mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-29 03:32:28 +00:00
A lot has changed.
Major points:
- All mobs now use the -tg- thrown alerts system. This is a system where
a maximum of 5 "alerts" (which take the apperance of HUD icons like the
inventory and modular action buttons) on their HUD.
- Alerts are defined as a subtype of /obj/screen/alert.
- Alerts are "thrown", or activated on the mob with the proc
`mob.throw_alert("alert_id", /obj/screen/alert/path, severity
(optional), new_master (optional, overlays the referenced "obj" on the
button))`
- Alerts are cleared by calling `mob.clear_alert("alert_id")` or by the
/obj/screen/alert containing a `timeout` setting, which will
automatically clear itself after that period of deciseconds.
- Alerts may have functionality beyond appearance: Mousing over them
will use the WireWraith tooltip system to generate a themed tooltip,
and clicking them may have a function defined on the
/obj/screen/alert object.
- Shift-clicking an alert will give you it's name and status, in case
the tooltips fail to work.
- Hunger/Oxygen/Toxin/Nitrogen/Pressure/Etc warnings are now handled via
the -tg- thrown alerts system.
- Failing to breathe anything will display as an "No O2" warning.
- Species breathing has been refactored to accomodate this. Vox are
able to breathe the station air without instantly dying, but will be
poisoned every time they breathe by the oxygen in the air. Any
species with a unique gas breathing type will also display the
correct "Choking (no X gas)" instead of just "oxygen". (Unless they
have not breathed anything in, it's a quirk.)
- Robot cell/temperature alerts also use this.
- Aliens, though not harmed by toxins, will have an alert if they
breathe in toxins, notifying them that "You'll be toast if this
lights up."
- More alerts have been added
- Buckling
- Activated on: Being buckled to an object.
- Cleared on: Being unbuckled.
- Click functionality: Calls resist(); Will unbuckle from chair
instantly if unrestrained, otherwise, there is a delay period.
- Hand/Leg cuffs
- Activated on: Being handcuffed.
- Cleared on: Being unhandcuffed.
- Click functionality: Calls resist(); Will attempt to either get out
of the handcuffs, or, if you are a xenomorph or hulk, break the
handcuffs in 5 seconds.
- Blind/High
- Activated on: Becoming blinded/becoming high on LSD.
- Cleared on: Becoming unblinded/the high wearing off.
- Click functionality: None.
- Asleep
- Activated on: Life() tick detecting sleeping.
- Deactivated on: Sleeping being 0 or less.
- Click functionality: None.
- Weightless
- Activated on: Losing gravity.
- Deactivated on: Moving back into an area with gravity.
- Click functionality: None.
- On Fire
- Activated on: Catching fire.
- Deactivated on: Being extinguished.
- Click functionality: Calls resist(); Causes you to stop, drop, and
roll, which will reduce firestacks and possibly extinguish you.
- Law update (BORG ONLY)
- Activated on: Laws being changed.
- Deactivated on: Timer, 300 deciseconds.
- Click functionality: None.
- Hacked (BORG ONLY)
- Activated on: Being emagged/given malf tools by the malf AI.
- Deactivated on: Emagged status being removed.
- Click functionality: None.
- Locked (BORG ONLY)
- Activated on: Lockdown being set (by emag law rewriting/robotics
console/wire being destroyed)
- Deactivated on: Movement being unlocked.
- Click functionality: None.
- Notify Cloning (GHOST ONLY)
- Activated on: A human's body being placed in a DNA scanner.
- Deactivated on: Timer, 300 deciseconds.
- Click functionality: Reenters body.
- Notify Jump (MULTIPURPOSE) (GHOST ONLY)
- Activated on: Any sort of chance to become a mob (ie, golem rune).
- Deactivated on: Timer, 300 deciseconds.
- Click functionality: Varies.
