mirror of
https://github.com/ParadiseSS13/Paradise.git
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570 lines
21 KiB
Plaintext
570 lines
21 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/mob/new_player
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var/ready = 0
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var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
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var/totalPlayers = 0 //Player counts for the Lobby tab
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var/totalPlayersReady = 0
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universal_speak = 1
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invisibility = 101
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density = 0
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stat = 2
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canmove = 0
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anchored = 1 // don't get pushed around
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New()
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mob_list += src
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verb/new_player_panel()
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set src = usr
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new_player_panel_proc()
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proc/new_player_panel_proc()
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var/output = "<center><p><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME)
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if(!ready) output += "<p><a href='byond://?src=\ref[src];ready=1'>Declare Ready</A></p>"
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else output += "<p><b>You are ready</b> (<a href='byond://?src=\ref[src];ready=2'>Cancel</A>)</p>"
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else
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output += "<a href='byond://?src=\ref[src];manifest=1'>View the Crew Manifest</A><br><br>"
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output += "<p><a href='byond://?src=\ref[src];late_join=1'>Join Game!</A></p>"
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output += "<p><a href='byond://?src=\ref[src];observe=1'>Observe</A></p>"
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if(!IsGuestKey(src.key))
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establish_db_connection()
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if(dbcon.IsConnected())
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var/isadmin = 0
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if(src.client && src.client.holder)
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isadmin = 1
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var/DBQuery/query = dbcon.NewQuery("SELECT id FROM erro_poll_question WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM erro_poll_vote WHERE ckey = \"[ckey]\") AND id NOT IN (SELECT pollid FROM erro_poll_textreply WHERE ckey = \"[ckey]\")")
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query.Execute()
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var/newpoll = 0
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while(query.NextRow())
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newpoll = 1
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break
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if(newpoll)
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output += "<p><b><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
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else
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output += "<p><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A></p>"
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output += "</center>"
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var/datum/browser/popup = new(src, "playersetup", "<div align='center'>New Player Options</div>", 220, 290)
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popup.set_window_options("can_close=0")
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popup.set_content(output)
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popup.open(0)
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return
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Stat()
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if((!ticker) || ticker.current_state == GAME_STATE_PREGAME)
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statpanel("Lobby") // First tab during pre-game.
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..()
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statpanel("Status")
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if (client.statpanel == "Status" && ticker)
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if (ticker.current_state != GAME_STATE_PREGAME)
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stat(null, "Station Time: [worldtime2text()]")
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statpanel("Lobby")
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if(client.statpanel=="Lobby" && ticker)
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if(ticker.hide_mode)
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stat("Game Mode:", "Secret")
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else
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if(ticker.hide_mode == 0)
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stat("Game Mode:", "[master_mode]") // Old setting for showing the game mode
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else
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stat("Game Mode: ", "Secret")
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if((ticker.current_state == GAME_STATE_PREGAME) && going)
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stat("Time To Start:", ticker.pregame_timeleft)
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if((ticker.current_state == GAME_STATE_PREGAME) && !going)
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stat("Time To Start:", "DELAYED")
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if(ticker.current_state == GAME_STATE_PREGAME)
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stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]")
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totalPlayers = 0
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totalPlayersReady = 0
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for(var/mob/new_player/player in player_list)
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stat("[player.key]", (player.ready)?("(Playing)"):(null))
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totalPlayers++
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if(player.ready)totalPlayersReady++
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Topic(href, href_list[])
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if(!client) return 0
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if(href_list["show_preferences"])
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client.prefs.ShowChoices(src)
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return 1
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if(href_list["ready"])
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ready = !ready
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new_player_panel_proc()
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if(href_list["refresh"])
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src << browse(null, "window=playersetup") //closes the player setup window
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new_player_panel_proc()
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if(href_list["observe"])
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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")
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if(!client) return 1
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var/mob/dead/observer/observer = new()
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src << browse(null, "window=playersetup")
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spawning = 1
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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observer.started_as_observer = 1
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close_spawn_windows()
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var/obj/O = locate("landmark*Observer-Start")
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src << "\blue Now teleporting."
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observer.loc = O.loc
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observer.timeofdeath = world.time // Set the time of death so that the respawn timer works correctly.
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client.prefs.update_preview_icon(1)
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observer.icon = client.prefs.preview_icon
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observer.alpha = 127
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if(client.prefs.be_random_name)
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client.prefs.real_name = random_name(client.prefs.gender,client.prefs.species)
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observer.real_name = client.prefs.real_name
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observer.name = observer.real_name
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if(!client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed.
