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Merge pull request #952 from ZomgPonies/superhero
Massive Superhero Update
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@@ -310,6 +310,20 @@ This function restores all organs.
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damage = damage*species.brute_mod
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if(organ.take_damage(damage, 0, sharp, edge, used_weapon))
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UpdateDamageIcon()
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if(LAssailant && ishuman(LAssailant))
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var/mob/living/carbon/human/H = LAssailant
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if(H.mind && H.mind in (ticker.mode.superheroes || ticker.mode.supervillains || ticker.mode.greyshirts))
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var/list/attack_bubble_recipients = list()
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var/mob/living/user
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for(var/mob/O in viewers(user, src))
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if (O.client && !( O.blinded ))
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attack_bubble_recipients.Add(O.client)
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spawn(0)
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var/image/dmgIcon = image('icons/effects/hit_blips.dmi', src, "dmg[rand(1,2)]",MOB_LAYER+1)
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dmgIcon.pixel_x = (!lying) ? rand(-3,3) : rand(-11,12)
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dmgIcon.pixel_y = (!lying) ? rand(-11,9) : rand(-10,1)
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//world << "x: [dmgIcon.pixel_x] AND y: [dmgIcon.pixel_y]"
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flick_overlay(dmgIcon, attack_bubble_recipients, 9)
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receive_damage()
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if(BURN)
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damageoverlaytemp = 20
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@@ -0,0 +1,188 @@
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/datum/game_mode
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var/list/datum/mind/superheroes = list()
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var/list/datum/mind/supervillains = list()
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var/list/datum/mind/greyshirts = list()
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/datum/superheroes
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var/name
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var/class
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var/list/default_genes = list(REGEN, NO_BREATH, RESIST_COLD)
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var/list/default_spells = list()
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/datum/superheroes/proc/create(var/mob/living/carbon/human/H)
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assign_genes(H)
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assign_spells(H)
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equip(H)
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assign_id(H)
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/datum/superheroes/proc/equip(var/mob/living/carbon/human/H)
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H.fully_replace_character_name(H.real_name, name)
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for(var/obj/item/W in H)
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if(istype(W,/obj/item/organ)) continue
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H.unEquip(W)
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/datum/superheroes/proc/assign_genes(var/mob/living/carbon/human/H)
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if(default_genes.len)
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for(var/gene in default_genes)
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H.mutations |= gene
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H.update_mutations()
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/datum/superheroes/proc/assign_spells(var/mob/living/carbon/human/H)
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if(default_spells.len)
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for(var/spell in default_spells)
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var/obj/effect/proc_holder/spell/wizard/S = spell
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if(!S) return
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H.spell_list += new S
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H.update_power_buttons()
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/datum/superheroes/proc/assign_id(var/mob/living/carbon/human/H)
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var/obj/item/weapon/card/id/syndicate/W = new(H)
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W.registered_name = H.real_name
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W.access = get_all_accesses()
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if(class == "Superhero")
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W.name = "[H.real_name]'s ID Card (Superhero)"
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W.assignment = "Superhero"
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ticker.mode.superheroes += H.mind
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else if(class == "Supervillain")
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W.name = "[H.real_name]'s ID Card (Supervillain)"
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W.assignment = "Supervillain"
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ticker.mode.supervillains += H.mind
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H.equip_to_slot_or_del(W, slot_wear_id)
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H.regenerate_icons()
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/datum/superheroes/owlman
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name = "Owlman"
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class = "Superhero"
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/datum/superheroes/owlman/equip(var/mob/living/carbon/human/H)
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..()
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/owl(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/toggle/owlwings(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/owl_mask(H), slot_wear_mask)
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/bluespace/owlman(H), slot_belt)
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H.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(H), slot_glasses)
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/datum/superheroes/griffin
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name = "The Griffin"
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default_spells = list(/obj/effect/proc_holder/spell/wizard/targeted/recruit)
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class = "Supervillain"
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/datum/superheroes/griffin/equip(var/mob/living/carbon/human/H)
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..()
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/griffin(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/griffin(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/toggle/owlwings/griffinwings(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/griffin(H), slot_head)
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/datum/superheroes/lightnian
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name = "LightnIan"
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default_spells = list(/obj/effect/proc_holder/spell/wizard/targeted/lightning/lightnian)
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class = "Superhero"
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/datum/superheroes/lightnian/equip(var/mob/living/carbon/human/H)
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..()
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/color/brown(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/corgisuit(H), slot_wear_suit)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/corgi(H), slot_head)
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H.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/yellow(H), slot_gloves)
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H.equip_to_slot_or_del(new /obj/item/weapon/bedsheet/orange(H), slot_back)
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///////////////////////////////POWERS/ABILITIES CODE/////////////////////////////////////////
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//The Griffin's special recruit abilitiy
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/obj/effect/proc_holder/spell/wizard/targeted/recruit
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name = "Recruit Greyshirt"
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desc = "Allows you to recruit a conscious, non-braindead, non-catatonic human to be part of the Greyshirts, your personal henchmen. This works on Civilians only and you can recruit a maximum of 3!."
