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code/modules/power/singularity/emitter.dm code/modules/power/singularity/field_generator.dm code/modules/power/singularity/generator.dm code/modules/power/singularity/investigate.dm code/modules/power/singularity/particle_accelerator/particle.dm code/modules/power/singularity/particle_accelerator/particle_accelerator.dm code/modules/power/singularity/particle_accelerator/particle_chamber.dm code/modules/power/singularity/particle_accelerator/particle_control.dm code/modules/power/singularity/particle_accelerator/particle_emitter.dm code/modules/power/singularity/particle_accelerator/particle_power.dm code/modules/power/singularity/singularity.dm code/modules/power/smes.dm code/modules/power/solar.dm code/modules/power/switch.dm code/modules/power/turbine.dm code/modules/projectiles/ammunition.dm code/modules/projectiles/gun.dm code/modules/projectiles/guns/energy.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/nuclear.dm code/modules/projectiles/guns/energy/pulse.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/projectiles/guns/projectile.dm code/modules/projectiles/guns/projectile/pistol.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/guns/projectile/shotgun.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm code/modules/projectiles/projectile/bullets.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/Chemistry-Recipes.dm code/modules/recycling/conveyor2.dm code/modules/recycling/disposal-construction.dm code/modules/recycling/disposal.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/message_server.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/rdmachines.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/scripting/AST/Operators/Binary Operators.dm code/modules/scripting/Implementations/Telecomms.dm code/modules/scripting/Parser/Keywords.dm code/modules/scripting/Scanner/Tokens.dm code/modules/scripting/stack.dm code/modules/security levels/keycard authentication.dm code/modules/security levels/security levels.dm code/setup.dm code/stylesheet.dm code/unused/AI_Visibility.dm code/unused/Ultralight.dm code/unused/airtunnel.dm code/unused/beast/bodypart.dm code/unused/conveyor.dm code/unused/disease2/analyser.dm code/unused/disease2/base.dm code/unused/disease2/biohazard destroyer.dm code/unused/disease2/cureimplanter.dm code/unused/disease2/curer.dm code/unused/disease2/diseasesplicer.dm code/unused/disease2/dishincubator.dm code/unused/disease2/isolator.dm code/unused/disease2/monkeydispensor.dm code/unused/dna.dm code/unused/gamemodes/deathmatch.dm code/unused/jobs.dm code/unused/mining/datum_processing_recipe.dm code/unused/mining/spaceship_builder_unused.dm code/unused/new_year.dm code/unused/spacecraft/manufacturing.dm code/unused/spacecraft/shipcore.dm config/README feedback.txt config/admins.txt config/config.txt config/rules.html data/mode.txt html/add-to-changelog.html html/archivedchangelog.html html/changelog.css html/changelog.html html/changelog.js icons/effects/blood.dmi icons/effects/genetics.dmi icons/misc/fullscreen.dmi icons/mob/AI.dmi icons/mob/alien.dmi icons/mob/animal.dmi icons/mob/back.dmi icons/mob/belt.dmi icons/mob/blob.dmi icons/mob/critter.dmi icons/mob/dam_human.dmi icons/mob/eyes.dmi icons/mob/feet.dmi icons/mob/hands.dmi icons/mob/head.dmi icons/mob/human.dmi icons/mob/human_face.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/livestock.dmi icons/mob/mask.dmi icons/mob/mecha.dmi icons/mob/mob.dmi icons/mob/monkey.dmi icons/mob/robots.dmi icons/mob/screen1.dmi icons/mob/screen1_Midnight.dmi icons/mob/screen1_Orange.dmi icons/mob/screen1_alien.dmi icons/mob/screen1_old.dmi icons/mob/suit.dmi icons/mob/uniform.dmi icons/mob/zone_sel.dmi icons/obj/Cryogenic2.dmi icons/obj/aibots.dmi icons/obj/ammo.dmi icons/obj/atmos.dmi icons/obj/bureaucracy.dmi icons/obj/card.dmi icons/obj/cigarettes.dmi icons/obj/closet.dmi icons/obj/clothing/glasses.dmi icons/obj/clothing/gloves.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/uniforms.dmi icons/obj/computer.dmi icons/obj/contraband.dmi icons/obj/decals.dmi icons/obj/device.dmi icons/obj/doors/DoorHazard.dmi icons/obj/doors/door_assembly.dmi icons/obj/drinks.dmi icons/obj/engine.dmi icons/obj/food.dmi icons/obj/grenade.dmi icons/obj/gun.dmi icons/obj/harvest.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/obj/janitor.dmi icons/obj/library.dmi icons/obj/lighting.dmi icons/obj/machines/field_generator.dmi icons/obj/machines/gateway.dmi icons/obj/machines/mining_machines.dmi icons/obj/machines/particle_accelerator.dmi icons/obj/meter.dmi icons/obj/mining.dmi icons/obj/objects.dmi icons/obj/paper.dmi icons/obj/pda.dmi icons/obj/pipes/disposal.dmi icons/obj/plants.dmi icons/obj/power.dmi icons/obj/projectiles.dmi icons/obj/robotics.dmi icons/obj/seeds.dmi icons/obj/singularity.dmi icons/obj/stationobjs.dmi icons/obj/stock_parts.dmi icons/obj/storage.dmi icons/obj/structures.dmi icons/obj/surgery.dmi icons/obj/syringe.dmi icons/obj/tank.dmi icons/obj/terminals.dmi icons/obj/toy.dmi icons/obj/vending.dmi icons/obj/watercloset.dmi icons/obj/weapons.dmi icons/obj/wizard.dmi icons/turf/areas.dmi icons/turf/floors.dmi icons/turf/walls.dmi interface/interface.dm interface/skin.dmf maps/Antiqua.dmm maps/RandomZLevels/assistantChamber.dmm maps/RandomZLevels/fileList.txt maps/tgstation.2.0.9.dmm sound/AI/animes.ogg sound/AI/newroundsexy.ogg sound/AI/newroundsexy2.ogg sound/effects/adminhelp.ogg tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt tools/expand_filedir_paths.py tools/readme.txt Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
254 lines
9.6 KiB
Plaintext
254 lines
9.6 KiB
Plaintext
//STRIKE TEAMS
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var/list/response_team_members = list()
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var/send_emergency_team = 0
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client/verb/JoinResponseTeam()
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set category = "IC"
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if(istype(usr,/mob/dead/observer) || istype(usr,/mob/new_player))
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if(!send_emergency_team)
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usr << "No emergency response team is currently being sent."
