Files
Polaris/code/modules/admin/verbs/onlyone.dm
Erthilo 026074d6c5 TG: (Might very possibly be broken. Didn't port most of the stuff due to it having been rewritten. - Erthilo)
Adds BS12 dismemberment.  Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night.  For some reason.
Adds an afterattack to mobs that can be used.  (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: 	 VivianFoxfoot
2012-05-06 22:53:39 +01:00

55 lines
2.1 KiB
Plaintext

/client/proc/only_one()
set category = "Fun"
set name = "THERE CAN BE ONLY ONE"
set desc = "Makes everyone into a traitor and has them fight for the nuke auth. disk."
if(!ticker)
alert("The game hasn't started yet!")
return
if(alert("BEGIN THE TOURNAMENT?",,"Yes","No")=="No")
return
//feedback_add_details("admin_verb","TCBOO") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for(var/mob/living/carbon/human/H in world)
if(H.stat == 2 || !(H.client)) continue
if(is_special_character(H)) continue
ticker.mode.traitors += H.mind
H.mind.special_role = "traitor"
var/datum/objective/steal/nuke_disk/steal_objective = new
steal_objective.owner = H.mind
H.mind.objectives += steal_objective
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = H.mind
H.mind.objectives += hijack_objective
H << "<B>You are the traitor.</B>"
var/obj_count = 1
for(var/datum/objective/OBJ in H.mind.objectives)
H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
for (var/obj/item/I in H)
if (istype(I, /obj/item/weapon/implant))
continue
del(I)
H.equip_if_possible(new /obj/item/clothing/under/kilt(H), H.slot_w_uniform)
H.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(H), H.slot_ears)
H.equip_if_possible(new /obj/item/clothing/head/beret(H), H.slot_head)
H.equip_if_possible(new /obj/item/weapon/claymore(H), H.slot_l_hand)
H.equip_if_possible(new /obj/item/clothing/shoes/combat(H), H.slot_shoes)
H.equip_if_possible(new /obj/item/weapon/pinpointer(H.loc), H.slot_l_store)
var/obj/item/weapon/card/id/W = new(H)
W.name = "[H.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Highlander"
W.registered_name = H.real_name
H.equip_if_possible(W, H.slot_wear_id)
message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1)
log_admin("[key_name(usr)] used there can be only one.")