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https://github.com/CHOMPStation2/CHOMPStation2.git
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* Multiple loadout slots Ported from Bay. Each character can have 3 (number can be overridden by config) loadout slots. This way, you can have different outfits for different situations without needing to have a separate character slot or edit your loadout every time. Tested here, works as intended. The current loadout is set as slot 1, so you don't need to worry about remaking it. This also ports the to_file and from_file macros to make it work, I'm assuming they could later be used elsewhere as well. * Log of Changing
321 lines
9.8 KiB
Plaintext
321 lines
9.8 KiB
Plaintext
#define SAVE_RESET -1
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var/list/preferences_datums = list()
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datum/preferences
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//doohickeys for savefiles
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var/path
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var/default_slot = 1 //Holder so it doesn't default to slot 1, rather the last one used
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var/savefile_version = 0
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//non-preference stuff
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var/warns = 0
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var/muted = 0
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var/last_ip
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var/last_id
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//game-preferences
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var/lastchangelog = "" //Saved changlog filesize to detect if there was a change
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var/ooccolor = "#010000" //Whatever this is set to acts as 'reset' color and is thus unusable as an actual custom color
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var/be_special = 0 //Special role selection
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var/UI_style = "Midnight"
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var/UI_style_color = "#ffffff"
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var/UI_style_alpha = 255
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//character preferences
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var/real_name //our character's name
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var/be_random_name = 0 //whether we are a random name every round
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var/nickname //our character's nickname
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var/age = 30 //age of character
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var/spawnpoint = "Arrivals Shuttle" //where this character will spawn (0-2).
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var/b_type = "A+" //blood type (not-chooseable)
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var/backbag = 2 //backpack type
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var/pdachoice = 1 //PDA type
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var/h_style = "Bald" //Hair type
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var/r_hair = 0 //Hair color
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var/g_hair = 0 //Hair color
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var/b_hair = 0 //Hair color
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var/f_style = "Shaved" //Face hair type
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var/r_facial = 0 //Face hair color
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var/g_facial = 0 //Face hair color
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var/b_facial = 0 //Face hair color
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var/s_tone = 0 //Skin tone
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var/r_skin = 0 //Skin color
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var/g_skin = 0 //Skin color
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var/b_skin = 0 //Skin color
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var/r_eyes = 0 //Eye color
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var/g_eyes = 0 //Eye color
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var/b_eyes = 0 //Eye color
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var/species = "Human" //Species datum to use.
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var/species_preview //Used for the species selection window.
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var/list/alternate_languages = list() //Secondary language(s)
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var/list/language_prefixes = list() //Kanguage prefix keys
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var/list/gear //Left in for Legacy reasons, will no longer save.
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var/list/gear_list = list() //Custom/fluff item loadouts.
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var/gear_slot = 1 //The current gear save slot
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var/list/traits //Traits which modifier characters for better or worse (mostly worse).
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var/synth_color = 0 //Lets normally uncolorable synth parts be colorable.
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var/r_synth //Used with synth_color to color synth parts that normaly can't be colored.
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var/g_synth //Same as above
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var/b_synth //Same as above
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//Some faction information.
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var/home_system = "Unset" //System of birth.
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var/citizenship = "None" //Current home system.
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var/faction = "None" //General associated faction.
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var/religion = "None" //Religious association.
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var/antag_faction = "None" //Antag associated faction.
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var/antag_vis = "Hidden" //How visible antag association is to others.
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//Mob preview
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var/icon/preview_icon = null
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//Jobs, uses bitflags
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var/job_civilian_high = 0
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var/job_civilian_med = 0
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var/job_civilian_low = 0
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var/job_medsci_high = 0
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var/job_medsci_med = 0
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var/job_medsci_low = 0
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var/job_engsec_high = 0
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var/job_engsec_med = 0
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var/job_engsec_low = 0
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//Keeps track of preferrence for not getting any wanted jobs
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var/alternate_option = 1
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var/used_skillpoints = 0
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var/skill_specialization = null
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var/list/skills = list() // skills can range from 0 to 3
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// maps each organ to either null(intact), "cyborg" or "amputated"
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// will probably not be able to do this for head and torso ;)
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var/list/organ_data = list()
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var/list/rlimb_data = list()
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var/list/player_alt_titles = new() // the default name of a job like "Medical Doctor"
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var/list/body_markings = list() // "name" = "#rgbcolor"
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var/list/flavor_texts = list()
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var/list/flavour_texts_robot = list()
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var/med_record = ""
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var/sec_record = ""
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var/gen_record = ""
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var/exploit_record = ""
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var/disabilities = 0
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var/economic_status = "Average"
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var/uplinklocation = "PDA"
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// OOC Metadata:
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var/metadata = ""
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var/list/ignored_players = list()
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var/client/client = null
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var/client_ckey = null
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// Communicator identity data
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var/communicator_visibility = 0
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var/datum/category_collection/player_setup_collection/player_setup
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var/datum/browser/panel
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var/lastnews // Hash of last seen lobby news content.
