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* Refactors quirk code. * Update neutral.dm * 0 * Update neutral.dm Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: Gandalf <jzo123@hotmail.com>
561 lines
21 KiB
Plaintext
561 lines
21 KiB
Plaintext
/* SKYRAT EDIT REMOVAL - MOVED TO MODULAR
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#define LINKIFY_READY(string, value) "<a href='byond://?src=[REF(src)];ready=[value]'>[string]</a>"
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/mob/dead/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_1 = NONE
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invisibility = INVISIBILITY_ABSTRACT
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density = FALSE
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stat = DEAD
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hud_possible = list()
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var/mob/living/new_character //for instant transfer once the round is set up
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//Used to make sure someone doesn't get spammed with messages if they're ineligible for roles
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var/ineligible_for_roles = FALSE
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/mob/dead/new_player/Initialize()
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if(client && SSticker.state == GAME_STATE_STARTUP)
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var/atom/movable/screen/splash/S = new(client, TRUE, TRUE)
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S.Fade(TRUE)
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if(length(GLOB.newplayer_start))
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forceMove(pick(GLOB.newplayer_start))
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else
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forceMove(locate(1,1,1))
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ComponentInitialize()
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. = ..()
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GLOB.new_player_list += src
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/mob/dead/new_player/Destroy()
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GLOB.new_player_list -= src
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return ..()
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/mob/dead/new_player/prepare_huds()
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return
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/**
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* This proc generates the panel that opens to all newly joining players, allowing them to join, observe, view polls, view the current crew manifest, and open the character customization menu.
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*/
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/mob/dead/new_player/proc/new_player_panel()
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if (client?.interviewee)
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return
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var/datum/asset/asset_datum = get_asset_datum(/datum/asset/simple/lobby)
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asset_datum.send(client)
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var/list/output = list("<center><p><a href='byond://?src=[REF(src)];show_preferences=1'>Setup Character</a></p>")
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if(SSticker.current_state <= GAME_STATE_PREGAME)
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switch(ready)
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if(PLAYER_NOT_READY)
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output += "<p>\[ [LINKIFY_READY("Ready", PLAYER_READY_TO_PLAY)] | <b>Not Ready</b> | [LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
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if(PLAYER_READY_TO_PLAY)
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output += "<p>\[ <b>Ready</b> | [LINKIFY_READY("Not Ready", PLAYER_NOT_READY)] | [LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
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if(PLAYER_READY_TO_OBSERVE)
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output += "<p>\[ [LINKIFY_READY("Ready", PLAYER_READY_TO_PLAY)] | [LINKIFY_READY("Not Ready", PLAYER_NOT_READY)] | <b> Observe </b> \]</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>[LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)]</p>"
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if(!IsGuestKey(src.key))
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output += playerpolls()
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output += "</center>"
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var/datum/browser/popup = new(src, "playersetup", "<div align='center'>New Player Options</div>", 250, 265)
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popup.set_window_options("can_close=0")
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popup.set_content(output.Join())
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popup.open(FALSE)
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/mob/dead/new_player/proc/playerpolls()
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var/list/output = list()
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if (SSdbcore.Connect())
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var/isadmin = FALSE
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if(client?.holder)
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isadmin = TRUE
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var/datum/db_query/query_get_new_polls = SSdbcore.NewQuery({"
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SELECT id FROM [format_table_name("poll_question")]
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WHERE (adminonly = 0 OR :isadmin = 1)
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AND Now() BETWEEN starttime AND endtime
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AND deleted = 0
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AND id NOT IN (
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SELECT pollid FROM [format_table_name("poll_vote")]
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WHERE ckey = :ckey
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AND deleted = 0
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)
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AND id NOT IN (
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SELECT pollid FROM [format_table_name("poll_textreply")]
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WHERE ckey = :ckey
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AND deleted = 0
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)
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"}, list("isadmin" = isadmin, "ckey" = ckey))
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var/rs = REF(src)
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if(!query_get_new_polls.Execute())
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qdel(query_get_new_polls)
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return
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if(query_get_new_polls.NextRow())
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output += "<p><b><a href='byond://?src=[rs];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
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else
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output += "<p><a href='byond://?src=[rs];showpoll=1'>Show Player Polls</A></p>"
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qdel(query_get_new_polls)
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if(QDELETED(src))
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return
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return output
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/mob/dead/new_player/Topic(href, href_list[])
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if(src != usr)
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return
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if(!client)
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return