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return
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if(jobban_isbanned(usr, "Syndicate") || jobban_isbanned(usr, "Emergency Response Team") || jobban_isbanned(usr, "Security Officer"))
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usr << "<font color=red><b>You are jobbanned from the emergency reponse team!"
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return
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if(response_team_members.len > 5) usr << "The emergency response team is already full!"
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var/leader_selected = (response_team_members.len == 0)
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for (var/obj/effect/landmark/L in world) if (L.name == "Commando")
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var/new_name = input(usr, "Pick a name","Name") as null|text
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if(!new_name) return
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var/mob/living/carbon/human/new_commando = create_response_team(L, leader_selected, new_name)
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new_commando.mind.key = usr.key
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new_commando.key = usr.key
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new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an Emergency Response Team, a type of military division, under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem."
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new_commando << "<b>You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready."
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if(!leader_selected)
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new_commando << "<b>As member of the Emergency Response Team, you answer only to your leader and CentComm officials.</b>"
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else
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new_commando << "<b>As leader of the Emergency Response Team, you answer only to CentComm, and have authority to override the Captain where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the captain where possible, however."
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del(L)
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else
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usr << "You need to be an observer or new player to use this."
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// returns a number of dead players in %
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proc/percentage_dead()
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var/total = 0
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var/deadcount = 0
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for(var/mob/living/carbon/human/H in world) if(H.mind) // I *think* monkeys gone human don't have a mind
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if(H.stat == 2) deadcount++
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total++
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if(total == 0) return 0
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else return round(100 * deadcount / total)
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// counts the number of antagonists in %
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proc/percentage_antagonists()
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var/total = 0
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var/antagonists = 0
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for(var/mob/living/carbon/human/H in world)
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if(is_special_character(H) >= 1)
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antagonists++
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total++
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if(total == 0) return 0
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else return round(100 * antagonists / total)
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proc/trigger_armed_response_team(var/force = 0)
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if(send_emergency_team)
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return
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var/send_team_chance = 20 // base chance that a team will be sent
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send_team_chance += 2*percentage_dead() // the more people are dead, the higher the chance
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send_team_chance += percentage_antagonists() // the more antagonists, the higher the chance
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send_team_chance = min(send_team_chance, 100)
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if(force) send_team_chance = 100
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// there's only a certain chance a team will be sent
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if(!prob(send_team_chance)) return
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command_alert("According to our sensors, [station_name()] has entered code red. We will prepare and dispatch an emergency response team to deal with the situation.", "Command Report")
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send_emergency_team = 1
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var/area/security/nuke_storage/nukeloc = locate()//To find the nuke in the vault
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var/obj/machinery/nuclearbomb/nuke = locate() in nukeloc
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if(!nuke)
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nuke = locate() in world
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var/obj/item/weapon/paper/P = new
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P.info = "Your orders, Commander, are to use all means necessary to return the station to a survivable condition.<br>To this end, you have been provided with the best tools we can give in the three areas of Medicine, Engineering, and Security. The nuclear authorization code is: <b>[ nuke ? nuke.r_code : "AHH, THE NUKE IS GONE!"]</b>. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then burn this message."
