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## About The Pull Request **Comes with an UpdatePaths!** Removes the tablet subtype, PDAs now replaces them entirely. Nukie and Silicon tablets are now subtypes of the PDA instead, while contractor ones were removed entirely as they didn't do anything and were unused (though it wouldn't be hard to re-add). Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi, which is just larger icons of modular_pda. Each application requires an icon state in both of these, for 2 different sizes, which makes it annoying to make new applications, especially if it can also run on computers/laptops. ### Icons Because Silicon tablets are now a subtype of PDA, they use PDA icons instead of tablet ones. Luckily for us, they already exist in code.  AI's don't use a tablet icon though, so they aren't affected. ## Why It's Good For The Game There's very little difference between tablets and PDAs, PDAs overshadow them in every single way, so at this point I don't see why we should have both of these, and if you compare the two in usefulness and actual in-game use by players, it's a no-brainer than the item all players get roundstart and comes with a messenger should be the one we go with. Also as said in the about section, when making an app you would need to make icon states for the program running for all hardware it can run on, which is Computer, Laptop, PDA, and Tablet. Laptop is just a smaller computer icon PDA is just a smaller tablet icon However, you can't simply shrink the size of the icon, instead you have to completely resprite the same app icon FOUR TIMES for it to not bluescreen on all these different devices. <details> <summary> Here's examples of it </summary> Computer (NOTE: *They share the same icon file as regular computers*) <img src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/> Laptop <img src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/> Tablet <img src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/> PDA <img src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/> </details> If we wish to help in simplifying this, we should remove tablet icons entirely, which means 1 less icon to worry about. To do this, we'd need to resprite nukie PDAs, however I am very much not a spriter and never tried GAGS, so I'll leave it to someone else to do. ## Changelog 🆑 del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon and nukie tablets are now PDAs. /🆑
271 lines
10 KiB
Plaintext
271 lines
10 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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/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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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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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_REF(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_REF(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/pda/messenger = locate() in spawned_human
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if(messenger)
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var/datum/computer_file/program/messenger/message_app = locate() in messenger.stored_files
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if(message_app)
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message_app.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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