/obj/effect/mob_spawn/human/alive/ghost_bar name = "ghastly rejuvenator" mob_name = "ghost bar occupant" permanent = TRUE icon = 'icons/obj/closet.dmi' icon_state = "coffin" important_info = "Don't randomly attack people in the ghost bar, stay inside the ghost bar. You will still be able to roll for ghost roles." description = "Relax, get a beer, watch the station destroy itself and burst into flames." flavour_text = "You are a ghost bar occupant. You've gotten sick of being dead and decided to meet up with some of your fellow haunting brothers. Take a seat, grab a beer, and chat it out." assignedrole = "Ghost Bar Occupant" death_cooldown = 1 MINUTES /obj/effect/mob_spawn/human/alive/ghost_bar/create(ckey, flavour = TRUE, name, mob/user = usr) // So divorced from the normal proc it's just being overriden var/datum/character_save/save_to_load if(alert(user, "Would you like to use one of your saved characters in your character creator?",, "Yes", "No") == "Yes") var/list/our_characters_names = list() var/list/our_character_saves = list() for(var/datum/character_save/saves in user.client.prefs.character_saves) our_characters_names += saves.real_name our_character_saves += list(saves.real_name = saves) var/character_name = tgui_input_list(user, "Select a character", "Character selection", our_characters_names) if(!character_name) return if(QDELETED(user)) return save_to_load = our_character_saves[character_name] else if(QDELETED(user)) return save_to_load = new save_to_load.randomise() var/mob/living/carbon/human/H = new(get_turf(src)) save_to_load.copy_to(H) if(!H.back) equip_item(H, /obj/item/storage/backpack, SLOT_HUD_BACK) equip_item(H, /obj/item/radio/headset/deadsay, SLOT_HUD_LEFT_EAR) H.dna.species.before_equip_job(/datum/job/assistant, H) H.dna.species.remains_type = /obj/effect/decal/cleanable/ash var/obj/item/bio_chip/dust/I = new I.implant(H, null) for(var/gear in save_to_load.loadout_gear) var/datum/gear/G = GLOB.gear_datums[text2path(gear) || gear] if(G.allowed_roles) // Fix due to shitty HUD code continue if(G.slot) if(H.equip_to_slot_or_del(G.spawn_item(H), G.slot, TRUE)) to_chat(H, "Equipping you with [G.display_name]!") else H.equip_or_collect(G.spawn_item(null, save_to_load.loadout_gear[G.display_name])) if(!H.w_uniform) equip_item(H, /obj/item/clothing/under/color/random, SLOT_HUD_JUMPSUIT) if(!H.shoes) equip_item(H, /obj/item/clothing/shoes/black, SLOT_HUD_SHOES) equip_item(H, /obj/item/stack/spacecash/c100, SLOT_HUD_LEFT_STORE) var/obj/item/card/id/syndicate/our_id = equip_item(H, /obj/item/card/id/syndicate/ghost_bar, SLOT_HUD_WEAR_ID) our_id.assignment = assignedrole our_id.registered_name = H.real_name our_id.sex = capitalize(H.gender) our_id.age = H.age our_id.name = "[our_id.registered_name]'s ID Card ([our_id.assignment])" our_id.photo = get_id_photo(H) our_id.owner_uid = H.UID() our_id.owner_ckey = H.ckey H.job = assignedrole H.dna.ready_dna(H) H.mind_initialize() H.mind.assigned_role = assignedrole H.mind.special_role = assignedrole H.mind.offstation_role = TRUE ADD_TRAIT(H, TRAIT_PACIFISM, GHOST_ROLE) ADD_TRAIT(H, TRAIT_RESPAWNABLE, GHOST_ROLE) H.key = ckey H.dna.species.after_equip_job(/datum/job/assistant, H) if(isgrey(H)) var/obj/item/organ/internal/cyberimp/brain/speech_translator/implant = new implant.insert(H) log_game("[ckey] has entered the ghost bar") playsound(src, 'sound/machines/wooden_closet_open.ogg', 50) /obj/effect/mob_spawn/human/alive/ghost_bar/proc/equip_item(mob/living/carbon/human/H, path, slot) var/obj/item/I = new path(H) H.equip_or_collect(I, slot, TRUE) return I /obj/structure/ghost_bar_cryopod name = "returning sarcophagus" desc = "Returns you back to the world of the dead." icon = 'icons/obj/closet.dmi' icon_state = "coffin_open" /obj/structure/ghost_bar_cryopod/MouseDrop_T(mob/living/carbon/human/mob_to_delete, mob/living/user) if(!istype(mob_to_delete) || !istype(user) || !Adjacent(user)) return if(mob_to_delete.client) if(alert(mob_to_delete , "Would you like to return to the realm of spirits? (This will delete your current character, but you can rejoin later)",, "Yes", "No") == "No") return mob_to_delete.visible_message("[mob_to_delete.name] climbs into [src]...") playsound(src, 'sound/machines/wooden_closet_close.ogg', 50) qdel(mob_to_delete) /proc/dust_if_respawnable(mob/M) if(HAS_TRAIT_FROM(M, TRAIT_RESPAWNABLE, GHOST_ROLE)) M.dust()