possessor, newname)
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var/mob/living/spawned_mob = new mob_type(get_turf(src)) //living mobs only
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name_mob(spawned_mob, newname)
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special(spawned_mob, mob_possessor)
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equip(spawned_mob)
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return spawned_mob
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/obj/effect/mob_spawn/proc/special(mob/living/spawned_mob)
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SHOULD_CALL_PARENT(TRUE)
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if(faction)
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spawned_mob.faction = faction
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if(ishuman(spawned_mob))
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var/mob/living/carbon/human/spawned_human = spawned_mob
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if(mob_species)
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spawned_human.set_species(mob_species)
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spawned_human.underwear = "Nude"
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spawned_human.undershirt = "Nude"
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spawned_human.socks = "Nude"
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if(hairstyle)
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spawned_human.hairstyle = hairstyle
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else
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spawned_human.hairstyle = random_hairstyle(spawned_human.gender)
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if(facial_hairstyle)
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spawned_human.facial_hairstyle = facial_hairstyle
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else
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spawned_human.facial_hairstyle = random_facial_hairstyle(spawned_human.gender)
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if(haircolor)
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spawned_human.hair_color = haircolor
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else
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spawned_human.hair_color = "#[random_color()]"
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if(facial_haircolor)
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spawned_human.facial_hair_color = facial_haircolor
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else
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spawned_human.facial_hair_color = "#[random_color()]"
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if(skin_tone)
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spawned_human.skin_tone = skin_tone
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else
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spawned_human.skin_tone = random_skin_tone()
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spawned_human.update_body(is_creating = TRUE)
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/obj/effect/mob_spawn/proc/name_mob(mob/living/spawned_mob, forced_name)
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var/chosen_name
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//passed arguments on mob spawns are number one priority
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if(forced_name)
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chosen_name = forced_name
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//then the mob name var
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else if(mob_name)
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chosen_name = mob_name
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//then if no name was chosen the one the mob has by default works great
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if(!chosen_name)
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return
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//not using an old name doesn't update records- but ghost roles don't have records so who cares
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spawned_mob.fully_replace_character_name(null, chosen_name)
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/obj/effect/mob_spawn/proc/equip(mob/living/spawned_mob)
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if(outfit)
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var/mob/living/carbon/human/spawned_human = spawned_mob
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if(outfit_override)
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outfit = new outfit //create it now to apply vars
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for(var/outfit_var in outfit_override)
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if(!ispath(outfit_override[outfit_var]) && !isnull(outfit_override[outfit_var]))
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CRASH("outfit_override var on [mob_name] spawner has incorrect values! it must be an assoc list with outfit \"var\" = path | null")
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outfit.vars[outfit_var] = outfit_override[outfit_var]
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spawned_human.equipOutfit(outfit)
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///these mob spawn subtypes do not trigger until attacked by a ghost.
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/obj/effect/mob_spawn/ghost_role
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///a short, lowercase name for the mob used in possession prompt that pops up on ghost attacks. must be set.
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var/prompt_name = ""
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///if false, you won't prompt for this role. best used for replacing the prompt system with something else like a radial, or something.
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var/prompt_ghost = TRUE
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///how many times this spawner can be used (it won't delete unless it's out of uses)
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var/uses = 1
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////descriptions
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///This should be the declaration of what the ghost role is, and maybe a short blurb after if you want. Shown in the spawner menu and after spawning first.
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var/you_are_text = ""
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///This should be the actual instructions/description/context to the ghost role. This should be the really long explainy bit, basically.
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var/flavour_text = ""
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///This is critical non-policy information about the ghost role. Shown in the spawner menu and after spawning last.
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var/important_text = ""
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///Show these on spawn? Usually used for hardcoded special flavor
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var/show_flavor = TRUE
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////bans and policy
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///which role to check for a job ban (ROLE_LAVALAND is the default ghost role ban)
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var/role_ban = ROLE_LAVALAND
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/// Typepath indicating the kind of job datum this ghost role will have. PLEASE inherit this with a new job datum, it's not hard. jobs come with policy configs.
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var/spawner_job_path = /datum/job/ghost_role
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// SKYRAT EDIT ADDITION
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/// Do we use a random appearance for this ghost role?
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var/random_appearance = TRUE
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/// Can we use our loadout for this role?
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var/loadout_enabled = FALSE
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/// Can we use our quirks for this role?
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var/quirks_enabled = FALSE
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/// Are we limited to a certain species type? LISTED TYPE
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var/restricted_species
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// SKYRAT EDIT END
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/obj/effect/mob_spawn/ghost_role/Initialize(mapload)
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. = ..()
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SSpoints_of_interest.make_point_of_interest(src)
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LAZYADD(GLOB.mob_spawners[name], src)
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/obj/effect/mob_spawn/Destroy()
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var/list/spawners = GLOB.mob_spawners[name]
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LAZYREMOVE(spawners, src)
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if(!LAZYLEN(spawners))
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GLOB.mob_spawners -= name
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return ..()
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/effect/mob_spawn/ghost_role/attack_ghost(mob/user)
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if(!SSticker.HasRoundStarted() || !loc)
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return
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// SKYRAT EDIT ADDITION
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if(is_banned_from(user.ckey, BAN_GHOST_ROLE_SPAWNER)) // Ghost role bans
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to_chat(user, "Error, you are banned from playing ghost roles!")
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return
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if(restricted_species && !(user.client?.prefs?.read_preference(/datum/preference/choiced/species) in restricted_species))
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balloon_alert(user, "incorrect species!")
