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Makes mindslaves appear on the round end antagonist listing (#14224)
* traitor score screen * includes slaved by text * line break * update size of mindslave text to match traitor
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@@ -82,22 +82,10 @@
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/datum/game_mode/proc/auto_declare_completion_traitor()
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if(traitors.len)
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var/text = "<FONT size = 2><B>The traitors were:</B></FONT>"
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var/text = "<FONT size = 2><B>The traitors were:</B></FONT><br>"
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for(var/datum/mind/traitor in traitors)
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var/traitorwin = 1
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text += "<br>[traitor.key] was [traitor.name] ("
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if(traitor.current)
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if(traitor.current.stat == DEAD)
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text += "died"
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else
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text += "survived"
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if(traitor.current.real_name != traitor.name)
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text += " as [traitor.current.real_name]"
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else
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text += "body destroyed"
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text += ")"
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text += printplayer(traitor)
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var/TC_uses = 0
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var/uplink_true = 0
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@@ -137,6 +125,14 @@
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text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
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feedback_add_details("traitor_success","FAIL")
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if(length(SSticker.mode.implanted))
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text += "<br><br><FONT size = 2><B>The mindslaves were:</B></FONT><br>"
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for(var/datum/mind/mindslave in SSticker.mode.implanted)
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text += printplayer(mindslave)
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var/datum/mind/master_mind = SSticker.mode.implanted[mindslave]
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var/mob/living/carbon/human/master = master_mind.current
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text += " (slaved by: <b>[master]</b>)<br>"
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var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
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var/responses = jointext(GLOB.syndicate_code_response, ", ")
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