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This removes code/__DEFINES/misc.dm and moves all the defines to either: another existing define file new define file local .dm file if the define was only used in one file I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
234 lines
9.6 KiB
Plaintext
234 lines
9.6 KiB
Plaintext
/// If we spawn an ERT with the "choose experienced leader" option, select the leader from the top X playtimes
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#define ERT_EXPERIENCED_LEADER_CHOOSE_TOP 3
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///Dummy mob reserve slot for admin use
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#define DUMMY_HUMAN_SLOT_ADMIN "admintools"
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// CENTCOM RESPONSE TEAM
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/datum/admins/proc/makeERTTemplateModified(list/settings)
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. = settings
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var/datum/ert/newtemplate = settings["mainsettings"]["template"]["value"]
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if (isnull(newtemplate))
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return
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if (!ispath(newtemplate))
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newtemplate = text2path(newtemplate)
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newtemplate = new newtemplate
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.["mainsettings"]["teamsize"]["value"] = newtemplate.teamsize
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.["mainsettings"]["mission"]["value"] = newtemplate.mission
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.["mainsettings"]["polldesc"]["value"] = newtemplate.polldesc
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.["mainsettings"]["open_armory"]["value"] = newtemplate.opendoors ? "Yes" : "No"
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.["mainsettings"]["leader_experience"]["value"] = newtemplate.leader_experience ? "Yes" : "No"
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.["mainsettings"]["random_names"]["value"] = newtemplate.random_names ? "Yes" : "No"
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.["mainsettings"]["spawn_admin"]["value"] = newtemplate.spawn_admin ? "Yes" : "No"
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/datum/admins/proc/equipAntagOnDummy(mob/living/carbon/human/dummy/mannequin, datum/antagonist/antag)
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for(var/I in mannequin.get_equipped_items(TRUE))
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qdel(I)
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if (ispath(antag, /datum/antagonist/ert))
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var/datum/antagonist/ert/ert = antag
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mannequin.equipOutfit(initial(ert.outfit), TRUE)
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/datum/admins/proc/makeERTPreviewIcon(list/settings)
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// Set up the dummy for its photoshoot
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var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_ADMIN)
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var/prefs = settings["mainsettings"]
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var/datum/ert/template = prefs["template"]["value"]
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if (isnull(template))
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return null
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if (!ispath(template))
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template = text2path(prefs["template"]["value"]) // new text2path ... doesn't compile in 511
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template = new template
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var/datum/antagonist/ert/ert = template.leader_role
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equipAntagOnDummy(mannequin, ert)
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COMPILE_OVERLAYS(mannequin)
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CHECK_TICK
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var/icon/preview_icon = icon('icons/effects/effects.dmi', "nothing")
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preview_icon.Scale(48+32, 16+32)
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CHECK_TICK
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mannequin.setDir(NORTH)
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var/icon/stamp = getFlatIcon(mannequin)
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CHECK_TICK
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preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17)
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CHECK_TICK
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mannequin.setDir(WEST)
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stamp = getFlatIcon(mannequin)
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CHECK_TICK
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preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9)
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CHECK_TICK
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mannequin.setDir(SOUTH)
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stamp = getFlatIcon(mannequin)
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CHECK_TICK
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preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1)
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CHECK_TICK
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preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser.
