Added survivalist job, wilderness spawn and checkpoint spawn to Cynosure.

This commit is contained in:
MistakeNot4892
2022-06-15 21:44:02 +10:00
parent edb54f137d
commit 8b8e1ecdf4
22 changed files with 714 additions and 441 deletions
-1
View File
@@ -377,4 +377,3 @@
corpseshoes = /obj/item/clothing/shoes/boots/tactical
corpseid = 1
corpseidjob = "Hedberg-Hammarstrom Enforcer"
@@ -270,17 +270,16 @@
/datum/category_item/player_setup_item/occupation/proc/SetJob(mob/user, role, level)
var/datum/job/job = job_master.GetJob(role)
if(!job)
return 0
return FALSE
if(job.type == /datum/job/assistant)
if(pref.job_civilian_low & job.flag)
pref.job_civilian_low &= ~job.flag
else
pref.job_civilian_low |= job.flag
return 1
return TRUE
SetJobDepartment(job, level)
return 1
return TRUE
/datum/category_item/player_setup_item/occupation/proc/reset_jobhigh()
pref.job_civilian_med |= pref.job_civilian_high
@@ -293,7 +292,7 @@
// Level is equal to the desired new level of the job. So for a value of 4, we want to disable the job.
/datum/category_item/player_setup_item/occupation/proc/SetJobDepartment(var/datum/job/job, var/level)
if(!job || !level)
return 0
return FALSE
switch(job.department_flag)
if(CIVILIAN)
@@ -332,7 +331,7 @@
pref.job_engsec_med |= job.flag
if(3)
pref.job_engsec_low |= job.flag
return 1
return TRUE
/datum/category_item/player_setup_item/occupation/proc/ResetJobs()
pref.job_civilian_high = 0
+19 -15
View File
@@ -12,27 +12,23 @@ var/global/list/spawntypes = list()
var/display_name //Name used in preference setup.
var/list/restrict_job = null
var/list/disallow_job = null
var/list/permit_offsite_job = null
var/announce_channel = "Common"
var/allowed_mob_types = JOB_SILICON|JOB_CARBON
/datum/spawnpoint/proc/check_job_spawning(job)
if(restrict_job && !(job in restrict_job))
return 0
if(disallow_job && (job in disallow_job))
return 0
var/datum/job/J = SSjob.get_job(job)
if(!J) // Couldn't find, admin shenanigans? Allow it
return 1
if(J.offmap_spawn && !(job in restrict_job))
return 0
return TRUE
if(J.offmap_spawn && !(job in permit_offsite_job) && !(job in restrict_job))
return FALSE
if(restrict_job && !(job in restrict_job))
return FALSE
if(disallow_job && (job in disallow_job))
return FALSE
if(!(J.mob_type & allowed_mob_types))
return 0
return 1
return FALSE
return TRUE
/datum/spawnpoint/proc/get_spawn_position()
return get_turf(pick(turfs))
@@ -85,4 +81,12 @@ var/global/list/spawntypes = list()
/datum/spawnpoint/cyborg/New()
..()
turfs = latejoin_cyborg
turfs = latejoin_cyborg
/datum/spawnpoint/wilderness
display_name = "Wilderness"
msg = null
/datum/spawnpoint/wilderness/New()
..()
turfs = latejoin_wilderness
+1 -1
View File
@@ -837,7 +837,7 @@
if(accessory.AltClick(user))
return TRUE
. = ..()
/obj/item/clothing/under/attack_hand(var/mob/user)
if(LAZYLEN(accessories))
..()
+6 -4
View File
@@ -405,7 +405,7 @@
var/join_message = join_props["msg"]
var/announce_channel = join_props["channel"] || "Common"
if(!T || !join_message)
if(!T)
return 0
spawning = 1
@@ -451,9 +451,11 @@
ticker.mode.latespawn(character)
if(J.mob_type & JOB_SILICON)
AnnounceCyborg(character, rank, join_message, announce_channel, character.z)
if(join_message && announce_channel)
AnnounceCyborg(character, rank, join_message, announce_channel, character.z)
else
AnnounceArrival(character, rank, join_message, announce_channel, character.z)
if(join_message && announce_channel)
AnnounceArrival(character, J?.substitute_announce_title || rank, join_message, announce_channel, character.z)
data_core.manifest_inject(character)
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
@@ -647,4 +649,4 @@
return
var/decl/music_track/new_track = using_map.get_lobby_track(using_map.lobby_track.type)
if(new_track)
new_track.play_to(src)
new_track.play_to(src)
+12 -12
View File
@@ -401,7 +401,7 @@
if(muzzle_flash)
set_light(0)
user.hud_used.update_ammo_hud(user, src)
// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
@@ -746,16 +746,16 @@
/obj/item/gun/proc/get_ammo_count()
return FALSE
/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.
if(slot == slot_l_hand || slot == slot_r_hand)
user.hud_used.add_ammo_hud(user, src)
else
user.hud_used.remove_ammo_hud(user, src)
if(user?.hud_used)
if(slot == slot_l_hand || slot == slot_r_hand)
user.hud_used.add_ammo_hud(user, src)
else
user.hud_used.remove_ammo_hud(user, src)
return ..()
/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.
user.hud_used.remove_ammo_hud(user, src)
..()
/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.
if(user?.hud_used)
user.hud_used.remove_ammo_hud(user, src)
..()