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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
67 lines
2.6 KiB
Plaintext
67 lines
2.6 KiB
Plaintext
/*
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/datum/game_mode/deathmatch
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name = "deathmatch"
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config_tag = "deathmatch"
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var/startedat
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var/const/gamelength = 15 * 600 // 1/10 second
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announce()
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world << "<B>The current game mode is - Death Commando Deathmatch!</B>"
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world << "<B>Just kill everyone else. They're gonna try to kill you, after all. Respawning is enabled.</B>"
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post_setup()
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startedat = world.realtime
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abandon_allowed = 1
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setup_game()
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// TODO: DEFERRED Make this massively cleaner. It should hook before spawning, not after.
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var/list/mobs = list()
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for(var/mob/living/carbon/human/M in world)
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if (M.client)
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mobs += M
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for(var/mob/living/carbon/human/M in mobs)
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spawn()
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if(M.client)
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for(var/obj/item/weapon/W in list(M.wear_suit, M.w_uniform, M.r_store, M.l_store, M.wear_id, M.belt,
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M.gloves, M.glasses, M.head, M.ears, M.shoes, M.wear_mask, M.back,
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M.handcuffed, M.r_hand, M.l_hand))
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M.u_equip(W)
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del(W)
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var/randomname = "Killiam Shakespeare"
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if(commando_names.len)
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randomname = pick(commando_names)
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commando_names -= randomname
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var/newname = input(M,"You are a death commando. Would you like to change your name?", "Character Creation", randomname)
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if(!length(newname))
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newname = randomname
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newname = strip_html(newname,40)
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M.real_name = newname
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M.name = newname // there are WAY more things than this to change, I'm almost certain
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M.equip_if_possible(new /obj/item/clothing/under/color/black(M), M.slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/suit/swat_suit/death_commando(M), M.slot_wear_suit)
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M.equip_if_possible(new /obj/item/clothing/mask/gas/death_commando(M), M.slot_wear_mask)
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M.equip_if_possible(new /obj/item/clothing/gloves/swat(M), M.slot_gloves)
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M.equip_if_possible(new /obj/item/clothing/glasses/thermal(M), M.slot_glasses)
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M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(M), M.slot_l_hand)
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M.equip_if_possible(new /obj/item/weapon/m_pill/cyanide(M), M.slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/flashbang(M), M.slot_r_store)
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var/obj/item/weapon/tank/air/O = new(M)
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M.equip_if_possible(O, M.slot_back)
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M.internal = O
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var/obj/item/weapon/card/id/W = new(M)
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W.access = get_all_accesses()
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W.name = "[newname]'s ID card (Death Commando)"
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W.assignment = "Death Commando"
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W.registered_name = newname
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M.equip_if_possible(W, M.slot_wear_id)
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..()
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check_win()
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return 1
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*/ |