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special_role/objective refactor
Refactored most instances of special_role setting/checking to use new SPECIAL_ROLE_X defines in code/__DEFINES/gamemode.dm Removed relative pathing from objective.dm and split large if statements into multiple, plus a bunch of styling fixes Refactored every instance of `istype(ticker.mode` into a GAMEMODE_IS_X define in code/__DEFINES/gamemode.dm. Done primarily for when someone gets around to making gamemode code less AWFUL
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@@ -91,7 +91,7 @@
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/obj/effect/blob/core/proc/create_overmind(var/client/new_overmind, var/override_delay)
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if(overmind_get_delay > world.time && !override_delay)
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return
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overmind_get_delay = world.time + 3000 // 5 minutes
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if(overmind)
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@@ -99,7 +99,7 @@
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var/mob/C = null
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var/list/candidates = list()
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spawn()
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if(!new_overmind)
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candidates = pollCandidates("Do you want to play as a blob?", ROLE_BLOB, 1)
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@@ -115,7 +115,7 @@
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src.overmind = B
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color = overmind.blob_reagent_datum.color
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if(B.mind && !B.mind.special_role)
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B.mind.special_role = "Blob Overmind"
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B.mind.special_role = SPECIAL_ROLE_BLOB_OVERMIND
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spawn(0)
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if(is_offspring)
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B.verbs -= /mob/camera/blob/verb/split_consciousness
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