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/mob/attackby() Bodybag (obj/structure/crate) were getting typecasted into /obj/item/weapon. /mob/dead/observer/proc/dead_tele() Added a check for a null or empty list of area's for the mob to be moved to. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5273 316c924e-a436-60f5-8080-3fe189b3f50e
253 lines
8.3 KiB
Plaintext
253 lines
8.3 KiB
Plaintext
/mob/dead/observer
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name = "ghost"
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desc = "It's a g-g-g-g-ghooooost!" //jinkies!
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icon = 'icons/mob/mob.dmi'
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icon_state = "ghost"
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layer = 4
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stat = DEAD
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density = 0
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canmove = 0
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blinded = 0
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anchored = 1 // don't get pushed around
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invisibility = INVISIBILITY_OBSERVER
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var/can_reenter_corpse
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var/datum/hud/living/carbon/hud = null // hud
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var/bootime = 0
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var/started_as_observer //This variable is set to 1 when you enter the game as an observer.
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//If you died in the game and are a ghsot - this will remain as null.
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//Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot.
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/mob/dead/observer/New(mob/body)
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = SEE_INVISIBLE_OBSERVER
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see_in_dark = 100
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verbs += /mob/dead/observer/proc/dead_tele
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stat = DEAD
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var/turf/T
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if(ismob(body))
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T = get_turf(body) //Where is the body located?
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attack_log = body.attack_log //preserve our attack logs by copying them to our ghost
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gender = body.gender
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if(body.mind && body.mind.name)
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name = body.mind.name
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else
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if(body.real_name)
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name = body.real_name
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else
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if(gender == MALE)
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name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
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else
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name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
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mind = body.mind //we don't transfer the mind but we keep a reference to it.
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if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position
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loc = T
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if(!name) //To prevent nameless ghosts
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name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
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real_name = name
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..()
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/mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 1
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/*
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Transfer_mind is there to check if mob is being deleted/not going to have a body.
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Works together with spawning an observer, noted above.
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*/
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/mob/proc/ghostize(var/can_reenter_corpse = 1)
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if(key)
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var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc.
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ghost.can_reenter_corpse = can_reenter_corpse
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ghost.key = key
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return ghost
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/*
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This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues.
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*/
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/mob/living/verb/ghost()
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set category = "OOC"
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set name = "Ghost"
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set desc = "Relinquish your life and enter the land of the dead."
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if(stat == DEAD)
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ghostize(1)
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else
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var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst still alive you may not play again this round! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
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if(response != "Ghost") return //didn't want to ghost after-all
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resting = 1
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ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
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return
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/mob/dead/observer/Move(NewLoc, direct)
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if(NewLoc)
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loc = NewLoc
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for(var/obj/effect/step_trigger/S in NewLoc)
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S.HasEntered(src)
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return
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loc = get_turf(src) //Get out of closets and such as a ghost
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if((direct & NORTH) && y < world.maxy)
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y++
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else if((direct & SOUTH) && y > 1)
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y--
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if((direct & EAST) && x < world.maxx)
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x++
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else if((direct & WEST) && x > 1)
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x--
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for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb
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S.HasEntered(src)
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/mob/dead/observer/examine()
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if(usr)
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usr << desc
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/mob/dead/observer/can_use_hands() return 0
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/mob/dead/observer/is_active() return 0
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/mob/dead/observer/Stat()
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..()
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statpanel("Status")
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if (client.statpanel == "Status")
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stat(null, "Station Time: [worldtime2text()]")
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if(ticker)
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if(ticker.mode)
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//world << "DEBUG: ticker not null"
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if(ticker.mode.name == "AI malfunction")
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//world << "DEBUG: malf mode ticker test"
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if(ticker.mode:malf_mode_declared)
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stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
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if(emergency_shuttle)
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if(emergency_shuttle.online && emergency_shuttle.location < 2)
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var/timeleft = emergency_shuttle.timeleft()
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if (timeleft)
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stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
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/mob/dead/observer/verb/reenter_corpse()
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set category = "Ghost"
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set name = "Re-enter Corpse"
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if(!client) return
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if(!(mind && mind.current && can_reenter_corpse))
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src << "<span class='warning'>You have no body.</span>"
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return
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if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients
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usr << "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>"
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return
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if(mind.current.ajourn && mind.current.stat != DEAD) //check if the corpse is astral-journeying (it's client ghosted using a cultist rune).