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panel = "Shadowling Abilities"
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charge_max = 450
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clothes_req = 0
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range = 1 //Adjacent to user
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var/recruiting = 0
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/obj/effect/proc_holder/spell/wizard/targeted/recruit/cast(list/targets)
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for(var/mob/living/carbon/human/target in targets)
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if(ticker.mode.greyshirts.len >= 3)
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usr << "<span class='warning'>You have already recruited the maximum number of henchmen.</span>"
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if(!in_range(usr, target))
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usr << "<span class='warning'>You need to be closer to enthrall [target].</span>"
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charge_counter = charge_max
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return
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if(!target.ckey)
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usr << "<span class='warning'>The target has no mind.</span>"
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charge_counter = charge_max
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return
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if(target.stat)
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usr << "<span class='warning'>The target must be conscious.</span>"
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charge_counter = charge_max
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return
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if(!ishuman(target))
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usr << "<span class='warning'>You can only recruit humans.</span>"
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charge_counter = charge_max
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return
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if(target.mind.assigned_role != "Civilian")
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usr << "<span class='warning'>You can only recruit Civilians.</span>"
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if(recruiting)
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usr << "<span class='danger'>You are already recruiting!</span>"
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charge_counter = charge_max
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return
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recruiting = 1
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usr << "<span class='danger'>This target is valid. You begin the recruiting process.</span>"
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target << "<span class='userdanger'>[usr] focuses in concentration. Your head begins to ache.</span>"
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for(var/progress = 0, progress <= 3, progress++)
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switch(progress)
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if(1)
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usr << "<span class='notice'>You begin by introducing yourself and explaining what you're about.</span>"
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usr.visible_message("<span class='danger'>[usr]'s introduces himself and explains his plans.</span>")
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if(2)
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usr << "<span class='notice'>You begin the recruitment of [target].</span>"
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usr.visible_message("<span class='danger'>[usr] leans over towards [target], whispering excitedly as he gives a speech.</span>")
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target << "<span class='danger'>You feel yourself agreeing with [usr], and a surge of loyalty begins building.</span>"
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target.Weaken(12)
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sleep(20)
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if(isloyal(target))
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usr << "<span class='notice'>They are enslaved by Nanotrasen. You feel their interest in your cause wane and disappear.</span>"
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usr.visible_message("<span class='danger'>[usr] stops talking for a moment, then moves back away from [target].</span>")
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target << "<span class='danger'>Your loyalty implant activates and a sharp pain reminds you of your loyalties to Nanotrasen.</span>"
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return
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if(3)
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usr << "<span class='notice'>You begin filling out the application form with [target].</span>"
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usr.visible_message("<span class='danger'>[usr] pulls out a pen and paper and begins filling an application form with [target].</span>")
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target << "<span class='danger'>You are being convinced by [usr] to fill out an application form to become a henchman.</span>" //Ow the edge
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if(!do_mob(usr, target, 100)) //around 30 seconds total for enthralling, 45 for someone with a loyalty implant
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usr << "<span class='danger'>The enrollment process has been interrupted - you have lost the attention of [target].</span>"
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target << "<span class='warning'>You move away and are no longer under the charm of [usr]. The application form is null and void.</span>"
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recruiting = 0
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return
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recruiting = 0
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usr << "<span class='notice'>You have recruited <b>[target]</b> as your henchman!</span>"
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target << "<span class='deadsay'><b>You have decided to enroll as a henchman for [usr]. You are now part of the feared 'Greyshirts'.</b></span>"
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target << "<span class='deadsay'><b>You must follow the orders of [usr], and help him succeed in his dastardly schemes.</span>"
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target << "<span class='deadsay'>You may not harm other Greyshirt or [usr]. However, you do not need to obey other Greyshirts.</span>"
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ticker.mode.greyshirts += target.mind
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target.set_species("Human")
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target.h_style = "Bald"
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target.fully_replace_character_name(target.real_name, "Generic Henchman ([rand(1, 1000)])")
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for(var/obj/item/W in target)
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if(istype(W,/obj/item/organ)) continue
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target.unEquip(W)
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target.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey/greytide(target), slot_w_uniform)
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target.equip_to_slot_or_del(new /obj/item/clothing/shoes/black/greytide(target), slot_shoes)
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target.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical/greytide(target), slot_l_hand)
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target.regenerate_icons()
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