/proc/setupgenetics() if (prob(50)) BLOCKADD = rand(-300,300) if (prob(75)) DIFFMUT = rand(0,20) var/list/avnums = new/list() var/tempnum avnums.Add(2) avnums.Add(12) avnums.Add(10) avnums.Add(8) avnums.Add(4) avnums.Add(11) avnums.Add(13) avnums.Add(6) tempnum = pick(avnums) avnums.Remove(tempnum) HULKBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) TELEBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) FIREBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) XRAYBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) CLUMSYBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) FAKEBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) DEAFBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) BLINDBLOCK = tempnum // HIDDEN MUTATIONS / SUPERPOWERS INITIALIZTION /* for(var/x in typesof(/datum/mutations) - /datum/mutations) var/datum/mutations/mut = new x for(var/i = 1, i <= mut.required, i++) var/datum/mutationreq/require = new/datum/mutationreq require.block = rand(1, 13) require.subblock = rand(1, 3) // Create random requirement identification require.reqID = pick("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", \ "B", "C", "D", "E", "F") mut.requirements += require global_mutations += mut// add to global mutations list! */ /proc/setupfactions() // Populate the factions list: for(var/x in typesof(/datum/faction)) var/datum/faction/F = new x if(!F.name) del(F) continue else ticker.factions.Add(F) ticker.availablefactions.Add(F) // Populate the syndicate coalition: for(var/datum/faction/syndicate/S in ticker.factions) ticker.syndicate_coalition.Add(S) /* This was used for something before, I think, but is not worth the effort to process now. /proc/setupcorpses() for (var/obj/effect/landmark/A in landmarks_list) if (A.name == "Corpse") var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) M.real_name = "Corpse" M.death() del(A) continue if (A.name == "Corpse-Engineer") var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) M.real_name = "Corpse" M.death() M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes) // M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store) //M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head) else if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head) del(A) continue if (A.name == "Corpse-Engineer-Space") var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) M.real_name = "Corpse" M.death() M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit) // M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head) else if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head) else M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head) del(A) continue if (A.name == "Corpse-Engineer-Chief") var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) M.real_name = "Corpse" M.death() M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear) M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes) // M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store) M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head) else if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head) del(A) continue if (A.name == "Corpse-Syndicate") var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc) M.real_name = "Corpse" M.death() M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear) //M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt) M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform) M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes) M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves) M.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack(M), slot_back) M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate(M), slot_wear_suit) if (prob(50)) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head) else M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate(M), slot_head) else M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit) M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head) del(A) continue */