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observer.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing!
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observer.key = key
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respawnable_list += observer
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del(src)
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return 1
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if(href_list["late_join"])
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if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
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usr << "\red The round is either not ready, or has already finished..."
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return
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if(client.prefs.species in whitelisted_species)
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if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
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src << alert("You are currently not whitelisted to play [client.prefs.species].")
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return 0
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LateChoices()
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if(href_list["manifest"])
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ViewManifest()
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if(href_list["SelectedJob"])
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if(!enter_allowed)
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usr << "\blue There is an administrative lock on entering the game!"
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return
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if(client.prefs.species in whitelisted_species)
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if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
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src << alert("You are currently not whitelisted to play [client.prefs.species].")
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return 0
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AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint)
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return
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if(href_list["privacy_poll"])
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establish_db_connection()
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if(!dbcon.IsConnected())
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return
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var/voted = 0
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//First check if the person has not voted yet.
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var/DBQuery/query = dbcon.NewQuery("SELECT * FROM erro_privacy WHERE ckey='[src.ckey]'")
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query.Execute()
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while(query.NextRow())
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voted = 1
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break
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//This is a safety switch, so only valid options pass through
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var/option = "UNKNOWN"
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switch(href_list["privacy_poll"])
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if("signed")
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option = "SIGNED"
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if("anonymous")
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option = "ANONYMOUS"
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if("nostats")
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option = "NOSTATS"
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if("later")
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usr << browse(null,"window=privacypoll")
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return
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if("abstain")
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option = "ABSTAIN"
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if(option == "UNKNOWN")
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return
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if(!voted)
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var/sql = "INSERT INTO erro_privacy VALUES (null, Now(), '[src.ckey]', '[option]')"
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var/DBQuery/query_insert = dbcon.NewQuery(sql)
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query_insert.Execute()
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usr << "<b>Thank you for your vote!</b>"
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usr << browse(null,"window=privacypoll")
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if(!ready && href_list["preference"])
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if(client)
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client.prefs.process_link(src, href_list)
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else if(!href_list["late_join"])
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new_player_panel()
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if(href_list["showpoll"])
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handle_player_polling()
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return
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if(href_list["pollid"])
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var/pollid = href_list["pollid"]
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if(istext(pollid))
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pollid = text2num(pollid)
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if(isnum(pollid))
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src.poll_player(pollid)
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return
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if(href_list["votepollid"] && href_list["votetype"])
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var/pollid = text2num(href_list["votepollid"])
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var/votetype = href_list["votetype"]
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switch(votetype)
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if("OPTION")
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var/optionid = text2num(href_list["voteoptionid"])
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vote_on_poll(pollid, optionid)
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if("TEXT")
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var/replytext = href_list["replytext"]
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log_text_poll_reply(pollid, replytext)
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if("NUMVAL")
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var/id_min = text2num(href_list["minid"])
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var/id_max = text2num(href_list["maxid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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usr << "The option ID difference is too big. Please contact administration or the database admin."
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
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var/rating
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if(href_list["o[optionid]"] == "abstain")
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rating = null
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else
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rating = text2num(href_list["o[optionid]"])
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if(!isnum(rating))
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return
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vote_on_numval_poll(pollid, optionid, rating)
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if("MULTICHOICE")
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var/id_min = text2num(href_list["minoptionid"])
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var/id_max = text2num(href_list["maxoptionid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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usr << "The option ID difference is too big. Please contact administration or the database admin."
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
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vote_on_poll(pollid, optionid, 1)
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proc/IsJobAvailable(rank)
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var/datum/job/job = job_master.GetJob(rank)
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if(!job) return 0
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if(!job.is_position_available()) return 0
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if(jobban_isbanned(src,rank)) return 0
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if(!is_job_whitelisted(src, rank)) return 0
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if(!job.player_old_enough(src.client)) return 0
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if(config.assistantlimit)
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if(job.title == "Civilian")
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var/count = 0
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var/datum/job/officer = job_master.GetJob("Security Officer")
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var/datum/job/warden = job_master.GetJob("Warden")
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var/datum/job/hos = job_master.GetJob("Head of Security")
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count += (officer.current_positions + warden.current_positions + hos.current_positions)
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if(job.current_positions > (config.assistantratio * count))
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if(count >= 5) // if theres more than 5 security on the station just let assistants join regardless, they should be able to handle the tide
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return 1
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return 0
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return 1
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proc/AttemptLateSpawn(rank,var/spawning_at)
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if (src != usr)
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return 0
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if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
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usr << "\red The round is either not ready, or has already finished..."
