mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
Re-added most of the one-click antag buttons back that the tensioner used to have.
The Admin tab now has a 'create antagonist' button that opens a panel with a list of options. Make traitor, changeling, revolution, cult, malf AI and Wizard should all work just fine. Make Nuke ops, space ninja, aliens and deathsquad all need some work. Hopefully this at least covers the majority of what admins "need" this panel for, at least until the rest of the buttons can be fixed. Please report any bugs found with this to the issue tracker. I'll get to them as soon as I can. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4707 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -24,6 +24,48 @@ var/global/floorIsLava = 0
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log_admin("[key_name(usr)] tried to use the admin panel without authorization.")
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return
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if(href_list["makeAntag"])
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switch(href_list["makeAntag"])
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if("1")
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log_admin("[key_name(usr)] has spawned a traitor.")
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if(!src.makeTratiors())
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usr << "\red Unfortunatly there were no candidates available"
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if("2")
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log_admin("[key_name(usr)] has spawned a changeling.")
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if(!src.makeChanglings())
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usr << "\red Unfortunatly there were no candidates available"
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if("3")
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log_admin("[key_name(usr)] has spawned revolutionaries.")
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if(!src.makeRevs())
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usr << "\red Unfortunatly there were no candidates available"
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if("4")
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log_admin("[key_name(usr)] has spawned a cultists.")
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if(!src.makeCult())
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usr << "\red Unfortunatly there were no candidates available"
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if("5")
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log_admin("[key_name(usr)] has spawned a malf AI.")
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if(!src.makeMalfAImode())
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usr << "\red Unfortunatly there were no candidates available"
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if("6")
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log_admin("[key_name(usr)] has spawned a wizard.")
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if(!src.makeWizard())
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usr << "\red Unfortunatly there were no candidates available"
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if("7")
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log_admin("[key_name(usr)] has spawned a nuke team.")
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if(!src.makeNukeTeam())
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usr << "\red Unfortunatly there were no candidates available"
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if("8")
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log_admin("[key_name(usr)] has spawned a ninja.")
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src.makeSpaceNinja()
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if("9")
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log_admin("[key_name(usr)] has spawned aliens.")
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src.makeAliens()
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if("10")
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log_admin("[key_name(usr)] has spawned a death squad.")
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if(!src.makeDeathsquad())
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usr << "\red Unfortunatly there were no candidates available"
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return
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if(href_list["call_shuttle"])
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if (src.rank in list("Trial Admin", "Badmin", "Game Admin", "Game Master"))
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if( ticker.mode.name == "blob" )
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@@ -186,6 +186,7 @@
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verbs += /client/proc/toggleadminhelpsound
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verbs += /proc/possess
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verbs += /proc/release
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verbs += /client/proc/one_click_antag
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else return
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@@ -425,6 +426,7 @@
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verbs -= /client/proc/debug_controller
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verbs -= /client/proc/check_ai_laws
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verbs -= /client/proc/cmd_debug_mob_lists
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verbs -= /client/proc/one_click_antag
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return
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@@ -0,0 +1,452 @@
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client/proc/one_click_antag()
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set name = "Create Antagonist"
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set desc = "Auto-create an antagonist of your choice"
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set category = "Admin"
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if(holder)
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holder.one_click_antag()
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return
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/obj/admins/proc/one_click_antag()
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var/dat = {"<B>One-click Antagonist</B><br>
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<a href='?src=\ref[src];makeAntag=1'>Make Tratiors</a><br>
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<a href='?src=\ref[src];makeAntag=2'>Make Changlings</a><br>
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<a href='?src=\ref[src];makeAntag=3'>Make Revs</a><br>
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<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
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<a href='?src=\ref[src];makeAntag=5'>Make Malf AI</a><br>
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<a href='?src=\ref[src];makeAntag=6'>Make Wizard (Requires Ghosts)</a><br>
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"}
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/* These dont work just yet
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Ninja, aliens and deathsquad I have not looked into yet
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Nuke team is getting a null mob returned from makebody() (runtime error: null.mind. Line 272)
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<a href='?src=\ref[src];makeAntag=7'>Make Nuke Team (Requires Ghosts)</a><br>
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<a href='?src=\ref[src];makeAntag=8'>Make Space Ninja (Requires Ghosts)</a><br>
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<a href='?src=\ref[src];makeAntag=9'>Make Aliens (Requires Ghosts)</a><br>
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<a href='?src=\ref[src];makeAntag=10'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br>
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"}
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*/
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usr << browse(dat, "window=oneclickantag;size=400x400")
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return