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if(client.interviewee)
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return FALSE
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//Determines Relevent Population Cap
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var/relevant_cap
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var/hpc = CONFIG_GET(number/hard_popcap)
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var/epc = CONFIG_GET(number/extreme_popcap)
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if(hpc && epc)
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relevant_cap = min(hpc, epc)
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else
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relevant_cap = max(hpc, epc)
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if(href_list["show_preferences"])
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client.prefs.ShowChoices(src)
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return TRUE
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if(href_list["ready"])
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var/tready = text2num(href_list["ready"])
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//Avoid updating ready if we're after PREGAME (they should use latejoin instead)
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//This is likely not an actual issue but I don't have time to prove that this
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//no longer is required
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if(SSticker.current_state <= GAME_STATE_PREGAME)
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ready = tready
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//if it's post initialisation and they're trying to observe we do the needful
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if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE)
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ready = tready
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make_me_an_observer()
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return
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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["late_join"])
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if(!SSticker?.IsRoundInProgress())
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to_chat(usr, "<span class='boldwarning'>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(SSticker.queued_players.len || (relevant_cap && living_player_count() >= relevant_cap && !(ckey(key) in GLOB.admin_datums)))
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to_chat(usr, "<span class='danger'>[CONFIG_GET(string/hard_popcap_message)]</span>")
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var/queue_position = SSticker.queued_players.Find(usr)
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if(queue_position == 1)
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to_chat(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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to_chat(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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SSticker.queued_players += usr
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to_chat(usr, "<span class='notice'>You have been added to the queue to join the game. Your position in queue is [SSticker.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(!SSticker?.IsRoundInProgress())
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to_chat(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(!GLOB.enter_allowed)
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to_chat(usr, "<span class='notice'>There is an administrative lock on entering the game!</span>")
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return
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if(SSticker.queued_players.len && !(ckey(key) in GLOB.admin_datums))
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if((living_player_count() >= relevant_cap) || (src != SSticker.queued_players[1]))
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to_chat(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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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["viewpoll"])
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var/datum/poll_question/poll = locate(href_list["viewpoll"]) in GLOB.polls
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poll_player(poll)
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if(href_list["votepollref"])
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var/datum/poll_question/poll = locate(href_list["votepollref"]) in GLOB.polls
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vote_on_poll_handler(poll, href_list)
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//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
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/mob/dead/new_player/proc/make_me_an_observer()
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if(QDELETED(src) || !src.client)
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ready = PLAYER_NOT_READY
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return FALSE
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var/this_is_like_playing_right = tgui_alert(usr, "Are you sure you wish to observe? You will not be able to play this round!","Player Setup",list("Yes","No"))
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if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
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ready = PLAYER_NOT_READY
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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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return FALSE
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var/mob/dead/observer/observer = new()
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spawning = TRUE
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observer.started_as_observer = TRUE
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close_spawn_windows()
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var/obj/effect/landmark/observer_start/O = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
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to_chat(src, "<span class='notice'>Now teleporting.</span>")
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if (O)
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observer.forceMove(O.loc)
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else
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to_chat(src, "<span class='notice'>Teleporting failed. Ahelp an admin please</span>")
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stack_trace("There's no freaking observer landmark available on this map or you're making observers before the map is initialised")
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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.client.init_verbs()
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observer.update_appearance()
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observer.stop_sound_channel(CHANNEL_LOBBYMUSIC)
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deadchat_broadcast(" has observed.", "<b>[observer.real_name]</b>", follow_target = observer, turf_target = get_turf(observer), message_type = DEADCHAT_DEATHRATTLE)
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QDEL_NULL(mind)
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qdel(src)
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return TRUE
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/proc/get_job_unavailable_error_message(retval, jobtitle)
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switch(retval)
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if(JOB_AVAILABLE)
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return "[jobtitle] is available."
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if(JOB_UNAVAILABLE_GENERIC)
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return "[jobtitle] is unavailable."
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if(JOB_UNAVAILABLE_BANNED)
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return "You are currently banned from [jobtitle]."
