Refactors Deathsquad, adds more customization to their spawning (#18135)

* a new coat of paint

* no shooting teammates on spawn for 100 damage

* datumization part 1, makes DS more OP, spacing fix

* hnng still broken but better

* breaks stuff less 99%

* mostly tgui

* oops, removes left over things from testing

* seperate tgui

* undo changes to ERT file and ERT manager

* build TGUI, front end is working

* minor fix, still broken

* this hurts me

* few small changes

* please dont fail

* mind code runs, but it doesnt work

* logging good, tgui built, will finish later

* mind code hurts, tgui should deconflict

* part one of giving up on TGUI

* 3 days of debugging, 2 lines of errors fixed

* no more unneccessary spawners

* Revert "no more unneccessary spawners"

* wow it works

* tgui, deconflict please

* a little clean up

* little more cleanup

* Sirryan addressed pt1

* Oops should commit this before the next commit

* DS isnt an option in one click antag, nuke it

* oops forgot this one small bit

* wow, simple code works

* oops, forgot to address, doesnt fix headset

* ds headset was broken long ago

* removes testing implants

* addresses requests

* get addressed code, you will be good

* few code improvements

* address moxian

* Makes deathsquad naming consistent

* this comment is true again

* a little precaution to stop AFKs

* no nuke code? no problem

* bing bam boom, more addressing

* no more runtimes I think

* clarified a few things

* gloves now show again following #18190

* Update code/game/objects/items/weapons/explosives.dm

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* okay I'm a bit stupid

* deathsquad jumpsuit desc update

* CI my beloved, have a fix

* deathsquad gets their proper icon

* Revert "deathsquad gets their proper icon"

This reverts commit a52519305b.

