mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Merge branch 'master' of github.com:Baystation12/Baystation12
This commit is contained in:
@@ -335,7 +335,7 @@
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jobs += "<a href='?src=\ref[src];newjobban2=Chemist_RD_CMO;jobban4=\ref[M]'>Chemist+RD+CMO</a> <br>"
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jobs += "<a href='?src=\ref[src];newjobban2=Geneticist_RD_CMO;jobban4=\ref[M]'>Geneticist+RD+CMO</a> <br>"
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jobs += "<a href='?src=\ref[src];newjobban2=MD_CMO;jobban4=\ref[M]'>MD+CMO</a> <br>"
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jobs += "<a href='?src=\ref[src];newjobban2=Virologist_RD_CMO;jobban4=\ref[M]'>Virologist+RD+CMO</a> <br>"
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/*jobs += "<a href='?src=\ref[src];newjobban2=Virologist_RD_CMO;jobban4=\ref[M]'>Virologist+RD+CMO</a> <br>"*/
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jobs += "<a href='?src=\ref[src];newjobban2=Scientist_RD;jobban4=\ref[M]'>Scientist+RD</a> <br>"
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jobs += "<a href='?src=\ref[src];newjobban2=AI_Cyborg;jobban4=\ref[M]'>AI+Cyborg</a> <br>"
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jobs += "<a href='?src=\ref[src];newjobban2=Detective_HoS;jobban4=\ref[M]'>Detective+HoS</a> <br><br>"
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@@ -784,74 +784,77 @@
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switch(alert("You sure you wish to edit this mob's appearance?",,"Yes","No"))
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if("No")
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return
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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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if(istype(M,/mob/living/carbon/human/tajaran))
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usr << "\red Tajarans do not have an editable appearance... yet!"
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else
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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_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_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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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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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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if (new_tone)
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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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// 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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// 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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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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// 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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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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// 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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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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@@ -315,6 +315,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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if(!record_found)//We have to pick their role if they have no record.
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if(G_found.mind&&G_found.mind.assigned_role)//But they may have an assigned role already.
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new_character.mind.assigned_role = G_found.mind.assigned_role//Also makes sure our MODE people are equipped right later on.
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new_character.mind.role_alt_title = G_found.mind.role_alt_title
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else
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var/assigned_role = input("Please specify which job the character will be respawned as.", "Assigned role") as null|anything in get_all_jobs()
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if(!assigned_role) new_character.mind.assigned_role = "Assistant"//Defaults to assistant.
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@@ -156,17 +156,27 @@
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the remote signalling device."
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src.state = 3
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new /obj/item/device/assembly/signaler( src.loc, 1 )
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var/obj/item/device/assembly/signaler/S = locate() in src
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if(S)
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S.loc = src.loc
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else
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new /obj/item/device/assembly/signaler( src.loc, 1 )
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if(isprox(W) && motion == 0)
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// if(W:amount >= 1)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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// W:use(1)
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user << "\blue You attach the proximity sensor."
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user.drop_item()
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W.loc = src
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motion = 1
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if(istype(W, /obj/item/weapon/crowbar) && motion)
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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user << "\blue You remove the proximity sensor."
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new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
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var/obj/item/device/assembly/prox_sensor/S = locate() in src
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if(S)
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S.loc = src.loc
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else
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new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
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motion = 0
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if(istype(W, /obj/item/stack/sheet/glass))
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if(W:amount >= 1)
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@@ -115,17 +115,14 @@
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handle_health_updates()
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// if the mob has enough health, she should slowly heal
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if(health >= 0)
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var/pr = 5
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var/pr = 10
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if(stat == 1) // sleeping means faster healing
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pr += 3
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pr += 5
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if(prob(pr))
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heal_organ_damage(1,1)
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adjustToxLoss(-1)
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else if(health < 0)
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var/pr = 8
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// sleeping means slower damage
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if(stat == 1)
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pr = 3
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var/pr = 80
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if(prob(pr))
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adjustToxLoss(1)
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@@ -1203,4 +1200,4 @@
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else if(shock_stage == 40)
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src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
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else if(shock_stage == 80)
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src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
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src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
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@@ -1,7 +1,4 @@
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/mob/living/carbon/human/say(var/message)
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if(src.mutantrace == "lizard")
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if(copytext(message, 1, 2) != "*")
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message = dd_replaceText(message, "s", stutter("ss"))
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if(src.mutantrace == "metroid" && prob(5))
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if(copytext(message, 1, 2) != "*")
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if(copytext(message, 1, 2) == ";")
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@@ -253,9 +253,9 @@
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src << alert("[rank] is not available. Please try another.")