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if(JOB_UNAVAILABLE_PLAYTIME)
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return "You do not have enough relevant playtime for [jobtitle]."
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if(JOB_UNAVAILABLE_ACCOUNTAGE)
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return "Your account is not old enough for [jobtitle]."
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if(JOB_UNAVAILABLE_SLOTFULL)
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return "[jobtitle] is already filled to capacity."
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return "Error: Unknown job availability."
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/mob/dead/new_player/proc/IsJobUnavailable(rank, latejoin = FALSE)
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var/datum/job/job = SSjob.GetJob(rank)
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if(!job)
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return JOB_UNAVAILABLE_GENERIC
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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 JOB_AVAILABLE
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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 JOB_UNAVAILABLE_SLOTFULL
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else
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return JOB_UNAVAILABLE_SLOTFULL
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if(is_banned_from(ckey, rank))
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return JOB_UNAVAILABLE_BANNED
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if(QDELETED(src))
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return JOB_UNAVAILABLE_GENERIC
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if(!job.player_old_enough(client))
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return JOB_UNAVAILABLE_ACCOUNTAGE
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if(job.required_playtime_remaining(client))
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return JOB_UNAVAILABLE_PLAYTIME
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if(latejoin && !job.special_check_latejoin(client))
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return JOB_UNAVAILABLE_GENERIC
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return JOB_AVAILABLE
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/mob/dead/new_player/proc/AttemptLateSpawn(rank)
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var/error = IsJobUnavailable(rank)
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if(error != JOB_AVAILABLE)
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tgui_alert(usr, get_job_unavailable_error_message(error, rank))
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return FALSE
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if(SSticker.late_join_disabled)
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tgui_alert(usr, "An administrator has disabled late join spawning.")
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return FALSE
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var/arrivals_docked = TRUE
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if(SSshuttle.arrivals)
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close_spawn_windows() //In case we get held up
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if(SSshuttle.arrivals.damaged && CONFIG_GET(flag/arrivals_shuttle_require_safe_latejoin))
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src << tgui_alert(usr,"The arrivals shuttle is currently malfunctioning! You cannot join.")
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return FALSE
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if(CONFIG_GET(flag/arrivals_shuttle_require_undocked))
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SSshuttle.arrivals.RequireUndocked(src)
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arrivals_docked = SSshuttle.arrivals.mode != SHUTTLE_CALL
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//Remove the player from the join queue if he was in one and reset the timer
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SSticker.queued_players -= src
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SSticker.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/is_captain = FALSE
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// If we don't have an assigned cap yet, check if this person qualifies for some from of captaincy.
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if(!SSjob.assigned_captain && ishuman(character) && SSjob.chain_of_command[rank] && !is_banned_from(ckey, list("Captain")))
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is_captain = TRUE
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// If we already have a captain, are they a "Captain" rank and are we allowing multiple of them to be assigned?
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else if(SSjob.always_promote_captain_job && (rank == "Captain"))
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is_captain = TRUE
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var/equip = SSjob.EquipRank(character, rank, TRUE, is_captain)
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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/datum/job/job = SSjob.GetJob(rank)
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if(job && !job.override_latejoin_spawn(character))
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SSjob.SendToLateJoin(character)
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if(!arrivals_docked)
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var/atom/movable/screen/splash/Spl = new(character.client, TRUE)
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Spl.Fade(TRUE)
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character.playsound_local(get_turf(character), 'sound/voice/ApproachingTG.ogg', 25)
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character.update_parallax_teleport()
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SSticker.minds += character.mind
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character.client.init_verbs() // init verbs for the late join
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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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GLOB.data_core.manifest_inject(humanc)