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var/obj/effect/rune/R = locate() in mind.current.loc //whilst corpse is alive, we can only reenter the body if it's on the rune
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if(!(R && R.word1 == wordhell && R.word2 == wordtravel && R.word3 == wordself)) //astral journeying rune
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usr << "<span class='warning'>The astral cord that ties your body and your spirit has been severed. You are likely to wander the realm beyond until your body is finally dead and thus reunited with you.</span>"
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return
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mind.current.ajourn=0
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mind.current.key = key
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return 1
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/mob/dead/observer/proc/dead_tele()
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set category = "Ghost"
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set name = "Teleport"
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set desc= "Teleport to a location"
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if(!istype(usr, /mob/dead/observer))
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usr << "Not when you're not dead!"
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return
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usr.verbs -= /mob/dead/observer/proc/dead_tele
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spawn(30)
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usr.verbs += /mob/dead/observer/proc/dead_tele
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var/A
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A = input("Area to jump to", "BOOYEA", A) as null|anything in ghostteleportlocs
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var/area/thearea = ghostteleportlocs[A]
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if(!thearea) return
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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L+=T
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if(!L || !L.len)
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usr << "No area available."
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usr.loc = pick(L)
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/mob/dead/observer/verb/follow()
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set category = "Ghost"
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set name = "Follow" // "Haunt"
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set desc = "Follow and haunt a mob."
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if(istype(usr, /mob/dead/observer))
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var/list/mobs = getmobs()
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var/input = input("Please, select a mob!", "Haunt", null, null) as null|anything in mobs
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var/mob/target = mobs[input]
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if(target && target != usr)
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spawn(0)
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var/turf/pos = get_turf(src)
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while(src.loc == pos)
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var/turf/T = get_turf(target)
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if(!T)
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break
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if(!client)
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break
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src.loc = T
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pos = src.loc
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sleep(15)
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/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
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set category = "Ghost"
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set name = "Jump to Mob"
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set desc = "Teleport to a mob"
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if(istype(usr, /mob/dead/observer)) //Make sure they're an observer!
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var/list/dest = list() //List of possible destinations (mobs)
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var/target = null //Chosen target.
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dest += getmobs() //Fill list, prompt user with list
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target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest
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if (!target)//Make sure we actually have a target
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return
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else
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var/mob/M = dest[target] //Destination mob
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var/mob/A = src //Source mob
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var/turf/T = get_turf(M) //Turf of the destination mob
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if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
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A.loc = T
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else
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A << "This mob is not located in the game world."
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/*
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/mob/dead/observer/verb/boo()
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set category = "Ghost"
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set name = "Boo!"
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set desc= "Scare your crew members because of boredom!"
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if(bootime > world.time) return
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var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src)
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if(L)
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L.flicker()
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bootime = world.time + 600
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return
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//Maybe in the future we can add more <i>spooky</i> code here!
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return
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*/
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/mob/dead/observer/memory()
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set hidden = 1
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src << "\red You are dead! You have no mind to store memory!"
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/mob/dead/observer/add_memory()
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set hidden = 1
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src << "\red You are dead! You have no mind to store memory!"
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/mob/dead/observer/verb/toggle_darkness()
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set name = "Toggle Darkness"
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set category = "Ghost"
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if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING)
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see_invisible = SEE_INVISIBLE_OBSERVER
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else
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see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING |