diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm index 05b1a04ea96..a0d31937c7b 100644 --- a/code/game/gamemodes/gameticker.dm +++ b/code/game/gamemodes/gameticker.dm @@ -227,6 +227,12 @@ var/global/datum/controller/gameticker/ticker statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE votetimer() + + for(var/mob/M in mob_list) + if(istype(M,/mob/new_player)) + var/mob/new_player/N = M + N.new_player_panel_proc() + return 1 /datum/controller/gameticker diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index a68d5bc80f9..471aed1d7f2 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -24,9 +24,7 @@ proc/new_player_panel_proc() - var/output = "
New Player Options" - output +="
" - output += "

Setup Character

" + var/output = "

Setup Character

" if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) if(!ready) output += "

Declare Ready

" @@ -57,9 +55,9 @@ else output += "

Show Player Polls

" - output += "
" + output += "" - var/datum/browser/popup = new(src, "playersetup", "
New Player Options
", 210, 240) + var/datum/browser/popup = new(src, "playersetup", "
New Player Options
", 220, 290) popup.set_window_options("can_close=0") popup.set_content(output) popup.open(0) @@ -105,6 +103,7 @@ if(href_list["ready"]) ready = !ready + new_player_panel_proc() if(href_list["refresh"]) src << browse(null, "window=playersetup") //closes the player setup window @@ -115,7 +114,7 @@ if(alert(src,"Are you sure you wish to observe? You will have to wait 30 minutes before being able to respawn!","Player Setup","Yes","No") == "Yes") if(!client) return 1 var/mob/dead/observer/observer = new() - + src << browse(null, "window=playersetup") spawning = 1 src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo @@ -309,7 +308,7 @@ EquipRacialItems(character) character = job_master.EquipRank(character, rank, 1) //equips the human EquipCustomItems(character) - + // AIs don't need a spawnpoint, they must spawn at an empty core if(character.mind.assigned_role == "AI") @@ -346,7 +345,7 @@ else character.loc = pick(latejoin) join_message = "has arrived on the station" - + character.lastarea = get_area(loc) // Moving wheelchair if they have one if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair)) @@ -398,12 +397,12 @@ if(character.mind) if((character.mind.special_role != "MODE")) var/arrivalmessage = "A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"]." - announcer.say(";[arrivalmessage]") + announcer.say(";[arrivalmessage]") else if(character.mind) if((character.mind.special_role != "MODE")) // can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc. - global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") + global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") proc/LateChoices() var/mills = world.time // 1/10 of a second, not real milliseconds but whatever @@ -444,9 +443,9 @@ proc/create_character() spawning = 1 close_spawn_windows() - + var/mob/living/carbon/human/new_character - + var/datum/species/chosen_species if(client.prefs.species) chosen_species = all_species[client.prefs.species] @@ -454,10 +453,10 @@ // Have to recheck admin due to no usr at roundstart. Latejoins are fine though. if(is_species_whitelisted(chosen_species) || has_admin_rights()) new_character = new(loc, client.prefs.species) - + if(!new_character) new_character = new(loc) - + new_character.lastarea = get_area(loc) var/datum/language/chosen_language @@ -505,9 +504,9 @@ if(client.prefs.disabilities & DISABILITY_FLAG_DEAF) new_character.dna.SetSEState(DEAFBLOCK,1,1) new_character.sdisabilities |= DEAF - + chosen_species.handle_dna(new_character) - + domutcheck(new_character) new_character.dna.UpdateSE()