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
This commit is contained in:
Contrabang
2022-07-09 07:25:35 -07:00
committed by GitHub
parent e9172d3352
commit b2bdb80ec5
27 changed files with 413 additions and 381 deletions
+1 -1
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@@ -69,7 +69,7 @@
<b>Teams</b><br>
<A href='?src=[UID()];secretsfun=infiltrators_syndicate'>Send SIT - Syndicate Infiltration Team</A>&nbsp;&nbsp;
<A href='?src=[UID()];secretsfun=striketeam_syndicate'>Send in a Syndie Strike Team</A>&nbsp;&nbsp;
<BR><A href='?src=[UID()];secretsfun=striketeam'>Send in the Deathsquad</A>&nbsp;&nbsp;
<BR><A href='?src=[UID()];secretsfun=deathsquad'>Send in the Deathsquad</A>&nbsp;&nbsp;
<A href='?src=[UID()];secretsfun=gimmickteam'>Send in a Gimmick Team</A><BR>
<b>Change Security Level</b><BR>
<A href='?src=[UID()];secretsfun=securitylevel0'>Security Level - Green</A>&nbsp;&nbsp;
+2 -2
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@@ -2762,8 +2762,8 @@
spawn(0)
H.corgize()
ok = 1
if("striketeam")
if(usr.client.strike_team())
if("deathsquad")
if(usr.client.send_deathsquad())
SSblackbox.record_feedback("tally", "admin_secrets_fun_used", 1, "Send Team - Deathsquad")
if("striketeam_syndicate")
if(usr.client.syndicate_strike_team())
+207
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@@ -0,0 +1,207 @@
//Deathsquad
#define MAX_COMMANDOS 14
GLOBAL_VAR_INIT(deathsquad_sent, FALSE)
/client/proc/send_deathsquad()
var/client/proccaller = usr.client
if(!check_rights(R_EVENT))
return
if(SSticker.current_state == GAME_STATE_PREGAME)
to_chat(usr, "<span class='warning'>The round hasn't started yet!</span>")
return
if(GLOB.deathsquad_sent)
if(alert("A Deathsquad is already being sent, are you sure you want to send another?",, "Yes", "No") != "Yes")
return
else
if(alert("Do you want to send in the Deathsquad? Once enabled, this is irreversible.",, "Yes", "No") != "Yes")
return
message_admins("<span class='notice'>[key_name_admin(proccaller)] has started to spawn a DeathSquad.</span>")
log_admin("[key_name_admin(proccaller)] has started to spawn a DeathSquad.")
to_chat(proccaller, "<span class='boldwarning'>This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle or use the end round verb when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. The first one selected/spawned will be the team leader.</span>")
var/mission = sanitize(copytext(input(src, "Please specify which mission the Deathsquad shall undertake.", "Specify Mission", "",), 1, MAX_MESSAGE_LEN))
if(!mission)
if(alert("Error, no mission set. Do you want to exit the setup process?",, "Yes", "No") == "Yes")
message_admins("[key_name_admin(proccaller)] cancelled their Deathsquad.")
log_admin("[key_name(proccaller)] cancelled their Deathsquad.")
return
var/is_leader = TRUE
var/commando_number = input(src, "How many Deathsquad Commandos would you like to send? (Recommended is 6, Max is [MAX_COMMANDOS])", "Specify Commandos") as num|null
if(!commando_number)
message_admins("[key_name_admin(proccaller)] cancelled their Deathsquad.")
log_admin("[key_name(proccaller)] cancelled their Deathsquad.")
return
commando_number = clamp(commando_number, 1, MAX_COMMANDOS)
if(GLOB.deathsquad_sent)
if(alert("A Deathsquad leader has previously been sent with an unrestricted NAD, would you like to spawn another unrestricted NAD?",, "Yes", "No") != "Yes")
is_leader = FALSE
GLOB.deathsquad_sent = TRUE
message_admins("[key_name_admin(proccaller)] has sent a Deathsquad with [commando_number] commandos.")
log_admin("[key_name(proccaller)] has sent a Deathsquad with [commando_number] commandos.")
// Find the nuclear auth code
var/nuke_code
for(var/obj/machinery/nuclearbomb/N in GLOB.machines)
var/temp_code = text2num(N.r_code)
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
nuke_code = N.r_code
break
if(!nuke_code)
message_admins("No nuclear warheads have been detected, the Deathsquad will not be provided detonation codes.")
// Find ghosts willing to be Deathsquad
var/list/commando_ghosts = list()
if(alert("Would you like to custom pick your Deathsquad?",, "Yes", "No") == "Yes")
var/image/source = image('icons/obj/cardboard_cutout.dmi', "cutout_deathsquad")