666 lines
18 KiB
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666 lines
18 KiB
Plaintext
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// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
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/proc/ishuman(A)
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if(istype(A, /mob/living/carbon/human))
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return 1
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return 0
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/proc/issmall(A)
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if(A && istype(A, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = A
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if(H.species && H.species.is_small)
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return 1
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return 0
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/proc/isbrain(A)
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if(A && istype(A, /mob/living/carbon/brain))
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return 1
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return 0
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/proc/isalien(A)
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if(istype(A, /mob/living/carbon/alien))
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return 1
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return 0
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/proc/isalienadult(A)
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if(istype(A, /mob/living/carbon/alien/humanoid))
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return 1
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return 0
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/proc/islarva(A)
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if(istype(A, /mob/living/carbon/alien/larva))
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return 1
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return 0
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proc/isfacehugger(A)
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if(istype(A, /obj/item/clothing/mask/facehugger))
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return 1
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return 0
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proc/isembryo(A)
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if(istype(A, /obj/item/organ/internal/body_egg/alien_embryo))
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return 1
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return 0
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/proc/isslime(A)
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if(istype(A, /mob/living/carbon/slime))
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return 1
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return 0
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/proc/isrobot(A)
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if(istype(A, /mob/living/silicon/robot))
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return 1
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return 0
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/proc/isanimal(A)
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if(istype(A, /mob/living/simple_animal))
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return 1
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return 0
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/proc/iscorgi(A)
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if(istype(A, /mob/living/simple_animal/pet/corgi))
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return 1
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return 0
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/proc/ispet(A)
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if(istype(A, /mob/living/simple_animal))
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var/mob/living/simple_animal/SA = A
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if(SA.can_collar)
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return 1
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return 0
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/proc/iscrab(A)
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if(istype(A, /mob/living/simple_animal/crab))
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return 1
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return 0
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/proc/iscat(A)
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if(istype(A, /mob/living/simple_animal/pet/cat))
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return 1
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return 0
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/proc/ismouse(A)
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if(istype(A, /mob/living/simple_animal/mouse))
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return 1
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return 0
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/proc/isbear(A)
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if(istype(A, /mob/living/simple_animal/hostile/bear))
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return 1
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return 0
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/proc/iscarp(A)
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if(istype(A, /mob/living/simple_animal/hostile/carp))
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return 1
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return 0
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/proc/isbot(A)
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if(istype(A, /mob/living/simple_animal/bot))
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return 1
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return 0
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/proc/isclown(A)
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if(istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
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return 1
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return 0
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/proc/isAI(A)
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if(istype(A, /mob/living/silicon/ai))
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return 1
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return 0
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/mob/proc/isSynthetic()
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return 0
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/mob/living/carbon/human/isSynthetic()
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// If they are 100% robotic, they count as synthetic.
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for(var/obj/item/organ/external/E in organs)
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if(!(E.status & ORGAN_ROBOT))
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return 0
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return 1
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/proc/isAIEye(A)
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if(istype(A, /mob/camera/aiEye))
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return 1
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return 0
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/proc/ispAI(A)
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if(istype(A, /mob/living/silicon/pai))
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return 1
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return 0
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/proc/iscarbon(A)
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if(istype(A, /mob/living/carbon))
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return 1
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return 0
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/proc/issilicon(A)
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if(istype(A, /mob/living/silicon))
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return 1
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return 0
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/proc/isSilicon(A) // Bay support
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if(istype(A, /mob/living/silicon))
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return 1
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return 0
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/proc/isliving(A)
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if(istype(A, /mob/living))
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return 1
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return 0
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/proc/isswarmer(A)
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if(istype(A, /mob/living/simple_animal/hostile/swarmer))
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return 1
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return 0
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/proc/isguardian(A)
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if(istype(A, /mob/living/simple_animal/hostile/guardian))
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return 1
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return 0
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/proc/isobserver(A)
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if(istype(A, /mob/dead/observer))
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return 1
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return 0
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/proc/isSpirit(A)
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if(istype(A, /mob/spirit))
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return 1
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return 0
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proc/isovermind(A)
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if(istype(A, /mob/camera/blob))
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return 1
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return 0
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/proc/ismask(A)
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if(istype(A, /mob/spirit/mask))
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return 1
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return 0
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/proc/isorgan(A)
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if(istype(A, /obj/item/organ/external))
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return 1
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return 0
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/proc/isloyal(A) //Checks to see if the person contains a loyalty implant, then checks that the implant is actually inside of them
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for(var/obj/item/weapon/implant/loyalty/L in A)
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if(L && L.implanted)
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return 1
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return 0
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/proc/ismindslave(A) //Checks to see if the person contains a mindslave implant, then checks that the implant is actually inside of them
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for(var/obj/item/weapon/implant/traitor/T in A)
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if(T && T.implanted)
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return 1
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return 0
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proc/isAntag(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.mind && C.mind.special_role)
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return 1
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return 0
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proc/isNonCrewAntag(A)
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if(!isAntag(A))
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return 0
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var/mob/living/carbon/C = A
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var/special_role = C.mind.special_role
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var/list/crew_roles = list("traitor", "Changeling", "Vampire", "Cultist", "Head Revolutionary", "Revolutionary", "malfunctioning AI", "Shadowling", "loyalist", "mutineer", "Response Team")
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if((special_role in crew_roles))
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return 0
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return 1
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proc/isnewplayer(A)
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if(istype(A, /mob/new_player))
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return 1
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return 0
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proc/hasorgans(A)
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return ishuman(A)
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proc/iscuffed(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.handcuffed)
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return 1
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return 0
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proc/isdeaf(A)
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if(istype(A, /mob))
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var/mob/M = A
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return (M.sdisabilities & DEAF) || M.ear_deaf
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return 0
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proc/hassensorlevel(A, var/level)
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var/mob/living/carbon/human/H = A
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if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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return U.sensor_mode >= level
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return 0
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proc/getsensorlevel(A)
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var/mob/living/carbon/human/H = A
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if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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return U.sensor_mode
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return SUIT_SENSOR_OFF
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/proc/is_admin(var/mob/user)
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return check_rights(R_ADMIN, 0, user) != 0
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/proc/check_zone(zone)
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if(!zone) return "chest"
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switch(zone)
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if("eyes")
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zone = "head"
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if("mouth")
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zone = "head"
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return zone
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// Returns zone with a certain probability.
