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https://github.com/CHOMPStation2/CHOMPStation2.git
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333 lines
13 KiB
Plaintext
333 lines
13 KiB
Plaintext
//STRIKE TEAMS
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//Thanks to Kilakk for the admin-button portion of this code.
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var/list/response_team_members = list()
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var/global/send_emergency_team = 0 // Used for automagic response teams
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// 'admin_emergency_team' for admin-spawned response teams
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var/ert_base_chance = 10 // Default base chance. Will be incremented by increment ERT chance.
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var/can_call_ert
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/client/proc/response_team()
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set name = "Dispatch Emergency Response Team"
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set category = "Special Verbs"
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set desc = "Send an emergency response team to the station"
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if(!holder)
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usr << "\red Only administrators may use this command."
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return
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if(!ticker)
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usr << "\red The game hasn't started yet!"
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return
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if(ticker.current_state == 1)
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usr << "\red The round hasn't started yet!"
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return
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if(send_emergency_team)
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usr << "\red Central Command has already dispatched an emergency response team!"
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return
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if(alert("Do you want to dispatch an Emergency Response Team?",,"Yes","No") != "Yes")
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return
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if(get_security_level() != "red") // Allow admins to reconsider if the alert level isn't Red
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switch(alert("The station is not in red alert. Do you still want to dispatch a response team?",,"Yes","No"))
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if("No")
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return
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if(send_emergency_team)
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usr << "\red Looks like somebody beat you to it!"
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return
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message_admins("[key_name_admin(usr)] is dispatching an Emergency Response Team.", 1)
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log_admin("[key_name(usr)] used Dispatch Response Team.")
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trigger_armed_response_team(1)
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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(admin_emergency_team)
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usr << "An emergency response team has already been 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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for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Commando")
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L.name = null//Reserving the place.
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var/new_name = input(usr, "Pick a name","Name") as null|text
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if(!new_name)//Somebody changed his mind, place is available again.
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L.name = "Commando"
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return
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var/leader_selected = isemptylist(response_team_members)
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var/mob/living/carbon/human/new_commando = create_response_team(L.loc, leader_selected, new_name)
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del(L)
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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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return
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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 mob_list)
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if(H.client) // Monkeys and mice don't have a client, amirite?
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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 mob_list)
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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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// Increments the ERT chance automatically, so that the later it is in the round,
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// the more likely an ERT is to be able to be called.
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proc/increment_ert_chance()
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while(send_emergency_team == 0) // There is no ERT at the time.
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if(get_security_level() == "green")
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ert_base_chance += 1
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if(get_security_level() == "blue")
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ert_base_chance += 2
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if(get_security_level() == "red")
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ert_base_chance += 3
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if(get_security_level() == "delta")
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ert_base_chance += 10 // Need those big guns
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sleep(600 * 3) // Minute * Number of Minutes
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proc/trigger_armed_response_team(var/force = 0)
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if(!can_call_ert && !force)
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return
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if(send_emergency_team)
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return
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var/send_team_chance = ert_base_chance // Is incremented by increment_ert_chance.
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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))
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command_alert("It would appear that an emergency response team was requested for [station_name()]. Unfortunately, we were unable to send one at this time.", "Central Command")
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can_call_ert = 0 // Only one call per round, ladies.
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return
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command_alert("It would appear that an emergency response team was requested for [station_name()]. We will prepare and send one as soon as possible.", "Central Command")
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can_call_ert = 0 // Only one call per round, gentleman.
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send_emergency_team = 1
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sleep(600 * 5)
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send_emergency_team = 0 // Can no longer join the ERT.
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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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*/
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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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//hair
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var/new_hstyle = input(usr, "Select a hair style", "Grooming") as null|anything in hair_styles_list
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if(new_hstyle)
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M.h_style = new_hstyle
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// facial hair
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var/new_fstyle = input(usr, "Select a facial hair style", "Grooming") as null|anything in facial_hair_styles_list
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if(new_fstyle)
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M.f_style = new_fstyle
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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.h_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.f_style = H
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break
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else
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del(H)
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*/
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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_hair()
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M.update_body()
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M.check_dna(M)
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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
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M.equip_strike_team(leader_selected)
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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_l_ear)
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//Replaced with new ERT uniform
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equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
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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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equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
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equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(src), slot_back)
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/*
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//Old ERT Uniform
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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/regular(src), slot_in_backpack)
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*/
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var/obj/item/weapon/card/id/W = new(src)
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W.assignment = "Emergency Response Team[leader_selected ? " Leader" : ""]"
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W.registered_name = real_name
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W.name = "[real_name]'s ID Card ([W.assignment])"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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equip_to_slot_or_del(W, slot_wear_id)
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return 1
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//debug verb (That is horribly coded, LEAVE THIS OFF UNLESS PRIVATELY TESTING. Seriously.
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/*client/verb/ResponseTeam()
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set category = "Admin"
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if(!send_emergency_team)
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send_emergency_team = 1*/
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