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https://github.com/PolarisSS13/Polaris.git
synced 2026-01-02 21:43:22 +00:00
Removes references to the Syndicate and renames nuclear emergency mode.
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@@ -411,14 +411,14 @@
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dat += "<a href='?src=\ref[src];delay_round_end=1'>[ticker.delay_end ? "End Round Normally" : "Delay Round End"]</a><br>"
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if(ticker.mode.syndicates.len)
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dat += "<br><table cellspacing=5><tr><td><B>Syndicates</B></td><td></td></tr>"
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dat += "<br><table cellspacing=5><tr><td><B>Mercenaries</B></td><td></td></tr>"
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for(var/datum/mind/N in ticker.mode.syndicates)
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var/mob/M = N.current
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if(M)
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dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
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dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
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else
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dat += "<tr><td><i>Nuclear Operative not found!</i></td></tr>"
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dat += "<tr><td><i>Mercenary not found!</i></td></tr>"
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dat += "</table><br><table><tr><td><B>Nuclear Disk(s)</B></td></tr>"
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for(var/obj/item/weapon/disk/nuclear/N in world)
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dat += "<tr><td>[N.name], "
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@@ -582,9 +582,9 @@
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//Nuke Operative
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if(jobban_isbanned(M, "operative") || isbanned_dept)
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jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=operative;jobban4=\ref[M]'><font color=red>[replacetext("Nuke Operative", " ", " ")]</font></a></td>"
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jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=operative;jobban4=\ref[M]'><font color=red>[replacetext("Mercenary", " ", " ")]</font></a></td>"
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else
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jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=operative;jobban4=\ref[M]'>[replacetext("Nuke Operative", " ", " ")]</a></td>"
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jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=operative;jobban4=\ref[M]'>[replacetext("Mercenary", " ", " ")]</a></td>"
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//Revolutionary
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if(jobban_isbanned(M, "revolutionary") || isbanned_dept)
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@@ -1476,11 +1476,11 @@
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usr << "The person you are trying to contact is not wearing a headset"
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return
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var/input = input(src.owner, "Please enter a message to reply to [key_name(H)] via their headset.","Outgoing message from The Syndicate", "")
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var/input = input(src.owner, "Please enter a message to reply to [key_name(H)] via their headset.","Outgoing message from a shadowy figure...", "")
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if(!input) return
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src.owner << "You sent [input] to [H] via a secure channel."
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log_admin("[src.owner] replied to [key_name(H)]'s Syndicate message with the message [input].")
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log_admin("[src.owner] replied to [key_name(H)]'s illegal message with the message [input].")
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H << "You hear something crackle in your headset for a moment before a voice speaks. \"Please stand by for a message from your benefactor. Message as follows, agent. <b>\"[input]\"</b> Message ends.\""
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else if(href_list["CentcommFaxView"])
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@@ -11,8 +11,8 @@
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var/override
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switch(parameter)
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if(1)
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override = input(src,"mode = ?","Enter Parameter",null) as anything in list("nuclear emergency","no override")
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override = input(src,"mode = ?","Enter Parameter",null) as anything in list("mercenary","no override")
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if(0)
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override = input(src,"mode = ?","Enter Parameter",null) as anything in list("blob","nuclear emergency","AI malfunction","no override")
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override = input(src,"mode = ?","Enter Parameter",null) as anything in list("blob","mercenary","AI malfunction","no override")
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ticker.station_explosion_cinematic(parameter,override)
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return
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@@ -264,7 +264,7 @@ client/proc/one_click_antag()
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if(nuke_spawn)
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var/obj/item/weapon/paper/P = new
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P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
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P.info = "Sadly, your employers could not get you a nuclear bomb. They have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
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P.name = "nuclear bomb code and instructions"
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P.loc = nuke_spawn.loc
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@@ -327,7 +327,7 @@ client/proc/one_click_antag()
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//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
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for(var/mob/dead/observer/G in player_list)
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spawn(0)
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switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
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switch(alert(G,"Do you wish to be considered for an elite mercenary strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
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if("Yes")
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if((world.time-time_passed)>300)//If more than 30 game seconds passed.
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return
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@@ -369,7 +369,7 @@ client/proc/one_click_antag()
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//So they don't forget their code or mission.
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new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>"
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new_syndicate_commando << "\blue You are an Elite Mercenary. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of criminal elements hostile to NanoTrasen. \nYour current mission is: \red<B> [input]</B>"
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numagents--
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if(numagents >= 6)
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@@ -424,7 +424,7 @@ client/proc/one_click_antag()
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//Creates mind stuff.
