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https://github.com/PolarisSS13/Polaris.git
synced 2026-08-21 20:26:48 +01:00
Added survivalist job, wilderness spawn and checkpoint spawn to Cynosure.
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@@ -377,4 +377,3 @@
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corpseshoes = /obj/item/clothing/shoes/boots/tactical
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corpseid = 1
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corpseidjob = "Hedberg-Hammarstrom Enforcer"
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@@ -270,17 +270,16 @@
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/datum/category_item/player_setup_item/occupation/proc/SetJob(mob/user, role, level)
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var/datum/job/job = job_master.GetJob(role)
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if(!job)
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return 0
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return FALSE
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if(job.type == /datum/job/assistant)
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if(pref.job_civilian_low & job.flag)
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pref.job_civilian_low &= ~job.flag
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else
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pref.job_civilian_low |= job.flag
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return 1
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return TRUE
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SetJobDepartment(job, level)
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return 1
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return TRUE
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/datum/category_item/player_setup_item/occupation/proc/reset_jobhigh()
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pref.job_civilian_med |= pref.job_civilian_high
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@@ -293,7 +292,7 @@
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// Level is equal to the desired new level of the job. So for a value of 4, we want to disable the job.
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/datum/category_item/player_setup_item/occupation/proc/SetJobDepartment(var/datum/job/job, var/level)
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if(!job || !level)
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return 0
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return FALSE
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switch(job.department_flag)
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if(CIVILIAN)
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@@ -332,7 +331,7 @@
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pref.job_engsec_med |= job.flag
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if(3)
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pref.job_engsec_low |= job.flag
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return 1
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return TRUE
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/datum/category_item/player_setup_item/occupation/proc/ResetJobs()
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pref.job_civilian_high = 0
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@@ -12,27 +12,23 @@ var/global/list/spawntypes = list()
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var/display_name //Name used in preference setup.
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var/list/restrict_job = null
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var/list/disallow_job = null
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var/list/permit_offsite_job = null
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var/announce_channel = "Common"
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var/allowed_mob_types = JOB_SILICON|JOB_CARBON
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/datum/spawnpoint/proc/check_job_spawning(job)
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if(restrict_job && !(job in restrict_job))
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return 0
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if(disallow_job && (job in disallow_job))
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return 0
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var/datum/job/J = SSjob.get_job(job)
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if(!J) // Couldn't find, admin shenanigans? Allow it
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return 1
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if(J.offmap_spawn && !(job in restrict_job))
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return 0
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return TRUE
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if(J.offmap_spawn && !(job in permit_offsite_job) && !(job in restrict_job))
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return FALSE
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if(restrict_job && !(job in restrict_job))
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return FALSE
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if(disallow_job && (job in disallow_job))
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return FALSE
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if(!(J.mob_type & allowed_mob_types))
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return 0
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return 1
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return FALSE
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return TRUE
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/datum/spawnpoint/proc/get_spawn_position()
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return get_turf(pick(turfs))
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@@ -85,4 +81,12 @@ var/global/list/spawntypes = list()
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/datum/spawnpoint/cyborg/New()
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..()
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turfs = latejoin_cyborg
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turfs = latejoin_cyborg
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/datum/spawnpoint/wilderness
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display_name = "Wilderness"
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msg = null
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/datum/spawnpoint/wilderness/New()
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..()
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turfs = latejoin_wilderness
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@@ -837,7 +837,7 @@
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if(accessory.AltClick(user))
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return TRUE
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. = ..()
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/obj/item/clothing/under/attack_hand(var/mob/user)
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if(LAZYLEN(accessories))
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..()
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@@ -405,7 +405,7 @@
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var/join_message = join_props["msg"]
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var/announce_channel = join_props["channel"] || "Common"
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if(!T || !join_message)
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if(!T)
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return 0
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spawning = 1
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@@ -451,9 +451,11 @@
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ticker.mode.latespawn(character)
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if(J.mob_type & JOB_SILICON)
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AnnounceCyborg(character, rank, join_message, announce_channel, character.z)
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if(join_message && announce_channel)
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AnnounceCyborg(character, rank, join_message, announce_channel, character.z)
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else
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AnnounceArrival(character, rank, join_message, announce_channel, character.z)
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if(join_message && announce_channel)
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AnnounceArrival(character, J?.substitute_announce_title || rank, join_message, announce_channel, character.z)
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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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@@ -647,4 +649,4 @@
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return
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var/decl/music_track/new_track = using_map.get_lobby_track(using_map.lobby_track.type)
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if(new_track)
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new_track.play_to(src)
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new_track.play_to(src)
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@@ -401,7 +401,7 @@
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if(muzzle_flash)
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set_light(0)
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user.hud_used.update_ammo_hud(user, src)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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@@ -746,16 +746,16 @@
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/obj/item/gun/proc/get_ammo_count()
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return FALSE
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/obj/item/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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else
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user.hud_used.remove_ammo_hud(user, src)
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if(user?.hud_used)
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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else
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user.hud_used.remove_ammo_hud(user, src)
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return ..()
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/obj/item/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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user.hud_used.remove_ammo_hud(user, src)
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..()
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/obj/item/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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if(user?.hud_used)
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user.hud_used.remove_ammo_hud(user, src)
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..()
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