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return 0
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job_master.AssignRole(src, rank, 1)
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var/mob/living/carbon/human/character = create_character()
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var/icon/char_icon = getFlatIcon(character,0)//We're creating out own cache so it's not needed.
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job_master.AssignRole(character, rank, 1)
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job_master.EquipRank(character, rank, 1)
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EquipCustomItems(character)
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character.loc = pick(latejoin)
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@@ -327,7 +327,7 @@
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L.fields["sex"] = H.gender
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L.fields["age"] = H.age
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L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
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L.fields["rank"] = H.mind.assigned_role
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L.fields["rank"] = H.mind.role_alt_title ? H.mind.role_alt_title : H.mind.assigned_role
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L.fields["b_type"] = H.dna.b_type
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L.fields["b_dna"] = H.dna.unique_enzymes
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L.fields["enzymes"] = H.dna.struc_enzymes
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@@ -104,6 +104,8 @@ datum/preferences
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job_engsec_med = 0
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job_engsec_low = 0
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list/job_alt_titles = new() // the default name of a job like "Medical Doctor"
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flavor_text = ""
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// slot stuff
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@@ -213,6 +215,19 @@ datum/preferences
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proc/closesave(mob/user)
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user << browse(null, "window=saves;size=300x640")
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proc/GetAltTitle(datum/job/job)
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return job_alt_titles.Find(job.title) > 0 \
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? job_alt_titles[job.title] \
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: job.title
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proc/SetAltTitle(datum/job/job, new_title)
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// remove existing entry
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if(job_alt_titles.Find(job.title))
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job_alt_titles -= job.title
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// add one if it's not default
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if(job.title != new_title)
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job_alt_titles[job.title] = new_title
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proc/SetChoices(mob/user, changedjob)
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var/HTML = "<body>"
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HTML += "<tt><center>"
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@@ -246,14 +261,17 @@ datum/preferences
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HTML += "<font color=orange>\[Low]</font>"
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else
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HTML += "<font color=red>\[NEVER]</font>"
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HTML += "</a><br>"
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if(job.alt_titles)
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HTML += "</a> <a href=\"byond://?src=\ref[user];preferences=1;alt_title=1;job=\ref[job]\">\[[GetAltTitle(job)]\]</a><br>"
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else
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HTML += "</a><br>"
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HTML += "<br>"
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HTML += "<a href=\"byond://?src=\ref[user];preferences=1;occ=0;job=cancel\">\[Done\]</a>"
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HTML += "</center></tt>"
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user << browse(null, "window=preferences")
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user << browse(HTML, "window=mob_occupation;size=320x600")
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user << browse(HTML, "window=mob_occupation;size=350x600")
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return
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@@ -378,6 +396,14 @@ datum/preferences
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return 1
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if(link_tags["alt_title"] && link_tags["job"])
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var/datum/job/job = locate(link_tags["job"])
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var/choices = list(job.title) + job.alt_titles
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var/choice = input("Pick a title for [job.title].", "Character Generation", GetAltTitle(job)) as anything in choices | null
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if(choice)
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SetAltTitle(job, choice)
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SetChoices(user)
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if(link_tags["real_name"])
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var/new_name
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@@ -638,6 +664,7 @@ datum/preferences
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job_engsec_high = 0
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job_engsec_med = 0
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job_engsec_low = 0
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job_alt_titles = new()
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underwear = 1
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be_special = 0
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be_random_name = 0
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@@ -115,6 +115,8 @@ datum/preferences/proc/savefile_save(mob/user, slot)
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F["job_engsec_med"] << src.job_engsec_med
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F["job_engsec_low"] << src.job_engsec_low
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F["job_alt_titles"] << job_alt_titles
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//Body data
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F["hair_red"] << src.r_hair
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F["hair_green"] << src.g_hair
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@@ -212,6 +214,10 @@ datum/preferences/proc/savefile_load(mob/user, slot)
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F["job_engsec_med"] >> src.job_engsec_med
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F["job_engsec_low"] >> src.job_engsec_low
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F["job_alt_titles"] >> job_alt_titles
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if(!job_alt_titles)
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job_alt_titles = new()
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//NOTE: Conversion things go inside this if statement
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//When updating the save file remember to add 1 to BOTH the savefile constants
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//Also take the old conversion things that no longer apply out of this if
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