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https://github.com/ParadiseSS13/Paradise.git
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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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@@ -468,7 +468,7 @@
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dat += "<tr><td><i>Head not found!</i></td></tr>"
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dat += "</table>"
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if(istype(ticker.mode, /datum/game_mode/blob))
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if(GAMEMODE_IS_BLOB)
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var/datum/game_mode/blob/mode = ticker.mode
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dat += "<br><table cellspacing=5><tr><td><B>Blob</B></td><td></td><td></td></tr>"
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dat += "<tr><td><i>Progress: [blobs.len]/[mode.blobwincount]</i></td></tr>"
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@@ -2374,7 +2374,7 @@
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if(is_special_character(H)) continue
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//traitorize(H, objective, 0)
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ticker.mode.traitors += H.mind
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H.mind.special_role = "traitor"
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H.mind.special_role = SPECIAL_ROLE_TRAITOR
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var/datum/objective/new_objective = new
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new_objective.owner = H
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new_objective.explanation_text = objective
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@@ -2384,7 +2384,7 @@
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ticker.mode.finalize_traitor(H.mind)
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for(var/mob/living/silicon/A in player_list)
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ticker.mode.traitors += A.mind
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A.mind.special_role = "traitor"
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A.mind.special_role = SPECIAL_ROLE_TRAITOR
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var/datum/objective/new_objective = new
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new_objective.owner = A
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new_objective.explanation_text = objective
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@@ -92,7 +92,7 @@ var/global/sent_honksquad = 0
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//Creates mind stuff.
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new_honksquad.mind_initialize()
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new_honksquad.mind.assigned_role = "MODE"
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new_honksquad.mind.special_role = "HONKsquad"
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new_honksquad.mind.special_role = SPECIAL_ROLE_HONKSQUAD
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ticker.mode.traitors |= new_honksquad.mind//Adds them to current traitor list. Which is really the extra antagonist list.
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new_honksquad.equip_honksquad(honk_leader_selected)
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return new_honksquad
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@@ -426,7 +426,7 @@ client/proc/one_click_antag()
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//Creates mind stuff.
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new_syndicate_commando.mind_initialize()
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new_syndicate_commando.mind.assigned_role = "MODE"
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new_syndicate_commando.mind.special_role = "Syndicate Commando"
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new_syndicate_commando.mind.special_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
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//Adds them to current traitor list. Which is really the extra antagonist list.
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ticker.mode.traitors += new_syndicate_commando.mind
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@@ -15,7 +15,7 @@
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A.copy_to(H)
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ticker.mode.traitors += H.mind
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H.mind.special_role = "traitor"
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H.mind.special_role = SPECIAL_ROLE_TRAITOR
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = H.mind
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@@ -115,7 +115,7 @@ var/global/sent_strike_team = 0
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//Creates mind stuff.
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new_commando.mind_initialize()
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new_commando.mind.assigned_role = "MODE"
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new_commando.mind.special_role = "Death Commando"
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new_commando.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
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ticker.mode.traitors |= new_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
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new_commando.equip_death_commando(leader_selected)
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return new_commando
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@@ -118,7 +118,7 @@ var/global/sent_syndicate_strike_team = 0
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//Creates mind stuff.
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new_syndicate_commando.mind_initialize()
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new_syndicate_commando.mind.assigned_role = "MODE"
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new_syndicate_commando.mind.special_role = "Syndicate Commando"
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new_syndicate_commando.mind.special_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD
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ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
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new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
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qdel(spawn_location)
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@@ -59,21 +59,6 @@ var/global/vox_tick = 1
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W.registered_user = src
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equip_to_slot_or_del(W, slot_wear_id)
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/*
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var/obj/item/weapon/implant/cortical/I = new(src)
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I.imp_in = src
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I.implanted = 1
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if(ticker.mode && ( istype(ticker.mode,/datum/game_mode/vox/heist) ) )
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var/datum/game_mode/vox/heist/M = ticker.mode
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M.cortical_stacks += I
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M.raiders[mind] = I
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else if(ticker.mode && ( istype(ticker.mode,/datum/game_mode/vox/trade) ) )
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var/datum/game_mode/vox/trade/M = ticker.mode
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M.cortical_stacks += I
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M.traders[mind] = I
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*/
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vox_tick++
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if(vox_tick > 4) vox_tick = 1
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