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/datum/preferences/New(client/C)
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player_setup = new(src)
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set_biological_gender(pick(MALE, FEMALE))
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real_name = random_name(identifying_gender,species)
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b_type = RANDOM_BLOOD_TYPE
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gear = list()
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gear_list = list()
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gear_slot = 1
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if(istype(C))
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client = C
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client_ckey = C.ckey
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if(!IsGuestKey(C.key))
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load_path(C.ckey)
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if(load_preferences())
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if(load_character())
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return
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/datum/preferences/proc/ZeroSkills(var/forced = 0)
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for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
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if(!skills.Find(S.ID) || forced)
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skills[S.ID] = SKILL_NONE
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/datum/preferences/proc/CalculateSkillPoints()
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used_skillpoints = 0
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for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
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var/multiplier = 1
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switch(skills[S.ID])
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if(SKILL_NONE)
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used_skillpoints += 0 * multiplier
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if(SKILL_BASIC)
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used_skillpoints += 1 * multiplier
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if(SKILL_ADEPT)
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// secondary skills cost less
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if(S.secondary)
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used_skillpoints += 1 * multiplier
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else
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used_skillpoints += 3 * multiplier
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if(SKILL_EXPERT)
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// secondary skills cost less
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if(S.secondary)
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used_skillpoints += 3 * multiplier
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else
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used_skillpoints += 6 * multiplier
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/datum/preferences/proc/GetSkillClass(points)
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return CalculateSkillClass(points, age)
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/proc/CalculateSkillClass(points, age)
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if(points <= 0) return "Unconfigured"
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// skill classes describe how your character compares in total points
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points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
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if(age > 30)
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points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
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switch(points)
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if(-1000 to 3)
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return "Terrifying"
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if(4 to 6)
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return "Below Average"
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if(7 to 10)
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return "Average"
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if(11 to 14)
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return "Above Average"
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if(15 to 18)
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return "Exceptional"
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if(19 to 24)
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return "Genius"
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if(24 to 1000)
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return "God"
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/datum/preferences/proc/ShowChoices(mob/user)
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if(!user || !user.client) return
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if(!get_mob_by_key(client_ckey))
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user << "<span class='danger'>No mob exists for the given client!</span>"
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close_load_dialog(user)
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return
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var/dat = "<html><body><center>"
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if(path)
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dat += "Slot - "
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dat += "<a href='?src=\ref[src];load=1'>Load slot</a> - "
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dat += "<a href='?src=\ref[src];save=1'>Save slot</a> - "
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dat += "<a href='?src=\ref[src];reload=1'>Reload slot</a> - "
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dat += "<a href='?src=\ref[src];resetslot=1'>Reset slot</a>"
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else
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dat += "Please create an account to save your preferences."
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dat += "<br>"
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dat += player_setup.header()
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dat += "<br><HR></center>"
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dat += player_setup.content(user)
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dat += "</html></body>"
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//user << browse(dat, "window=preferences;size=635x736")
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var/datum/browser/popup = new(user, "Character Setup","Character Setup", 800, 800, src)
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popup.set_content(dat)
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popup.open()
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/datum/preferences/proc/process_link(mob/user, list/href_list)
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if(!user) return
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if(!istype(user, /mob/new_player)) return
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if(href_list["preference"] == "open_whitelist_forum")
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if(config.forumurl)
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user << link(config.forumurl)
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else
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user << "<span class='danger'>The forum URL is not set in the server configuration.</span>"
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return
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ShowChoices(usr)
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return 1
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/datum/preferences/Topic(href, list/href_list)
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if(..())
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return 1
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if(href_list["save"])
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save_preferences()
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save_character()
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else if(href_list["reload"])
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load_preferences()
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load_character()
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sanitize_preferences()
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else if(href_list["load"])
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if(!IsGuestKey(usr.key))
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open_load_dialog(usr)
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return 1
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else if(href_list["changeslot"])
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load_character(text2num(href_list["changeslot"]))
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sanitize_preferences()
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close_load_dialog(usr)
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else if(href_list["resetslot"])
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if("No" == alert("This will reset the current slot. Continue?", "Reset current slot?", "No", "Yes"))
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return 0
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load_character(SAVE_RESET)
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sanitize_preferences()
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else
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return 0
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ShowChoices(usr)
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return 1
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/datum/preferences/proc/copy_to(mob/living/carbon/human/character, icon_updates = 1)
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// Sanitizing rather than saving as someone might still be editing when copy_to occurs.
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player_setup.sanitize_setup()
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// This needs to happen before anything else becuase it sets some variables.
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character.set_species(species)
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// Special Case: This references variables owned by two different datums, so do it here.
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if(be_random_name)
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real_name = random_name(identifying_gender,species)
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// Ask the preferences datums to apply their own settings to the new mob
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player_setup.copy_to_mob(character)
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if(icon_updates)
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character.force_update_limbs()
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character.update_mutations(0)
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character.update_body(0)
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character.update_underwear(0)
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character.update_hair(0)
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character.update_icons()
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/datum/preferences/proc/open_load_dialog(mob/user)
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var/dat = "<body>"
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dat += "<tt><center>"
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var/savefile/S = new /savefile(path)
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if(S)
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dat += "<b>Select a character slot to load</b><hr>"
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var/name
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for(var/i=1, i<= config.character_slots, i++)
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S.cd = "/character[i]"
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S["real_name"] >> name
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if(!name) name = "Character[i]"
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if(i==default_slot)
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name = "<b>[name]</b>"
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dat += "<a href='?src=\ref[src];changeslot=[i]'>[name]</a><br>"
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dat += "<hr>"
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dat += "</center></tt>"
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//user << browse(dat, "window=saves;size=300x390")
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panel = new(user, "Character Slots", "Character Slots", 300, 390, src)
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panel.set_content(dat)
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panel.open()
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/datum/preferences/proc/close_load_dialog(mob/user)
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//user << browse(null, "window=saves")
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panel.close() |