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// If the probability misses, returns "chest" instead.
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// If "chest" was passed in as zone, then on a "miss" will return "head", "l_arm", or "r_arm"
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// Do not use this if someone is intentionally trying to hit a specific body part.
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// Use get_zone_with_miss_chance() for that.
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/proc/ran_zone(zone, probability = 80)
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zone = check_zone(zone)
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if(prob(probability))
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return zone
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var/t = rand(1, 18) // randomly pick a different zone, or maybe the same one
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switch(t)
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if(1) return "head"
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if(2) return "chest"
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if(3 to 4) return "l_arm"
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if(5 to 6) return "l_hand"
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if(7 to 8) return "r_arm"
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if(9 to 10) return "r_hand"
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if(11 to 12) return "l_leg"
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if(13 to 14) return "l_foot"
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if(15 to 16) return "r_leg"
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if(17 to 18) return "r_foot"
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return zone
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/proc/above_neck(zone)
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var/list/zones = list("head", "mouth", "eyes")
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if(zones.Find(zone))
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return 1
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else
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return 0
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/proc/stars(n, pr)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return t
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proc/slur(phrase)
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phrase = html_decode(phrase)
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var/leng=lentext(phrase)
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var/counter=lentext(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,3)==3)
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if(lowertext(newletter)=="o") newletter="u"
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if(lowertext(newletter)=="s") newletter="ch"
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if(lowertext(newletter)=="a") newletter="ah"
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if(lowertext(newletter)=="c") newletter="k"
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switch(rand(1,15))
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if(1,3,5,8) newletter="[lowertext(newletter)]"
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if(2,4,6,15) newletter="[uppertext(newletter)]"
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if(7) newletter+="'"
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//if(9,10) newletter="<b>[newletter]</b>"
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//if(11,12) newletter="<big>[newletter]</big>"
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//if(13) newletter="<small>[newletter]</small>"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return sanitize(copytext(t,1,MAX_MESSAGE_LEN))
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || M.shakecamera)
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return
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M.shakecamera = 1
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spawn(1)
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var/atom/oldeye=M.client.eye
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var/aiEyeFlag = 0
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if(istype(oldeye, /mob/camera/aiEye))
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aiEyeFlag = 1
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var/x
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for(x=0; x<duration, x++)
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if(aiEyeFlag)
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M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
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else
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M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
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sleep(1)
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M.client.eye=oldeye
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M.shakecamera = 0
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/proc/findname(msg)
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for(var/mob/M in mob_list)
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if (M.real_name == text("[msg]"))
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return 1
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return 0
