/datum/event/spawn_slaughter var/key_of_slaughter /datum/event/spawn_slaughter/proc/get_slaughter(var/end_if_fail = 0) spawn() var/list/candidates = pollCandidates("Do you want to play as a slaughter demon?", ROLE_DEMON, 1) if(!candidates.len) key_of_slaughter = null return kill() var/mob/C = pick(candidates) key_of_slaughter = C.key if(!key_of_slaughter) return kill() var/datum/mind/player_mind = new /datum/mind(key_of_slaughter) player_mind.active = 1 var/list/spawn_locs = list() for(var/obj/effect/landmark/L in landmarks_list) if(isturf(L.loc)) switch(L.name) if("revenantspawn") spawn_locs += L.loc if(!spawn_locs) //If we can't find any revenant spawns, try the carp spawns for(var/obj/effect/landmark/L in landmarks_list) if(isturf(L.loc)) switch(L.name) if("carpspawn") spawn_locs += L.loc if(!spawn_locs) //If we can't find either, just spawn the revenant at the player's location spawn_locs += get_turf(player_mind.current) if(!spawn_locs) //If we can't find THAT, then just retry return kill() var /obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(pick(spawn_locs)) var/mob/living/simple_animal/slaughter/S = new /mob/living/simple_animal/slaughter/(holder) S.holder = holder player_mind.transfer_to(S) player_mind.assigned_role = "Slaughter Demon" player_mind.special_role = "Slaughter Demon" message_admins("[key_of_slaughter] has been made into a Slaughter Demon by an event.") log_game("[key_of_slaughter] was spawned as a Slaughter Demon by an event.") return 1 /datum/event/spawn_slaughter/start() get_slaughter()