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/obj/admins/proc/makeMalfAImode()
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var/list/mob/living/silicon/AIs = list()
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var/mob/living/silicon/malfAI = null
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var/datum/mind/themind = null
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for(var/mob/living/silicon/ai/ai in player_list)
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if(ai.client)
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AIs += ai
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if(AIs.len)
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malfAI = pick(AIs)
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if(malfAI)
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themind = malfAI.mind
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themind.make_AI_Malf()
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return 1
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return 0
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/obj/admins/proc/makeTratiors()
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var/datum/game_mode/traitor/temp = new
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if(config.protect_roles_from_antagonist)
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temp.restricted_jobs += temp.protected_jobs
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var/list/mob/living/carbon/human/candidates = list()
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var/mob/living/carbon/human/H = null
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for(var/mob/living/carbon/human/applicant in player_list)
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var/datum/preferences/preferences = new
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if(!applicant.stat)
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if(applicant.mind)
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if (!applicant.mind.special_role)
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if(!jobban_isbanned(applicant, "traitor") && !jobban_isbanned(applicant, "Syndicate"))
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if(!(applicant.job in temp.restricted_jobs))
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if(applicant.client)
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if(preferences.savefile_load(applicant, 0))
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if(preferences.be_special & BE_TRAITOR)
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candidates += applicant
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if(candidates.len)
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var/numTratiors = min(candidates.len, 3)
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for(var/i = 0, i<numTratiors, i++)
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H = pick(candidates)
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H.mind.make_Tratior()
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candidates.Remove(H)
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return 1
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return 0
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/obj/admins/proc/makeChanglings()
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var/datum/game_mode/changeling/temp = new
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if(config.protect_roles_from_antagonist)
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temp.restricted_jobs += temp.protected_jobs
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var/list/mob/living/carbon/human/candidates = list()
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var/mob/living/carbon/human/H = null
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for(var/mob/living/carbon/human/applicant in player_list)
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var/datum/preferences/preferences = new
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if(!applicant.stat)
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if(applicant.mind)
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if (!applicant.mind.special_role)
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if(!jobban_isbanned(applicant, "changeling") && !jobban_isbanned(applicant, "Syndicate"))
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if(!(applicant.job in temp.restricted_jobs))
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if(applicant.client)
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if(preferences.savefile_load(applicant, 0))
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if(preferences.be_special & BE_CHANGELING)
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candidates += applicant
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if(candidates.len)
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var/numChanglings = min(candidates.len, 3)
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for(var/i = 0, i<numChanglings, i++)
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H = pick(candidates)
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H.mind.make_Changling()
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candidates.Remove(H)
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return 1
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return 0
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/obj/admins/proc/makeRevs()
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var/datum/game_mode/revolution/temp = new
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if(config.protect_roles_from_antagonist)
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temp.restricted_jobs += temp.protected_jobs
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var/list/mob/living/carbon/human/candidates = list()
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var/mob/living/carbon/human/H = null
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for(var/mob/living/carbon/human/applicant in player_list)
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var/datum/preferences/preferences = new
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if(!applicant.stat)
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if(applicant.mind)
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if (!applicant.mind.special_role)
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if(!jobban_isbanned(applicant, "revolutionary") && !jobban_isbanned(applicant, "Syndicate"))
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if(!(applicant.job in temp.restricted_jobs))
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if(applicant.client)
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if(preferences.savefile_load(applicant, 0))
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if(preferences.be_special & BE_REV)
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candidates += applicant
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if(candidates.len)
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var/numRevs = min(candidates.len, 3)
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for(var/i = 0, i<numRevs, i++)
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H = pick(candidates)
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H.mind.make_Rev()
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candidates.Remove(H)
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return 1
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return 0
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/obj/admins/proc/makeWizard()
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var/list/mob/dead/observer/candidates = list()
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var/mob/dead/observer/theghost = null
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var/time_passed = world.time
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for(var/mob/dead/observer/G in player_list)
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if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
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spawn(0)
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switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
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if("Yes")
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if((world.time-time_passed)>300)//If more than 30 game seconds passed.