commando_ghosts = pollCandidatesWithVeto(src, usr, commando_number, "Join the DeathSquad?",, 21, 60 SECONDS, TRUE, GLOB.role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE, source = source)
else
var/image/source = image('icons/obj/cardboard_cutout.dmi', "cutout_deathsquad")
commando_ghosts = SSghost_spawns.poll_candidates("Join the Deathsquad?",, GLOB.responseteam_age, 60 SECONDS, TRUE, GLOB.role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE, source = source)
if(length(commando_ghosts) > commando_number)
commando_ghosts.Cut(commando_number + 1) //cuts the ghost candidates down to the amount requested
if(!length(commando_ghosts))
message_admins("[key_name_admin(proccaller)]'s Deathsquad had no volunteers and was cancelled.")
log_admin("[key_name(proccaller)]'s Deathsquad had no volunteers and was cancelled.")
to_chat(src, "<span class='userdanger'>Nobody volunteered to join the DeathSquad.</span>")
return
// Spawns commandos and equips them.
for(var/obj/effect/landmark/spawner/ds/L in GLOB.landmarks_list) //Despite obj/effect/landmark/spawner/ds being in the exact same location and doing the exact same thing as obj/effect/landmark/spawner/ert, switching them breaks it?
if(commando_number == 0)
break
if(!length(commando_ghosts))
break
var/mob/ghost_mob = pick(commando_ghosts)
commando_ghosts -= ghost_mob
if(!ghost_mob || !ghost_mob.key || !ghost_mob.client)
continue
var/dstype
if(is_leader)
dstype = input_async(ghost_mob, "Select Deathsquad Type (10 seconds):", list("Organic", "Cyborg"))
else
to_chat(ghost_mob.client, "<span class='boldwarning'>You have been chosen to lead the Deathsquad. Please stand by.</span>" )
addtimer(CALLBACK(src, .proc/deathsquad_spawn, ghost_mob, is_leader, dstype, L, nuke_code, mission), 10 SECONDS) // This may fail if the user switches mobs during it, this is because input_async is only for mobs not clients
is_leader = FALSE
commando_number--
//Spawns instruction manuals for DS
for(var/obj/effect/landmark/spawner/commando_manual/L in GLOB.landmarks_list)
var/obj/item/paper/P = new(L.loc)
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br><br> Your mission objective will be relayed to you by Central Command through your headsets or in person.<br>If deemed appropriate, Central Command will also allow members of your team to use mechs for the mission. You will find the mech storage due East of your position. </p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk, and all commandos have pinpointer for locating it. You may easily recognize them by their rank: <b>Lieutenant, Captain, or Major</b>. The nuclear device itself will be present somewhere on your destination.<hr></p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Enter the nuclear authorization code: ([nuke_code]).<br>#5 Enter your desired time until activation.<br>#6 Disable the Safety.<br>#6 Arm the device.<br>You now have activated the device and it will begin counting down to detonation. Remove the Nuclear Authorization Disk and either head back to your shuttle or stay around until the Nuclear Device detonates, depending on your orders from Central Command.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
P.name = "Special Operations Manual"
P.update_icon()
var/obj/item/stamp/centcom/stamp = new
P.stamp(stamp)
qdel(stamp)
message_admins("<span class='notice'>[key_name_admin(proccaller)] has spawned a DeathSquad.</span>")
log_admin("[key_name(proccaller)] used Spawn Death Squad.")
return TRUE
/client/proc/deathsquad_spawn(mob/ghost_mob, is_leader = FALSE, datum/async_input/new_dstype_input, obj/L, nuke_code, mission)
var/new_dstype
if(new_dstype_input)
new_dstype_input.close()
new_dstype = new_dstype_input.result
if(!new_dstype_input) // didn't receive any response, or didn't ask them in the first place
new_dstype = "Organic"
var/use_ds_borg = FALSE
if(new_dstype == "Cyborg")
use_ds_borg = TRUE
if(!ghost_mob || !ghost_mob.key || !ghost_mob.client) // Doublechecking after async request
return
if(use_ds_borg)
var/mob/living/silicon/robot/deathsquad/R = new(get_turf(L))
var/rnum = rand(1, 1000)
var/borgname = "Epsilon [rnum]"
R.name = borgname
R.custom_name = borgname
R.real_name = R.name
R.mind = new
R.mind.current = R
R.mind.set_original_mob(R)
R.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
