Files
Polaris/code/unused/gamemodes/deathmatch.dm
VivianFoxfoot@gmail.com 4dfe439b1a 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)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-01 15:33:29 +00:00

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