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return 0
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if(!enter_allowed)
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usr << "\blue There is an administrative lock on entering the game!"
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return 0
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if(!IsJobAvailable(rank))
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src << alert("[rank] is not available. Please try another.")
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return 0
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job_master.AssignRole(src, rank, 1)
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var/mob/living/character = create_character() //creates the human and transfers vars and mind
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EquipRacialItems(character)
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character = job_master.EquipRank(character, rank, 1) //equips the human
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EquipCustomItems(character)
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// AIs don't need a spawnpoint, they must spawn at an empty core
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if(character.mind.assigned_role == "AI")
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character = character.AIize(move=0) // AIize the character, but don't move them yet
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// IsJobAvailable for AI checks that there is an empty core available in this list
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var/obj/structure/AIcore/deactivated/C = empty_playable_ai_cores[1]
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empty_playable_ai_cores -= C
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character.loc = C.loc
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AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
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ticker.mode.latespawn(character)
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del(C)
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del(src)
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return
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//Find our spawning point.
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var/join_message
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var/datum/spawnpoint/S
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if(spawning_at)
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S = spawntypes[spawning_at]
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if(S && istype(S))
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if(S.check_job_spawning(rank))
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character.loc = pick(S.turfs)
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join_message = S.msg
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else
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character << "Your chosen spawnpoint ([S.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead."
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character.loc = pick(latejoin)
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join_message = "has arrived on the station"
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else
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character.loc = pick(latejoin)
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join_message = "has arrived on the station"
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character.lastarea = get_area(loc)
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// Moving wheelchair if they have one
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if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair))
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character.buckled.loc = character.loc
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character.buckled.dir = character.dir
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ticker.mode.latespawn(character)
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if(character.mind.assigned_role != "Cyborg")
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data_core.manifest_inject(character)
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ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
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AnnounceArrival(character, rank, join_message)
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callHook("latespawn", list(character))
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else
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AnnounceCyborg(character, rank, join_message)
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callHook("latespawn", list(character))
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del(src)
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proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message)
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if (ticker.current_state == GAME_STATE_PLAYING)
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var/ailist[] = list()
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for (var/mob/living/silicon/ai/A in living_mob_list)
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ailist += A
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if (ailist.len)
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var/mob/living/silicon/ai/announcer = pick(ailist)
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if(character.mind)
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if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
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if(character.mind.role_alt_title)
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rank = character.mind.role_alt_title
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var/arrivalmessage = announcer.arrivalmsg
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arrivalmessage = replacetext(arrivalmessage,"$name",character.real_name)
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arrivalmessage = replacetext(arrivalmessage,"$rank",rank ? "[rank]" : "visitor")
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announcer.say(";[arrivalmessage]")
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else
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if(character.mind)
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if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
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if(character.mind.role_alt_title)
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rank = character.mind.role_alt_title
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global_announcer.autosay("[character.real_name],[rank ? " [rank]," : " visitor," ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
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proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message)
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if (ticker.current_state == GAME_STATE_PLAYING)
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var/ailist[] = list()
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for (var/mob/living/silicon/ai/A in living_mob_list)
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ailist += A
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if (ailist.len)
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var/mob/living/silicon/ai/announcer = pick(ailist)
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if(character.mind)
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if((character.mind.special_role != "MODE"))
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var/arrivalmessage = "A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"]."
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announcer.say(";[arrivalmessage]")
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else
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if(character.mind)
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if((character.mind.special_role != "MODE"))
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// 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.
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global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
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proc/LateChoices()
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var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
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//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
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var/mins = (mills % 36000) / 600
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var/hours = mills / 36000
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var/dat = "<html><body><center>"
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dat += "Round Duration: [round(hours)]h [round(mins)]m<br>"
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if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
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if(emergency_shuttle.going_to_centcom()) //Shuttle is going to centcomm, not recalled
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dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
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if(emergency_shuttle.online())
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if (emergency_shuttle.evac) // Emergency shuttle is past the point of no recall
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dat += "<font color='red'>The station is currently undergoing evacuation procedures.</font><br>"
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else // Crew transfer initiated
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dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
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dat += "Choose from the following open positions:<br>"
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for(var/datum/job/job in job_master.occupations)
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if(job && IsJobAvailable(job.title))
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var/active = 0
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// Only players with the job assigned and AFK for less than 10 minutes count as active
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for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
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active++
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dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions]) (Active: [active])</a><br>"
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dat += "</center>"
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// Removing the old window method but leaving it here for reference
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// src << browse(dat, "window=latechoices;size=300x640;can_close=1")
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// Added the new browser window method
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var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 440, 500)
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popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css')
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popup.set_content(dat)
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popup.open(0) // 0 is passed to open so that it doesn't use the onclose() proc
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proc/create_character()
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spawning = 1
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close_spawn_windows()
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var/mob/living/carbon/human/new_character
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var/datum/species/chosen_species
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if(client.prefs.species)
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chosen_species = all_species[client.prefs.species]
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if(chosen_species)
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// Have to recheck admin due to no usr at roundstart. Latejoins are fine though.