R.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
R.mind.offstation_role = TRUE
if(!(R.mind in SSticker.minds))
SSticker.minds += R.mind
SSticker.mode.traitors += R.mind
R.key = ghost_mob.key
if(nuke_code)
R.mind.store_memory("<b>Nuke Code:</b> <span class='warning'>[nuke_code].</span>")
R.mind.store_memory("<b>Mission:</b> <span class='warning'>[mission].</span>")
to_chat(R, "<span class='userdanger'>You are a Deathsquad cyborg, in the service of Central Command. \nYour current mission is: <span class='danger'>[mission]</span></span>")
else
var/mob/living/carbon/human/new_commando = create_deathsquad_commando(L, is_leader)
new_commando.mind.key = ghost_mob.key
new_commando.key = ghost_mob.key
new_commando.update_action_buttons_icon()
if(nuke_code)
new_commando.mind.store_memory("<b>Nuke Code:</b> <span class='warning'>[nuke_code].</span>")
new_commando.mind.store_memory("<b>Mission:</b> <span class='warning'>[mission].</span>")
to_chat(new_commando, "<span class='userdanger'>You are a Deathsquad [is_leader ? "<b>TEAM LEADER</b>" : "commando"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: <span class='danger'>[mission]</span></span>")
/client/proc/create_deathsquad_commando(obj/spawn_location, is_leader = FALSE)
var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/commando_name = pick(GLOB.deathsquad_names)
var/obj/item/organ/external/head/head_organ = new_commando.get_organ("head") // This appearance code is brought to you by ert.dm, basically the same code. If you change something here change somethere there too.
if(is_leader)
new_commando.age = rand(35, 45)
new_commando.real_name = "[commando_leader_rank] [commando_name]"
else
new_commando.real_name = "[commando_name]"
if(prob(50))
new_commando.change_gender(MALE)
else
new_commando.change_gender(FEMALE)
// All of this code down here too is also from ert.dm, I'm lazy don't blame me
new_commando.set_species(/datum/species/human, TRUE)
new_commando.dna.ready_dna(new_commando)
new_commando.cleanSE() //No fat/blind/colourblind/epileptic/whatever Deathsquad.
new_commando.overeatduration = 0
var/hair_c = pick("#8B4513","#000000","#FF4500","#FFD700") // Brown, black, red, blonde
var/eye_c = pick("#000000","#8B4513","1E90FF") // Black, brown, blue
var/skin_tone = rand(-120, 20) // A range of skin colors (This doesn't work, result is always pale white)
head_organ.facial_colour = hair_c
head_organ.sec_facial_colour = hair_c
head_organ.hair_colour = hair_c
head_organ.sec_hair_colour = hair_c
new_commando.change_eye_color(eye_c)
new_commando.s_tone = skin_tone
head_organ.h_style = random_hair_style(new_commando.gender, head_organ.dna.species.name)
head_organ.f_style = random_facial_hair_style(new_commando.gender, head_organ.dna.species.name)
new_commando.regenerate_icons()
new_commando.update_body()
new_commando.update_dna()
//Creates mind stuff.
new_commando.mind_initialize()
new_commando.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
new_commando.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
new_commando.mind.offstation_role = TRUE
SSticker.mode.traitors |= new_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
new_commando.equip_deathsquad_commando(is_leader)
return new_commando
/mob/living/carbon/human/proc/equip_deathsquad_commando(is_leader = FALSE)
if(is_leader)
equipOutfit(/datum/outfit/admin/deathsquad_commando/leader)
else
equipOutfit(/datum/outfit/admin/deathsquad_commando)
@@ -297,76 +297,6 @@
return 1
*/
/datum/admins/proc/makeDeathsquad()
var/list/mob/candidates = list()
var/mob/theghost = null
var/time_passed = world.time
var/input = "Purify the station."
if(prob(10))
input = "Save Runtime and any other cute things on the station."
var/antnum = input(owner, "How many deathsquad members you want to create? Enter 0 to cancel.","Amount:", 0) as num
if(!antnum || antnum <= 0)
return
log_admin("[key_name(owner)] tried making a [antnum] person Death Squad with One-Click-Antag")
message_admins("[key_name_admin(owner)] tried making a [antnum] person Death Squad with One-Click-Antag")
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/G in GLOB.respawnable_list)
if(!jobban_isbanned(G, ROLE_SYNDICATE))
spawn(0)