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CHECK_TICK
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unset_busy_human_dummy(DUMMY_HUMAN_SLOT_ADMIN)
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return preview_icon
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/datum/admins/proc/makeEmergencyresponseteam(datum/ert/ertemplate = null)
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if (ertemplate)
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ertemplate = new ertemplate
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else
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ertemplate = new /datum/ert/centcom_official
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var/list/settings = list(
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"preview_callback" = CALLBACK(src, .proc/makeERTPreviewIcon),
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"mainsettings" = list(
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"template" = list("desc" = "Template", "callback" = CALLBACK(src, .proc/makeERTTemplateModified), "type" = "datum", "path" = "/datum/ert", "subtypesonly" = TRUE, "value" = ertemplate.type),
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"teamsize" = list("desc" = "Team Size", "type" = "number", "value" = ertemplate.teamsize),
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"mission" = list("desc" = "Mission", "type" = "string", "value" = ertemplate.mission),
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"polldesc" = list("desc" = "Ghost poll description", "type" = "string", "value" = ertemplate.polldesc),
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"enforce_human" = list("desc" = "Enforce human authority", "type" = "boolean", "value" = "[(CONFIG_GET(flag/enforce_human_authority) ? "Yes" : "No")]"),
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"open_armory" = list("desc" = "Open armory doors", "type" = "boolean", "value" = "[(ertemplate.opendoors ? "Yes" : "No")]"),
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"leader_experience" = list("desc" = "Pick an experienced leader", "type" = "boolean", "value" = "[(ertemplate.leader_experience ? "Yes" : "No")]"),
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"random_names" = list("desc" = "Randomize names", "type" = "boolean", "value" = "[(ertemplate.random_names ? "Yes" : "No")]"),
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"spawn_admin" = list("desc" = "Spawn yourself as briefing officer", "type" = "boolean", "value" = "[(ertemplate.spawn_admin ? "Yes" : "No")]")
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)
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)
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var/list/prefreturn = presentpreflikepicker(usr,"Customize ERT", "Customize ERT", Button1="Ok", width = 600, StealFocus = 1,Timeout = 0, settings=settings)
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if (isnull(prefreturn))
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return FALSE
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if (prefreturn["button"] == 1)
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var/list/prefs = settings["mainsettings"]
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var/templtype = prefs["template"]["value"]
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if (!ispath(prefs["template"]["value"]))
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templtype = text2path(prefs["template"]["value"]) // new text2path ... doesn't compile in 511
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if (ertemplate.type != templtype)
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ertemplate = new templtype
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ertemplate.teamsize = prefs["teamsize"]["value"]
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ertemplate.mission = prefs["mission"]["value"]
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ertemplate.polldesc = prefs["polldesc"]["value"]
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ertemplate.enforce_human = prefs["enforce_human"]["value"] == "Yes" // these next 5 are effectively toggles
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ertemplate.opendoors = prefs["open_armory"]["value"] == "Yes"
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ertemplate.leader_experience = prefs["leader_experience"]["value"] == "Yes"
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ertemplate.random_names = prefs["random_names"]["value"] == "Yes"
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ertemplate.spawn_admin = prefs["spawn_admin"]["value"] == "Yes"
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var/list/spawnpoints = GLOB.emergencyresponseteamspawn
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var/index = 0
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if(ertemplate.spawn_admin)
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if(isobserver(usr))
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var/mob/living/carbon/human/admin_officer = new (spawnpoints[1])
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var/chosen_outfit = usr.client?.prefs?.read_preference(/datum/preference/choiced/brief_outfit)
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usr.client.prefs.safe_transfer_prefs_to(admin_officer, is_antag = TRUE)
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admin_officer.equipOutfit(chosen_outfit)
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admin_officer.key = usr.key
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else
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to_chat(usr, span_warning("Could not spawn you in as briefing officer as you are not a ghost!"))