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if(is_species_whitelisted(chosen_species) || has_admin_rights())
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new_character = new(loc, client.prefs.species)
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if(!new_character)
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new_character = new(loc)
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new_character.lastarea = get_area(loc)
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var/datum/language/chosen_language
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if(client.prefs.language)
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chosen_language = all_languages[client.prefs.language]
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if(chosen_language)
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if(is_alien_whitelisted(src, client.prefs.language) || !config.usealienwhitelist || !(chosen_language.flags & WHITELISTED))
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new_character.add_language(client.prefs.language)
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if(ticker.random_players || appearance_isbanned(new_character))
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new_character.gender = pick(MALE, FEMALE)
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client.prefs.real_name = random_name(new_character.gender)
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client.prefs.randomize_appearance_for(new_character)
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else
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client.prefs.copy_to(new_character)
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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if(mind)
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mind.active = 0 //we wish to transfer the key manually
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if(mind.assigned_role == "Clown") //give them a clownname if they are a clown
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new_character.real_name = pick(clown_names) //I hate this being here of all places but unfortunately dna is based on real_name!
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new_character.rename_self("clown")
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else if(new_character.species == "Diona")
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new_character.real_name = pick(diona_names) //I hate this being here of all places but unfortunately dna is based on real_name!
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new_character.rename_self("diona")
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mind.original = new_character
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mind.transfer_to(new_character) //won't transfer key since the mind is not active
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new_character.name = real_name
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new_character.dna.ready_dna(new_character)
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new_character.dna.b_type = client.prefs.b_type
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if(client.prefs.disabilities & DISABILITY_FLAG_NEARSIGHTED)
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new_character.dna.SetSEState(GLASSESBLOCK,1,1)
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new_character.disabilities |= NEARSIGHTED
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if(client.prefs.disabilities & DISABILITY_FLAG_FAT)
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new_character.mutations += FAT
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new_character.overeatduration = 600 // Max overeat
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if(client.prefs.disabilities & DISABILITY_FLAG_EPILEPTIC)
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new_character.dna.SetSEState(EPILEPSYBLOCK,1,1)
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new_character.disabilities |= EPILEPSY
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if(client.prefs.disabilities & DISABILITY_FLAG_DEAF)
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new_character.dna.SetSEState(DEAFBLOCK,1,1)
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new_character.sdisabilities |= DEAF
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chosen_species.handle_dna(new_character)
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domutcheck(new_character)
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new_character.dna.UpdateSE()
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// Do the initial caching of the player's body icons.
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new_character.force_update_limbs()
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new_character.update_eyes()
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new_character.regenerate_icons()
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new_character.key = key //Manually transfer the key to log them in
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return new_character
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proc/ViewManifest()
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var/dat = "<html><body>"
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dat += "<h4>Crew Manifest</h4>"
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dat += data_core.get_manifest(OOC = 1)
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src << browse(dat, "window=manifest;size=370x420;can_close=1")
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Move()
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return 0
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proc/close_spawn_windows()
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src << browse(null, "window=latechoices") //closes late choices window
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src << browse(null, "window=playersetup") //closes the player setup window
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src << browse(null, "window=preferences") //closes job selection
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src << browse(null, "window=mob_occupation")
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src << browse(null, "window=latechoices") //closes late job selection
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proc/has_admin_rights()
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return client.holder.rights & R_ADMIN
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proc/is_species_whitelisted(datum/species/S)
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if(!S) return 1
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return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.flags & IS_WHITELISTED)
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/mob/new_player/get_species()
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var/datum/species/chosen_species
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if(client.prefs.species)
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chosen_species = all_species[client.prefs.species]
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if(!chosen_species)
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return "Human"
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if(is_species_whitelisted(chosen_species) || has_admin_rights())
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return chosen_species.name
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return "Human"
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/mob/new_player/get_gender()
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if(!client || !client.prefs) ..()
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return client.prefs.gender
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/mob/new_player/is_ready()
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return ready && ..()
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