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"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
else
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.key)
candidates.Remove(G)
if(candidates.len)
//Spawns commandos and equips them.
for(var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
if(antnum <= 0)
break
if(L.name == "Syndicate-Commando")
syndicate_leader_selected = antnum == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
qdel(new_syndicate_commando)
break
new_syndicate_commando.key = theghost.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.update_action_buttons_icon()
//So they don't forget their code or mission.
to_chat(new_syndicate_commando, "<span class='notice'>You are an Elite Syndicate. [!syndicate_leader_selected ? "commando" : "<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: <span class='danger'>[input]</span></span>")
antnum--
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
/proc/makeBody(mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found || !G_found.key) return
+2 -3
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@@ -465,9 +465,8 @@ Traitors and the like can also be revived with the previous role mostly intact.
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
new_character.internal = new_character.s_store
if("Deathsquad Commando")//Leaves them at late-join spawn.
new_character.equip_deathsquad_commando()
new_character.update_action_buttons_icon()
else//They may also be a cyborg or AI.
switch(new_character.mind.assigned_role)
-204
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@@ -1,204 +0,0 @@
//STRIKE TEAMS
#define COMMANDOS_POSSIBLE 6 //if more Commandos are needed in the future
GLOBAL_VAR_INIT(sent_strike_team, 0)
/client/proc/strike_team()
if(!SSticker)
to_chat(usr, "<span class='userdanger'>The game hasn't started yet!</span>")
return
if(GLOB.sent_strike_team == 1)
to_chat(usr, "<span class='userdanger'>CentComm is already sending a team.</span>")
return
if(alert("Do you want to send in the CentComm death squad? Once enabled, this is irreversible.",,"Yes","No")!="Yes")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. The first one selected/spawned will be the team leader.")
message_admins("<span class='notice'>[key_name_admin(usr)] has started to spawn a CentComm DeathSquad.</span>", 1)
var/input = null
while(!input)
input = sanitize(copytext(input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", ""),1,MAX_MESSAGE_LEN))
if(!input)
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
return
if(GLOB.sent_strike_team)
to_chat(usr, "Looks like someone beat you to it.")
return
// Find the nuclear auth code
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in GLOB.machines)
temp_code = text2num(N.r_code)
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
nuke_code = N.r_code
break
// Find ghosts willing to be DS
var/image/source = image('icons/obj/cardboard_cutout.dmi', "cutout_deathsquad")
var/list/commando_ghosts = pollCandidatesWithVeto(src, usr, COMMANDOS_POSSIBLE, "Join the DeathSquad?",, 21, 60 SECONDS, TRUE, GLOB.role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE, source = source)
if(!length(commando_ghosts))
to_chat(usr, "<span class='userdanger'>Nobody volunteered to join the DeathSquad.</span>")
return
GLOB.sent_strike_team = 1
// Spawns commandos and equips them.
var/commando_number = COMMANDOS_POSSIBLE //for selecting a leader
var/is_leader = TRUE // set to FALSE after leader is spawned
for(var/obj/effect/landmark/spawner/ds/L in GLOB.landmarks_list)
if(!commando_number)
break
if(!length(commando_ghosts))
break
var/use_ds_borg = FALSE
var/mob/ghost_mob = pick(commando_ghosts)
commando_ghosts -= ghost_mob
if(!ghost_mob || !ghost_mob.key || !ghost_mob.client)
continue
if(!is_leader)
var/new_dstype = alert(ghost_mob.client, "Select Deathsquad Type.", "DS Character Generation", "Organic", "Cyborg")
if(new_dstype == "Cyborg")
use_ds_borg = TRUE
if(!ghost_mob || !ghost_mob.key || !ghost_mob.client) // Have to re-check this due to the above alert() call
continue
if(use_ds_borg)
var/mob/living/silicon/robot/deathsquad/R = new(get_turf(L))
var/rnum = rand(1, 1000)
var/borgname = "Epsilon [rnum]"
R.name = borgname
R.custom_name = borgname
R.real_name = R.name
