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