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/mob/proc/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !(src.l_hand.flags & ABSTRACT)) || (src.r_hand && !(src.r_hand.flags & ABSTRACT)) || (src.back || src.wear_mask)))
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return 1
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if((src.l_hand && !(src.l_hand.flags & ABSTRACT)) || (src.r_hand && !(src.r_hand.flags & ABSTRACT)))
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return 1
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return 0
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//converts intent-strings into numbers and back
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var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HARM)
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if(I_HELP) return 0
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if(I_DISARM) return 1
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if(I_GRAB) return 2
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else return 3
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else
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switch(argument)
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if(0) return I_HELP
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if(1) return I_DISARM
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if(2) return I_GRAB
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else return I_HARM
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
|
|
/mob/verb/a_intent_change(input as text)
|
|
set name = "a-intent"
|
|
set hidden = 1
|
|
|
|
if(ishuman(src) || isalienadult(src) || isbrain(src))
|
|
switch(input)
|
|
if(I_HELP,I_DISARM,I_GRAB,I_HARM)
|
|
a_intent = input
|
|
if("right")
|
|
a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
|
|
if("left")
|
|
a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
|
|
if(hud_used && hud_used.action_intent)
|
|
hud_used.action_intent.icon_state = "intent_[a_intent]"
|
|
|
|
else if(isrobot(src) || islarva(src))
|
|
switch(input)
|
|
if(I_HELP)
|
|
a_intent = I_HELP
|
|
if(I_HARM)
|
|
a_intent = I_HARM
|
|
if("right","left")
|
|
a_intent = intent_numeric(intent_numeric(a_intent) - 3)
|
|
if(hud_used && hud_used.action_intent)
|
|
if(a_intent == I_HARM)
|
|
hud_used.action_intent.icon_state = "harm"
|
|
else
|
|
hud_used.action_intent.icon_state = "help"
|
|
|
|
|
|
/mob/living/carbon/verb/mob_sleep()
|
|
set name = "Sleep"
|
|
set category = "IC"
|
|
|
|
if(usr.sleeping)
|
|
to_chat(usr, "\red You are already sleeping")
|
|
return
|
|
else
|
|
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
|
|
usr.sleeping = 20 //Short nap
|
|
|
|
/mob/living/verb/lay_down()
|
|
set name = "Rest"
|
|
set category = "IC"
|
|
|
|
resting = !resting
|
|
to_chat(src, "\blue You are now [resting ? "resting" : "getting up"]")
|
|
|
|
/proc/is_blind(A)
|
|
if(iscarbon(A))
|
|
var/mob/living/carbon/C = A
|
|
if(C.sdisabilities & BLIND || C.blinded)
|
|
return 1
|
|
return 0
|
|
|
|
/proc/get_multitool(mob/user as mob)
|
|
// Get tool
|
|
var/obj/item/device/multitool/P
|
|
if(isrobot(user) || ishuman(user))
|
|
P = user.get_active_hand()
|
|
else if(isAI(user))
|
|
var/mob/living/silicon/ai/AI=user
|
|
P = AI.aiMulti
|
|
|
|
if(!istype(P))
|
|
return null
|
|
return P
|
|
|
|
/proc/get_both_hands(mob/living/carbon/M)
|
|
var/list/hands = list(M.l_hand, M.r_hand)
|
|
return hands
|
|
|
|
|
|
//Direct dead say used both by emote and say
|
|
//It is somewhat messy. I don't know what to do.
|
|
//I know you can't see the change, but I rewrote the name code. It is significantly less messy now
|
|
/proc/say_dead_direct(var/message, var/mob/subject = null)
|
|
var/name
|
|
var/keyname
|
|
if(subject && subject.client)
|
|
var/client/C = subject.client
|
|
keyname = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
|
|
if(C.mob) //Most of the time this is the dead/observer mob; we can totally use him if there is no better name
|
|
var/mindname
|
|
var/realname = C.mob.real_name
|
|
if(C.mob.mind)
|
|
mindname = C.mob.mind.name
|
|
if(C.mob.mind.original && C.mob.mind.original.real_name)
|
|
realname = C.mob.mind.original.real_name
|
|
if(mindname && mindname != realname)
|
|
name = "[realname] died as [mindname]"
|
|
else
|
|
name = realname
|
|
|
|
for(var/mob/M in player_list)
|
|
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || check_rights(R_ADMIN|R_MOD,0,M)) && (M.client.prefs.toggles & CHAT_DEAD))
|
|
var/follow
|
|
var/lname
|
|
if(subject)
|
|
if(subject != M)
|
|
follow = "([ghost_follow_link(subject, ghost=M)]) "
|
|
if(M.stat != DEAD && check_rights(R_ADMIN|R_MOD,0,M))
|
|
follow = "([admin_jump_link(subject, M.client.holder)]) "
|
|
var/mob/dead/observer/DM
|
|
if(istype(subject, /mob/dead/observer))
|
|
DM = subject
|
|
if(check_rights(R_ADMIN|R_MOD,0,M)) // What admins see
|
|
lname = "[keyname][(DM && DM.anonsay) ? "*" : (DM ? "" : "^")] ([name])"
|
|
else
|
|
if(DM && DM.anonsay) // If the person is actually observer they have the option to be anonymous
|
|
lname = "Ghost of [name]"
|
|
else if(DM) // Non-anons
|
|
lname = "[keyname] ([name])"
|
|
else // Everyone else (dead people who didn't ghost yet, etc.)
|
|
lname = name
|
|
lname = "<span class='name'>[lname]</span> "
|
|
to_chat(M, "<span class='deadsay'>[lname][follow][message]</span>")
|
|
|
|
/proc/notify_ghosts(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/image/alert_overlay = null, var/attack_not_jump = 0) //Easy notification of ghosts.