R.mind = new
R.mind.current = R
R.mind.set_original_mob(R)
R.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
R.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
R.mind.offstation_role = TRUE
if(!(R.mind in SSticker.minds))
SSticker.minds += R.mind
SSticker.mode.traitors += R.mind
R.key = ghost_mob.key
if(nuke_code)
R.mind.store_memory("<B>Nuke Code:</B> <span class='warning'>[nuke_code].</span>")
R.mind.store_memory("<B>Mission:</B> <span class='warning'>[input].</span>")
to_chat(R, "<span class='userdanger'>You are a Special Operations cyborg, in the service of Central Command. \nYour current mission is: <span class='danger'>[input]</span></span>")
else
var/mob/living/carbon/human/new_commando = create_death_commando(L, is_leader)
new_commando.mind.key = ghost_mob.key
new_commando.key = ghost_mob.key
new_commando.internal = new_commando.s_store
new_commando.update_action_buttons_icon()
if(nuke_code)
new_commando.mind.store_memory("<B>Nuke Code:</B> <span class='warning'>[nuke_code].</span>")
new_commando.mind.store_memory("<B>Mission:</B> <span class='warning'>[input].</span>")
to_chat(new_commando, "<span class='userdanger'>You are a Special Ops [is_leader ? "<B>TEAM LEADER</B>" : "commando"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: <span class='danger'>[input]</span></span>")
is_leader = FALSE
commando_number--
//Spawns the rest of the commando gear.
for(var/obj/effect/landmark/spawner/commando_manual/L in GLOB.landmarks_list)
//new /obj/item/gun/energy/pulse_rifle(L.loc)
var/obj/item/paper/P = new(L.loc)
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
P.name = "Spec. Ops Manual"
P.icon = "pamphlet-ds"
var/obj/item/stamp/centcom/stamp = new
P.stamp(stamp)
qdel(stamp)
for(var/thing in GLOB.landmarks_list)
var/obj/effect/landmark/L = thing
if(L.name == "Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
qdel(L)
message_admins("<span class='notice'>[key_name_admin(usr)] has spawned a CentComm DeathSquad.</span>", 1)
log_admin("[key_name(usr)] used Spawn Death Squad.")
return 1
/client/proc/create_death_commando(obj/spawn_location, is_leader = FALSE)
var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/commando_name = pick(GLOB.commando_names)
var/datum/character_save/S = new //Randomize appearance for the commando.
S.randomise()
if(is_leader)
S.age = rand(35, 45)
S.real_name = "[commando_leader_rank] [commando_name]"
else
S.real_name = "[commando_name]"
S.copy_to(new_commando)
new_commando.dna.ready_dna(new_commando)//Creates DNA.
//Creates mind stuff.
new_commando.mind_initialize()
new_commando.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
new_commando.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
SSticker.mode.traitors |= new_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
new_commando.equip_death_commando(is_leader)
return new_commando
/mob/living/carbon/human/proc/equip_death_commando(is_leader = FALSE)
var/obj/item/radio/R = new /obj/item/radio/headset/alt(src)
R.set_frequency(DTH_FREQ)
R.requires_tcomms = FALSE
R.instant = TRUE
R.freqlock = TRUE
equip_to_slot_or_del(R, slot_l_ear)
if(is_leader)
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
else
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/deathsquad(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/storage/box(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_box/a357(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/flashlight(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/pinpointer(src), slot_in_backpack)
if(is_leader)
equip_to_slot_or_del(new /obj/item/disk/nuclear/unrestricted(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/grenade/plastic/c4/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/internals/emergency_oxygen/double(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/revolver/mateba(src), slot_belt)
equip_to_slot_or_del(new /obj/item/gun/energy/pulse(src), slot_r_hand)
var/obj/item/implant/mindshield/L = new/obj/item/implant/mindshield(src)
L.implant(src)
var/obj/item/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "deathsquad"
W.assignment = "Death Commando"
W.access = get_centcom_access(W.assignment)
W.registered_name = real_name
equip_to_slot_or_del(W, slot_wear_id)
return 1