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if(SSshuttle.arrivals)
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SSshuttle.arrivals.QueueAnnounce(humanc, rank)
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else
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AnnounceArrival(humanc, rank)
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AddEmploymentContract(humanc)
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humanc.increment_scar_slot()
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humanc.load_persistent_scars()
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if(GLOB.curse_of_madness_triggered)
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give_madness(humanc, GLOB.curse_of_madness_triggered)
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_CREWMEMBER_JOINED, humanc, rank)
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GLOB.joined_player_list += character.ckey
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if(CONFIG_GET(flag/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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SSticker.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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SSticker.mode.make_antag_chance(humanc)
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if(humanc && CONFIG_GET(flag/roundstart_traits))
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SSquirks.AssignQuirks(humanc, humanc.client)
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log_manifest(character.mind.key,character.mind,character,latejoin = TRUE)
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/mob/dead/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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for(var/C in GLOB.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/dead/new_player/proc/LateChoices()
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var/list/dat = list("<div class='notice'>Round Duration: [DisplayTimeText(world.time - SSticker.round_start_time)]</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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for(var/datum/job/prioritized_job in SSjob.prioritized_jobs)
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if(prioritized_job.current_positions >= prioritized_job.total_positions)
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SSjob.prioritized_jobs -= prioritized_job
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dat += "<table><tr><td valign='top'>"
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var/column_counter = 0
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// render each category's available jobs
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for(var/category in GLOB.position_categories)
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// position_categories contains category names mapped to available jobs and an appropriate color
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var/cat_color = GLOB.position_categories[category]["color"]
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dat += "<fieldset style='width: 185px; border: 2px solid [cat_color]; display: inline'>"
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dat += "<legend align='center' style='color: [cat_color]'>[category]</legend>"
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var/list/dept_dat = list()
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for(var/job in GLOB.position_categories[category]["jobs"])
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var/datum/job/job_datum = SSjob.name_occupations[job]
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if(job_datum && IsJobUnavailable(job_datum.title, TRUE) == JOB_AVAILABLE)
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var/command_bold = ""
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if(job in GLOB.command_positions)
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command_bold = " command"
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if(job_datum in SSjob.prioritized_jobs)
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dept_dat += "<a class='job[command_bold]' href='byond://?src=[REF(src)];SelectedJob=[job_datum.title]'><span class='priority'>[job_datum.title] ([job_datum.current_positions])</span></a>"
|
|
else
|
|
dept_dat += "<a class='job[command_bold]' href='byond://?src=[REF(src)];SelectedJob=[job_datum.title]'>[job_datum.title] ([job_datum.current_positions])</a>"
|
|
if(!dept_dat.len)
|
|
dept_dat += "<span class='nopositions'>No positions open.</span>"
|
|
dat += jointext(dept_dat, "")
|
|
dat += "</fieldset><br>"
|
|
column_counter++
|
|
if(column_counter > 0 && (column_counter % 3 == 0))
|
|
dat += "</td><td valign='top'>"
|
|
dat += "</td></tr></table></center>"
|
|
dat += "</div></div>"
|
|
var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 680, 580)
|
|
popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css')
|
|
popup.set_content(jointext(dat, ""))
|
|
popup.open(FALSE) // 0 is passed to open so that it doesn't use the onclose() proc
|
|
|
|
/mob/dead/new_player/proc/create_character(transfer_after)
|
|
spawning = 1
|
|
close_spawn_windows()
|
|
|
|
var/mob/living/carbon/human/H = new(loc)
|
|
|
|
var/frn = CONFIG_GET(flag/force_random_names)
|
|
if(!frn)
|
|
frn = is_banned_from(ckey, "Appearance")
|
|
if(QDELETED(src))
|
|
return
|
|
if(frn)
|
|
client.prefs.random_character()
|
|
client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
|
|
|
|
var/is_antag
|
|
if(mind in GLOB.pre_setup_antags)
|
|
is_antag = TRUE
|
|
|
|
client.prefs.copy_to(H, antagonist = is_antag, is_latejoiner = transfer_after)
|
|
|
|
if(GLOB.current_anonymous_theme)//overrides random name because it achieves the same effect and is an admin enabled event tool
|
|
randomize_human(H)
|
|
H.fully_replace_character_name(null, GLOB.current_anonymous_theme.anonymous_name(H))
|
|
|
|
H.dna.update_dna_identity()
|
|
if(mind)
|
|
if(transfer_after)
|
|
mind.late_joiner = TRUE
|
|
mind.active = FALSE //we wish to transfer the key manually
|
|
mind.original_character_slot_index = client.prefs.default_slot
|
|
mind.transfer_to(H) //won't transfer key since the mind is not active
|
|
mind.set_original_character(H)
|
|
|
|
H.name = real_name
|
|
client.init_verbs()
|
|
. = H
|
|
new_character = .