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return
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// SKYRAT EDIT END
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if(prompt_ghost)
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var/ghost_role = tgui_alert(usr, "Become [prompt_name]? (Warning, You can no longer be revived!)",, list("Yes", "No"))
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if(ghost_role != "Yes" || !loc || QDELETED(user))
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return
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if(!(GLOB.ghost_role_flags & GHOSTROLE_SPAWNER) && !(flags_1 & ADMIN_SPAWNED_1))
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to_chat(user, span_warning("An admin has temporarily disabled non-admin ghost roles!"))
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return
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if(!uses) //just in case
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to_chat(user, span_warning("This spawner is out of charges!"))
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return
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if(is_banned_from(user.key, role_ban))
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to_chat(user, span_warning("You are banned from this role!"))
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return
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if(!allow_spawn(user, silent = FALSE))
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return
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if(QDELETED(src) || QDELETED(user))
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return
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user.log_message("became a [prompt_name].", LOG_GAME)
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create(user)
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/obj/effect/mob_spawn/ghost_role/special(mob/living/spawned_mob, mob/mob_possessor)
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. = ..()
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// SKYRAT EDIT ADDITION
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if(!random_appearance && mob_possessor && ishuman(spawned_mob) && mob_possessor.client)
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var/appearance_choice = tgui_alert(mob_possessor, "Use currently loaded character preferences?", "Appearance Type", list("Yes", "No"))
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if(appearance_choice == "Yes")
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var/mob/living/carbon/human/spawned_human = spawned_mob
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mob_possessor?.client?.prefs?.safe_transfer_prefs_to(spawned_human)
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spawned_human.dna.update_dna_identity()
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if(quirks_enabled)
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SSquirks.AssignQuirks(spawned_human, mob_possessor.client)
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if(loadout_enabled)
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spawned_human.equip_outfit_and_loadout(outfit, mob_possessor.client.prefs)
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// SKYRAT EDIT END
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if(mob_possessor)
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spawned_mob.ckey = mob_possessor.ckey
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if(show_flavor)
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var/output_message = "<span class='infoplain'><span class='big bold'>[you_are_text]</span></span>"
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if(flavour_text != "")
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output_message += "\n<span class='infoplain'><b>[flavour_text]</b></span>"
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if(important_text != "")
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output_message += "\n[span_userdanger("[important_text]")]"
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to_chat(spawned_mob, output_message)
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var/datum/mind/spawned_mind = spawned_mob.mind
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if(spawned_mind)
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spawned_mob.mind.set_assigned_role(SSjob.GetJobType(spawner_job_path))
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spawned_mind.name = spawned_mob.real_name
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//multiple use mob spawner functionality here- doesn't make sense on corpses
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/obj/effect/mob_spawn/ghost_role/create(mob/mob_possessor, newname)
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. = ..()
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if(uses > 0)
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uses--
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if(!uses)
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qdel(src)
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///override this to add special spawn conditions to a ghost role
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/obj/effect/mob_spawn/ghost_role/proc/allow_spawn(mob/user, silent = FALSE)
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return TRUE
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///these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know?
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/obj/effect/mob_spawn/corpse
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///when this mob spawn should auto trigger.
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var/spawn_when = CORPSE_INSTANT
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////damage values (very often, mappers want corpses to be mangled)
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///brute damage this corpse will spawn with
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var/brute_damage = 0
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///oxy damage this corpse will spawn with
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var/oxy_damage = 0
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///burn damage this corpse will spawn with
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var/burn_damage = 0
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/obj/effect/mob_spawn/corpse/Initialize(mapload)
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. = ..()
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switch(spawn_when)
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if(CORPSE_INSTANT)
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INVOKE_ASYNC(src, .proc/create)
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if(CORPSE_ROUNDSTART)
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if(mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))
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INVOKE_ASYNC(src, .proc/create)
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/obj/effect/mob_spawn/corpse/special(mob/living/spawned_mob)
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. = ..()
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spawned_mob.death(TRUE)
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spawned_mob.adjustOxyLoss(oxy_damage)
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spawned_mob.adjustBruteLoss(brute_damage)
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spawned_mob.adjustFireLoss(burn_damage)
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/obj/effect/mob_spawn/corpse/create(mob/mob_possessor, newname)
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. = ..()
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qdel(src)
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//almost all mob spawns in this game, dead or living, are human. so voila
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/obj/effect/mob_spawn/ghost_role/human
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//gives it a base sprite instead of a mapping helper. makes sense, right?
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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mob_type = /mob/living/carbon/human
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/obj/effect/mob_spawn/corpse/human
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icon_state = "corpsehuman"
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mob_type = /mob/living/carbon/human
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///disables PDA and sensors. only makes sense on corpses because ghost roles could simply turn those on again.
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var/conceal_presence = TRUE
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///husks the corpse if true.
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var/husk = FALSE
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/obj/effect/mob_spawn/corpse/human/special(mob/living/carbon/human/spawned_human)
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. = ..()
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if(husk)
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spawned_human.Drain()
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else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
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spawned_human.cure_husk()
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/obj/effect/mob_spawn/corpse/human/equip(mob/living/carbon/human/spawned_human)
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. = ..()
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if(conceal_presence)
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// We don't want corpse PDAs to show up in the messenger list.
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var/obj/item/modular_computer/tablet/pda/messenger = locate(/obj/item/modular_computer/tablet/pda/) in spawned_human
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if(messenger)
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messenger.invisible = TRUE
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// Or on crew monitors
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var/obj/item/clothing/under/sensor_clothes = spawned_human.w_uniform
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if(istype(sensor_clothes))
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sensor_clothes.sensor_mode = SENSOR_OFF
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spawned_human.update_suit_sensors()
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//don't use this in subtypes, just add 1000 brute yourself. that being said, this is a type that has 1000 brute. it doesn't really have a home anywhere else, it just needs to exist
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/obj/effect/mob_spawn/corpse/human/damaged
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brute_damage = 1000
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