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var/list/mob/dead/observer/candidates = poll_ghost_candidates("Do you wish to be considered for [ertemplate.polldesc]?", "deathsquad")
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var/teamSpawned = FALSE
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if(candidates.len == 0)
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return FALSE
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//Pick the (un)lucky players
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var/numagents = min(ertemplate.teamsize,candidates.len)
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//Create team
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var/datum/team/ert/ert_team = new ertemplate.team ()
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if(ertemplate.rename_team)
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ert_team.name = ertemplate.rename_team
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//Assign team objective
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var/datum/objective/missionobj = new ()
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missionobj.team = ert_team
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missionobj.explanation_text = ertemplate.mission
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missionobj.completed = TRUE
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ert_team.objectives += missionobj
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ert_team.mission = missionobj
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var/mob/dead/observer/earmarked_leader
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var/leader_spawned = FALSE // just in case the earmarked leader disconnects or becomes unavailable, we can try giving leader to the last guy to get chosen
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if(ertemplate.leader_experience)
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var/list/candidate_living_exps = list()
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for(var/i in candidates)
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var/mob/dead/observer/potential_leader = i
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candidate_living_exps[potential_leader] = potential_leader.client?.get_exp_living(TRUE)
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candidate_living_exps = sort_list(candidate_living_exps, cmp=/proc/cmp_numeric_dsc)
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if(candidate_living_exps.len > ERT_EXPERIENCED_LEADER_CHOOSE_TOP)
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candidate_living_exps = candidate_living_exps.Cut(ERT_EXPERIENCED_LEADER_CHOOSE_TOP+1) // pick from the top ERT_EXPERIENCED_LEADER_CHOOSE_TOP contenders in playtime
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earmarked_leader = pick(candidate_living_exps)
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else
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earmarked_leader = pick(candidates)
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while(numagents && candidates.len)
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var/spawnloc = spawnpoints[index+1]
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//loop through spawnpoints one at a time
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index = (index + 1) % spawnpoints.len
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var/mob/dead/observer/chosen_candidate = earmarked_leader || pick(candidates) // this way we make sure that our leader gets chosen
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candidates -= chosen_candidate
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if(!chosen_candidate?.key)
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continue
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//Spawn the body
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var/mob/living/carbon/human/ert_operative = new ertemplate.mobtype(spawnloc)
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chosen_candidate.client.prefs.safe_transfer_prefs_to(ert_operative, is_antag = TRUE)
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ert_operative.key = chosen_candidate.key
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if(ertemplate.enforce_human || !(ert_operative.dna.species.changesource_flags & ERT_SPAWN)) // Don't want any exploding plasmemes
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ert_operative.set_species(/datum/species/human)
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//Give antag datum
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var/datum/antagonist/ert/ert_antag
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if((chosen_candidate == earmarked_leader) || (numagents == 1 && !leader_spawned))
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ert_antag = new ertemplate.leader_role ()
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earmarked_leader = null
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leader_spawned = TRUE
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else
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ert_antag = ertemplate.roles[WRAP(numagents,1,length(ertemplate.roles) + 1)]
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ert_antag = new ert_antag ()
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ert_antag.random_names = ertemplate.random_names
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ert_operative.mind.add_antag_datum(ert_antag,ert_team)
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ert_operative.mind.set_assigned_role(SSjob.GetJobType(ert_antag.ert_job_path))
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//Logging and cleanup
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log_game("[key_name(ert_operative)] has been selected as an [ert_antag.name]")
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numagents--
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teamSpawned++
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if (teamSpawned)
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message_admins("[ertemplate.polldesc] has spawned with the mission: [ertemplate.mission]")
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//Open the Armory doors
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if(ertemplate.opendoors)
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for(var/obj/machinery/door/poddoor/ert/door in GLOB.airlocks)
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door.open()
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CHECK_TICK
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return TRUE
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return
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/client/proc/summon_ert()
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set category = "Admin.Fun"
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set name = "Summon ERT"
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set desc = "Summons an emergency response team"
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message_admins("[key_name(usr)] is creating a CentCom response team...")
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if(holder?.makeEmergencyresponseteam())
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message_admins("[key_name(usr)] created a CentCom response team.")
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log_admin("[key_name(usr)] created a CentCom response team.")
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else
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message_admins("[key_name_admin(usr)] tried to create a CentCom response team. Unfortunately, there were not enough candidates available.")
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log_admin("[key_name(usr)] failed to create a CentCom response team.")
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#undef ERT_EXPERIENCED_LEADER_CHOOSE_TOP
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#undef DUMMY_HUMAN_SLOT_ADMIN
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