|
|
if(transfer_after)
|
|
transfer_character()
|
|
|
|
/mob/dead/new_player/proc/transfer_character()
|
|
. = new_character
|
|
if(.)
|
|
new_character.key = key //Manually transfer the key to log them in,
|
|
new_character.stop_sound_channel(CHANNEL_LOBBYMUSIC)
|
|
new_character = null
|
|
qdel(src)
|
|
|
|
/mob/dead/new_player/proc/ViewManifest()
|
|
if(!client)
|
|
return
|
|
if(world.time < client.crew_manifest_delay)
|
|
return
|
|
client.crew_manifest_delay = world.time + (1 SECONDS)
|
|
|
|
if(!GLOB.crew_manifest_tgui)
|
|
GLOB.crew_manifest_tgui = new /datum/crew_manifest(src)
|
|
|
|
GLOB.crew_manifest_tgui.ui_interact(src)
|
|
|
|
/mob/dead/new_player/Move()
|
|
return 0
|
|
|
|
|
|
/mob/dead/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
|
|
|
|
// Used to make sure that a player has a valid job preference setup, used to knock players out of eligibility for anything if their prefs don't make sense.
|
|
// A "valid job preference setup" in this situation means at least having one job set to low, or not having "return to lobby" enabled
|
|
// Prevents "antag rolling" by setting antag prefs on, all jobs to never, and "return to lobby if preferences not available"
|
|
// Doing so would previously allow you to roll for antag, then send you back to lobby if you didn't get an antag role
|
|
// This also does some admin notification and logging as well, as well as some extra logic to make sure things don't go wrong
|
|
/mob/dead/new_player/proc/check_preferences()
|
|
if(!client)
|
|
return FALSE //Not sure how this would get run without the mob having a client, but let's just be safe.
|
|
if(client.prefs.joblessrole != RETURNTOLOBBY)
|
|
return TRUE
|
|
// If they have antags enabled, they're potentially doing this on purpose instead of by accident. Notify admins if so.
|
|
var/has_antags = FALSE
|
|
if(client.prefs.be_special.len > 0)
|
|
has_antags = TRUE
|
|
if(client.prefs.job_preferences.len == 0)
|
|
if(!ineligible_for_roles)
|
|
to_chat(src, "<span class='danger'>You have no jobs enabled, along with return to lobby if job is unavailable. This makes you ineligible for any round start role, please update your job preferences.</span>")
|
|
ineligible_for_roles = TRUE
|
|
ready = PLAYER_NOT_READY
|
|
if(has_antags)
|
|
log_admin("[src.ckey] has no jobs enabled, return to lobby if job is unavailable enabled and [client.prefs.be_special.len] antag preferences enabled. The player has been forcefully returned to the lobby.")
|
|
message_admins("[src.ckey] has no jobs enabled, return to lobby if job is unavailable enabled and [client.prefs.be_special.len] antag preferences enabled. This is an old antag rolling technique. The player has been asked to update their job preferences and has been forcefully returned to the lobby.")
|
|
return FALSE //This is the only case someone should actually be completely blocked from antag rolling as well
|
|
return TRUE
|
|
|
|
/**
|
|
* Prepares a client for the interview system, and provides them with a new interview
|
|
*
|
|
* This proc will both prepare the user by removing all verbs from them, as well as
|
|
* giving them the interview form and forcing it to appear.
|
|
*/
|
|
/mob/dead/new_player/proc/register_for_interview()
|
|
// First we detain them by removing all the verbs they have on client
|
|
for (var/v in client.verbs)
|
|
var/procpath/verb_path = v
|
|
if (!(verb_path in GLOB.stat_panel_verbs))
|
|
remove_verb(client, verb_path)
|
|
|
|
// Then remove those on their mob as well
|
|
for (var/v in verbs)
|
|
var/procpath/verb_path = v
|
|
if (!(verb_path in GLOB.stat_panel_verbs))
|
|
remove_verb(src, verb_path)
|
|
|
|
// Then we create the interview form and show it to the client
|
|
var/datum/interview/I = GLOB.interviews.interview_for_client(client)
|
|
if (I)
|
|
I.ui_interact(src)
|
|
|
|
// Add verb for re-opening the interview panel, and re-init the verbs for the stat panel
|
|
add_verb(src, /mob/dead/new_player/proc/open_interview)
|
|
*/
|