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CHOMPStation2/code/unused/gamemodes/deathmatch.dm
baloh.matevz 5a199fc564 I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 23:15:55 +00:00

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/*
/datum/game_mode/deathmatch
name = "deathmatch"
config_tag = "deathmatch"
var/startedat
var/const/gamelength = 15 * 600 // 1/10 second
announce()
world << "<B>The current game mode is - Death Commando Deathmatch!</B>"
world << "<B>Just kill everyone else. They're gonna try to kill you, after all. Respawning is enabled.</B>"
post_setup()
startedat = world.realtime
abandon_allowed = 1
setup_game()
// TODO: DEFERRED Make this massively cleaner. It should hook before spawning, not after.
var/list/mobs = list()
for(var/mob/living/carbon/human/M in world)
if (M.client)
mobs += M
for(var/mob/living/carbon/human/M in mobs)
spawn()
if(M.client)
for(var/obj/item/weapon/W in list(M.wear_suit, M.w_uniform, M.r_store, M.l_store, M.wear_id, M.belt,
M.gloves, M.glasses, M.head, M.ears, M.shoes, M.wear_mask, M.back,
M.handcuffed, M.r_hand, M.l_hand))
M.u_equip(W)
del(W)
var/randomname = "Killiam Shakespeare"
if(commando_names.len)
randomname = pick(commando_names)
commando_names -= randomname
var/newname = input(M,"You are a death commando. Would you like to change your name?", "Character Creation", randomname)
if(!length(newname))
newname = randomname
newname = strip_html(newname,40)
M.real_name = newname
M.name = newname // there are WAY more things than this to change, I'm almost certain
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(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/suit/swat_suit/death_commando(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/death_commando(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/m_pill/cyanide(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/flashbang(M), slot_r_store)
var/obj/item/weapon/tank/air/O = new(M)
M.equip_to_slot_or_del(O, slot_back)
M.internal = O
var/obj/item/weapon/card/id/W = new(M)
W.access = get_all_accesses()
W.name = "[newname]'s ID card (Death Commando)"
W.assignment = "Death Commando"
W.registered_name = newname
M.equip_to_slot_or_del(W, slot_wear_id)
..()
check_win()
return 1
*/