Round Rejoining (#30342)

* very simple functionality test

* formatting fix

* adapt 220 code, add logging, adjust config

* fixes

* appeases review overlords

* fixes

* 25 min respawn delay, warning is more noticable

* 10 minute respawn delay, cant respawn during wiz or nukies

* more logging + logging fix

* species logging, revert accidental config change

* antag logging + formatting

* pleases review overlords again

* linters

* uses CSS for warning

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com>

* deconflicts paradise.dme?

* fixes runtime with destroyed bodies

* you cant respawn for ragin mages silly

* adds respawn button to ghost hud

* standardize new ghost button coloring

* remove you are not an admin message

* muscle memory fixer

* update hud locations

---------

Signed-off-by: Ahzpy <88119260+Ahzpy@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
Ahzpy
2025-10-11 15:37:45 +00:00
committed by GitHub
co-authored by warriorstar-orion
parent ae9e36a155
commit d2b092dad5
7 changed files with 92 additions and 9 deletions
+5 -1
View File
@@ -1,6 +1,8 @@
/mob/new_player
var/ready = FALSE
var/spawning = FALSE //Referenced when you want to delete the new_player later on in the code.
/// Has this player chosen to respawn as a new character?
var/chose_respawn = FALSE
universal_speak = TRUE
invisibility = 101
@@ -329,7 +331,9 @@
var/mob/living/character = create_character() //creates the human and transfers vars and mind
character = SSjobs.AssignRank(character, rank, TRUE) //equips the human
if(chose_respawn)
SSblackbox.record_feedback("tally", "player_respawn", 1, "[thisjob]")
log_and_message_admins("[character.ckey] has respawned as [character.real_name], \a [character.dna?.species ? character.dna.species : "Undefined species"] [rank].")
// AIs don't need a spawnpoint, they must spawn at an empty core
if(character.mind.assigned_role == "AI")
var/mob/living/silicon/ai/ai_character = character.AIize() // AIize the character, but don't move them yet