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return
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candidates += G
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if("No")
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return
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else
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return
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sleep(300)
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if(candidates.len)
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shuffle(candidates)
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for(var/mob/i in candidates)
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if(!i || !i.client) continue //Dont bother removing them from the list since we only grab one wizard
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theghost = i
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break
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if(theghost)
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var/mob/living/carbon/human/new_character=makeBody(theghost)
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new_character.mind.make_Wizard()
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return 1
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return 0
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/obj/admins/proc/makeCult()
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var/datum/game_mode/cult/temp = new
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if(config.protect_roles_from_antagonist)
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temp.restricted_jobs += temp.protected_jobs
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var/list/mob/living/carbon/human/candidates = list()
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var/mob/living/carbon/human/H = null
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for(var/mob/living/carbon/human/applicant in player_list)
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var/datum/preferences/preferences = new
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if(!applicant.stat)
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if(applicant.mind)
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if (!applicant.mind.special_role)
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if(!jobban_isbanned(applicant, "cultist") && !jobban_isbanned(applicant, "Syndicate"))
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if(!(applicant.job in temp.restricted_jobs))
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if(applicant.client)
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if(preferences.savefile_load(applicant, 0))
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if(preferences.be_special & BE_CULTIST)
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candidates += applicant
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if(candidates.len)
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var/numCultists = min(candidates.len, 4)
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for(var/i = 0, i<numCultists, i++)
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H = pick(candidates)
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H.mind.make_Cultist()
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candidates.Remove(H)
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temp.grant_runeword(H)
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return 1
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return 0
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/obj/admins/proc/makeNukeTeam()
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var/list/mob/dead/observer/candidates = list()
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var/mob/dead/observer/theghost = null
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var/time_passed = world.time
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for(var/mob/dead/observer/G in player_list)
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if(!jobban_isbanned(G, "operative") && !jobban_isbanned(G, "Syndicate"))
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spawn(0)
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switch(alert(G,"Do you wish to be considered for a nuke team being sent in?","Please answer in 30 seconds!","Yes","No"))
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if("Yes")
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if((world.time-time_passed)>300)//If more than 30 game seconds passed.
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return
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candidates += G
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if("No")
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return
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else
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return
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sleep(300)
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if(candidates.len)
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var/numagents = 5
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var/agentcount = 0
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syndicate_begin()
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for(var/i = 0, i<numagents,i++)
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shuffle(candidates) //More shuffles means more randoms
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for(var/mob/j in candidates)
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if(!j || !j.client)
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candidates.Remove(j)
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continue
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theghost = candidates
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candidates.Remove(theghost)
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var/mob/living/carbon/human/new_character=makeBody(theghost)
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new_character.mind.make_Nuke()
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agentcount++
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if(agentcount < 1)
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return 0
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var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
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var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
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var/nuke_code = "[rand(10000, 99999)]"
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if(nuke_spawn)
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var/obj/item/weapon/paper/P = new
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P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
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P.name = "nuclear bomb code and instructions"
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P.loc = nuke_spawn.loc
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if(closet_spawn)
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new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
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for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
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if (A.name == "Syndicate-Gear-Closet")
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new /obj/structure/closet/syndicate/personal(A.loc)
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del(A)
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continue
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if (A.name == "Syndicate-Bomb")
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new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
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del(A)
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continue
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for(var/datum/mind/synd_mind in ticker.mode.syndicates)
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if(synd_mind.current)
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if(synd_mind.current.client)
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for(var/image/I in synd_mind.current.client.images)
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if(I.icon_state == "synd")
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del(I)
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for(var/datum/mind/synd_mind in ticker.mode.syndicates)
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if(synd_mind.current)
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if(synd_mind.current.client)
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for(var/datum/mind/synd_mind_1 in ticker.mode.syndicates)
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if(synd_mind_1.current)
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var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
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synd_mind.current.client.images += I
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for (var/obj/machinery/nuclearbomb/bomb in world)
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bomb.r_code = nuke_code // All the nukes are set to this code.