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new_syndicate_commando.mind_initialize()
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new_syndicate_commando.mind.assigned_role = "MODE"
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new_syndicate_commando.mind.special_role = "Syndicate Commando"
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new_syndicate_commando.mind.special_role = "Mercenary"
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//Adds them to current traitor list. Which is really the extra antagonist list.
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ticker.mode.traitors += new_syndicate_commando.mind
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@@ -34,5 +34,5 @@
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/proc/Syndicate_announce(var/text , var/mob/Sender)
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var/msg = copytext(sanitize(text), 1, MAX_MESSAGE_LEN)
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msg = "\blue <b><font color=crimson>SYNDICATE:</font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;SyndicateReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
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msg = "\blue <b><font color=crimson>ILLEGAL:</font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;SyndicateReply=\ref[Sender]'>RPLY</A>):</b> [msg]"
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admins << msg
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@@ -453,7 +453,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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new_character.loc = pick(wizardstart)
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//ticker.mode.learn_basic_spells(new_character)
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ticker.mode.equip_wizard(new_character)
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if("Syndicate")
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if("Mercenary")
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var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
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if(synd_spawn)
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new_character.loc = get_turf(synd_spawn)
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@@ -4,7 +4,7 @@ var/const/syndicate_commandos_possible = 6 //if more Commandos are needed in the
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var/global/sent_syndicate_strike_team = 0
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/client/proc/syndicate_strike_team()
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set category = "Fun"
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set name = "Spawn Syndicate Strike Team"
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set name = "Spawn Mercenary Strike Team"
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set desc = "Spawns a squad of commandos in the Syndicate Mothership if you want to run an admin event."
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if(!src.holder)
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src << "Only administrators may use this command."
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@@ -16,15 +16,15 @@ var/global/sent_syndicate_strike_team = 0
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// alert("Not so fast, buddy. Wait a few minutes until the game gets going. There are [(6000-world.time)/10] seconds remaining.")
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// return
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if(sent_syndicate_strike_team == 1)
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alert("The Syndicate are already sending a team, Mr. Dumbass.")
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alert("Criminal elements are already sending a team, Mr. Dumbass.")
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return
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if(alert("Do you want to send in the Syndicate Strike Team? Once enabled, this is irreversible.",,"Yes","No")=="No")
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if(alert("Do you want to send in the Mercenary Strike Team? Once enabled, this is irreversible.",,"Yes","No")=="No")
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return
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alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned syndicates have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
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alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned mercs have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
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var/input = null
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while(!input)
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input = copytext(sanitize(input(src, "Please specify which mission the syndicate strike team shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
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input = copytext(sanitize(input(src, "Please specify which mission the strike team shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
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if(!input)
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if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
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return
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@@ -81,7 +81,7 @@ var/global/sent_syndicate_strike_team = 0
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new_syndicate_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
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new_syndicate_commando.mind.store_memory("<B>Mission:</B> \red [input].")
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new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B>[input]</B>"
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new_syndicate_commando << "\blue You are an Elite Mercenary. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of criminal elements hostile to NanoTrasen. \nYour current mission is: \red<B>[input]</B>"
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syndicate_commando_number--
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@@ -98,8 +98,8 @@ var/global/sent_syndicate_strike_team = 0
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new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
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del(L)
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message_admins("\blue [key_name_admin(usr)] has spawned a Syndicate strike squad.", 1)
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log_admin("[key_name(usr)] used Spawn Syndicate Squad.")
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message_admins("\blue [key_name_admin(usr)] has spawned a mercenary strike squad.", 1)
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log_admin("[key_name(usr)] used Spawn Mercenary Squad.")
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feedback_add_details("admin_verb","SDTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
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@@ -121,7 +121,7 @@ var/global/sent_syndicate_strike_team = 0
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//Creates mind stuff.
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new_syndicate_commando.mind_initialize()
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new_syndicate_commando.mind.assigned_role = "MODE"
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new_syndicate_commando.mind.special_role = "Syndicate Commando"
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new_syndicate_commando.mind.special_role = "Mercenary"
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ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
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new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
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del(spawn_location)
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@@ -171,7 +171,7 @@ var/global/sent_syndicate_strike_team = 0
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W.icon_state = "id"
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W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
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W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
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W.assignment = "Syndicate Commando"
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W.assignment = "Mercenary"
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W.registered_name = real_name
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equip_to_slot_or_del(W, slot_wear_id)
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