|
|
for(var/mob/dead/observer/O in player_list)
|
|
if(O.client)
|
|
to_chat(O, "<span class='ghostalert'>[message][(enter_link) ? " [enter_link]" : ""]<span>")
|
|
if(ghost_sound)
|
|
O << sound(ghost_sound)
|
|
if(source)
|
|
var/obj/screen/alert/notify_jump/A = O.throw_alert("\ref[source]_notify_jump", /obj/screen/alert/notify_jump)
|
|
if(A)
|
|
if(O.client.prefs && O.client.prefs.UI_style)
|
|
A.icon = ui_style2icon(O.client.prefs.UI_style)
|
|
A.desc = message
|
|
A.attack_not_jump = attack_not_jump
|
|
A.jump_target = source
|
|
if(!alert_overlay)
|
|
var/old_layer = source.layer
|
|
source.layer = FLOAT_LAYER
|
|
A.overlays += source
|
|
source.layer = old_layer
|
|
else
|
|
alert_overlay.layer = FLOAT_LAYER
|
|
A.overlays += alert_overlay
|
|
|
|
/mob/proc/switch_to_camera(var/obj/machinery/camera/C)
|
|
if (!C.can_use() || stat || (get_dist(C, src) > 1 || machine != src || blinded || !canmove))
|
|
return 0
|
|
check_eye(src)
|
|
return 1
|
|
|
|
/mob/proc/rename_character(oldname, newname)
|
|
if(!newname)
|
|
return 0
|
|
real_name = newname
|
|
name = newname
|
|
if(mind)
|
|
mind.name = newname
|
|
if(dna)
|
|
dna.real_name = real_name
|
|
|
|
if(oldname)
|
|
//update the datacore records! This is goig to be a bit costly.
|
|
for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
|
|
for(var/datum/data/record/R in L)
|
|
if(R.fields["name"] == oldname)
|
|
R.fields["name"] = newname
|
|
break
|
|
|
|
//update our pda and id if we have them on our person
|
|
var/list/searching = GetAllContents(searchDepth = 3)
|
|
var/search_id = 1
|
|
var/search_pda = 1
|
|
|
|
for(var/A in searching)
|
|
if( search_id && istype(A,/obj/item/weapon/card/id) )
|
|
var/obj/item/weapon/card/id/ID = A
|
|
if(ID.registered_name == oldname)
|
|
ID.registered_name = newname
|
|
ID.name = "[newname]'s ID Card ([ID.assignment])"
|
|
if(!search_pda) break
|
|
search_id = 0
|
|
|
|
else if( search_pda && istype(A,/obj/item/device/pda) )
|
|
var/obj/item/device/pda/PDA = A
|
|
if(PDA.owner == oldname)
|
|
PDA.owner = newname
|
|
PDA.name = "PDA-[newname] ([PDA.ownjob])"
|
|
if(!search_id) break
|
|
search_pda = 0
|
|
|
|
//Fixes renames not being reflected in objective text
|
|
var/list/O = subtypesof(/datum/objective)
|
|
var/length
|
|
var/pos
|
|
for(var/datum/objective/objective in O)
|
|
if(objective.target != mind) continue
|
|
length = lentext(oldname)
|
|
pos = findtextEx(objective.explanation_text, oldname)
|
|
objective.explanation_text = copytext(objective.explanation_text, 1, pos)+newname+copytext(objective.explanation_text, pos+length)
|
|
return 1
|
|
|
|
/mob/proc/rename_self(var/role, var/allow_numbers=0)
|
|
spawn(0)
|
|
var/oldname = real_name
|
|
|
|
var/time_passed = world.time
|
|
var/newname
|
|
|
|
for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
|
|
newname = input(src, "You are a [role]. Would you like to change your name to something else? (You have 3 minutes to select a new name.)", "Name Change", oldname) as text
|
|
if((world.time - time_passed) > 1800)
|
|
alert(src, "Unfortunately, more than 3 minutes have passed for selecting your name. If you are a robot, use the Namepick verb; otherwise, adminhelp.", "Name Change")
|
|
return //took too long
|
|
newname = reject_bad_name(newname,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters.
|
|
|
|
for(var/mob/living/M in player_list)
|
|
if(M == src)
|
|
continue
|
|
if(!newname || M.real_name == newname)
|
|
newname = null
|
|
break
|
|
if(newname)
|
|
break //That's a suitable name!
|
|
to_chat(src, "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken.")
|
|
|
|
if(!newname) //we'll stick with the oldname then
|
|
return
|
|
|
|
rename_character(oldname, newname) |