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return 1
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|
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|
||||
|
||||
|
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/obj/admins/proc/makeAliens()
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alien_infestation(3)
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return 1
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/obj/admins/proc/makeSpaceNinja()
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space_ninja_arrival()
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return 1
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/obj/admins/proc/makeDeathsquad()
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var/list/mob/dead/observer/candidates = list()
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var/mob/dead/observer/theghost = null
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var/time_passed = world.time
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var/input = "Purify the station."
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if(prob(10))
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input = "Save Runtime and any other cute things on the station."
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var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
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//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
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for(var/mob/dead/observer/G in player_list)
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spawn(0)
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switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
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if("Yes")
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if((world.time-time_passed)>300)//If more than 30 game seconds passed.
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return
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candidates += G
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if("No")
|
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return
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else
|
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return
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sleep(300)
|
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|
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for(var/mob/dead/observer/G in candidates)
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if(!G.key)
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candidates.Remove(G)
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|
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if(candidates.len)
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var/numagents = 6
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//Spawns commandos and equips them.
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for (var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
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if(numagents<=0)
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break
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if (L.name == "Syndicate-Commando")
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syndicate_leader_selected = numagents == 1?1:0
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var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
|
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|
||||
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while((!theghost || !theghost.client) && candidates.len)
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theghost = pick(candidates)
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candidates.Remove(theghost)
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|
||||
if(!theghost)
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||||
del(new_syndicate_commando)
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||||
break
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||||
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||||
new_syndicate_commando.key = theghost.key
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||||
new_syndicate_commando.internal = new_syndicate_commando.s_store
|
||||
new_syndicate_commando.internals.icon_state = "internal1"
|
||||
|
||||
//So they don't forget their code or mission.
|
||||
|
||||
|
||||
new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>"
|
||||
|
||||
numagents--
|
||||
if(numagents >= 6)
|
||||
return 0
|
||||
|
||||
for (var/obj/effect/landmark/L in /area/shuttle/syndicate_elite)
|
||||
if (L.name == "Syndicate-Commando-Bomb")
|
||||
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/obj/admins/proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
|
||||
if(!G_found || !G_found.key) return
|
||||
|
||||
//First we spawn a dude.
|
||||
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
|
||||
|
||||
new_character.gender = pick(MALE,FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()
|
||||
A.randomize_appearance_for(new_character)
|
||||
if(new_character.gender == MALE)
|
||||
new_character.real_name = "[pick(first_names_male)] [pick(last_names)]"
|
||||
else
|
||||
new_character.real_name = "[pick(first_names_female)] [pick(last_names)]"
|
||||
new_character.name = new_character.real_name
|
||||
new_character.age = rand(17,45)
|
||||
|
||||
new_character.dna.ready_dna(new_character)
|
||||
new_character.key = G_found.key
|
||||
|
||||
return new_character
|
||||
|
||||
/obj/admins/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
|
||||
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
|
||||
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
|
||||
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
|
||||
var/syndicate_commando_name = pick(last_names)
|
||||
|
||||
new_syndicate_commando.gender = pick(MALE, FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()//Randomize appearance for the commando.
|
||||
A.randomize_appearance_for(new_syndicate_commando)
|
||||
|
||||
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
|
||||
new_syndicate_commando.name = new_syndicate_commando.real_name
|
||||
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
|
||||
|
||||
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
|
||||
|
||||
//Creates mind stuff.
|
||||
new_syndicate_commando.mind_initialize()
|
||||
new_syndicate_commando.mind.assigned_role = "MODE"
|
||||
new_syndicate_commando.mind.special_role = "Syndicate Commando"
|
||||
|
||||
//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
ticker.mode.traitors += new_syndicate_commando.mind
|
||||
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
|
||||
|
||||
return new_syndicate_commando
|
||||
Reference in New Issue
Block a user