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P.name = "Emergency Nuclear Code, and ERT Orders"
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for (var/obj/effect/landmark/A in world)
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if (A.name == "nukecode")
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P.loc = A.loc
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del(A)
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continue
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/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
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usr << "\red ERT has been temporarily disabled. Talk to a coder."
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return
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var/mob/living/carbon/human/M = new(null)
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response_team_members |= M
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//todo: god damn this.
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//make it a panel, like in character creation
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/*var/new_facial = input("Please select facial hair color.", "Character Generation") as color
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if(new_facial)
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M.r_facial = hex2num(copytext(new_facial, 2, 4))
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M.g_facial = hex2num(copytext(new_facial, 4, 6))
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M.b_facial = hex2num(copytext(new_facial, 6, 8))
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var/new_hair = input("Please select hair color.", "Character Generation") as color
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if(new_facial)
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M.r_hair = hex2num(copytext(new_hair, 2, 4))
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M.g_hair = hex2num(copytext(new_hair, 4, 6))
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M.b_hair = hex2num(copytext(new_hair, 6, 8))
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var/new_eyes = input("Please select eye color.", "Character Generation") as color
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if(new_eyes)
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M.r_eyes = hex2num(copytext(new_eyes, 2, 4))
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M.g_eyes = hex2num(copytext(new_eyes, 4, 6))
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M.b_eyes = hex2num(copytext(new_eyes, 6, 8))
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var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
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if (!new_tone)
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new_tone = 35
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M.s_tone = max(min(round(text2num(new_tone)), 220), 1)
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M.s_tone = -M.s_tone + 35
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// hair
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var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
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var/list/hairs = list()
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// loop through potential hairs
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for(var/x in all_hairs)
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var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
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hairs.Add(H.name) // add hair name to hairs
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del(H) // delete the hair after it's all done
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var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
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// if new style selected (not cancel)
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if (new_style)
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M.h_style = new_style
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for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
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var/datum/sprite_accessory/hair/H = new x // create new hair datum
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if(H.name == new_style)
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M.hair_style = H // assign the hair_style variable a new hair datum
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break
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else
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del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
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// facial hair
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var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
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var/list/fhairs = list()
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for(var/x in all_fhairs)
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var/datum/sprite_accessory/facial_hair/H = new x
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fhairs.Add(H.name)
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del(H)
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new_style = input("Please select facial style", "Character Generation") as null|anything in fhairs
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if(new_style)
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M.f_style = new_style
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for(var/x in all_fhairs)
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var/datum/sprite_accessory/facial_hair/H = new x
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if(H.name == new_style)
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M.facial_hair_style = H
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break
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else
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del(H)
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var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female")
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if (new_gender)
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if(new_gender == "Male")
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M.gender = MALE
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else
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M.gender = FEMALE
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M.rebuild_appearance()
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M.update_body()*/
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M.real_name = commando_name
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M.name = commando_name
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M.age = !leader_selected ? rand(23,35) : rand(35,45)
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M.dna.ready_dna(M)//Creates DNA.
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//Creates mind stuff.
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M.mind = new
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M.mind.current = M
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M.mind.original = M
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M.mind.assigned_role = "MODE"
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M.mind.special_role = "Response Team"
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if(!(M.mind in ticker.minds))
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ticker.minds += M.mind//Adds them to regular mind list.
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M.loc = spawn_location.loc
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M.equip_strike_team(leader_selected)
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del(spawn_location)
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return M
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/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
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//Special radio setup
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equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
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//Adding Camera Network
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var/obj/machinery/camera/camera = new /obj/machinery/camera(src) //Gives all the commandos internals cameras.
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camera.network = "CREED"
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camera.c_tag = real_name
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//Basic Uniform
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equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/tacticool(src), slot_w_uniform)
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equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_l_store)
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equip_to_slot_or_del(new /obj/item/weapon/clipboard(src), slot_r_store)
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equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(src), slot_belt)
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equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
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//Glasses
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equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(src), slot_glasses)
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//Shoes & gloves
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equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
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equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
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//Removed
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// equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
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// equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
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//Backpack
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equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
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equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
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equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(src), slot_in_backpack)
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var/obj/item/weapon/card/id/W = new(src)
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W.name = "[real_name]'s ID Card (Emergency Response Team)"
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W.icon_state = "centcom"
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if(leader_selected)
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W.name = "[real_name]'s ID Card (Emergency Response Team Leader)"
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W.access = get_access("Captain")
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W.access += list(access_cent_teleporter)
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W.assignment = "Emergency Response Team Leader"
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else
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W.access = get_access("Head of Personnel")
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W.assignment = "Emergency Response Team"
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W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
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W.registered_name = real_name
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equip_to_slot_or_del(W, slot_wear_id)
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return 1
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