/* Note from Carnie: The way datum/mind stuff works has been changed a lot. Minds now represent IC characters rather than following a client around constantly. Guidelines for using minds properly: - Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living! ghost.mind is however used as a reference to the ghost's corpse - When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human) the existing mind of the old mob should be transfered to the new mob like so: mind.transfer_to(new_mob) - You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you. By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing the player. - IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you. - When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done. new_mob.key = key The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple! However if you want that mind to have any special properties like being a traitor etc you will have to do that yourself. */ /datum/mind var/key var/name //replaces mob/var/original_name var/mob/living/current var/active = 0 var/memory var/assigned_role var/special_role var/list/restricted_roles = list() var/list/datum/objective/objectives = list() var/list/spell_list = list() // Wizard mode & "Give Spell" badmin button. var/linglink var/datum/martial_art/martial_art var/static/default_martial_art = new/datum/martial_art var/miming = 0 // Mime's vow of silence var/list/antag_datums var/antag_hud_icon_state = null //this mind's ANTAG_HUD should have this icon_state var/datum/atom_hud/antag/antag_hud = null //this mind's antag HUD var/damnation_type = 0 var/datum/mind/soulOwner //who owns the soul. Under normal circumstances, this will point to src var/hasSoul = TRUE // If false, renders the character unable to sell their soul. var/isholy = FALSE //is this person a chaplain or admin role allowed to use bibles var/mob/living/enslaved_to //If this mind's master is another mob (i.e. adamantine golems) var/datum/language_holder/language_holder var/unconvertable = FALSE var/late_joiner = FALSE var/force_escaped = FALSE // Set by Into The Sunset command of the shuttle manipulator /datum/mind/New(var/key) src.key = key soulOwner = src martial_art = default_martial_art /datum/mind/Destroy() SSticker.minds -= src if(islist(antag_datums)) for(var/i in antag_datums) var/datum/antagonist/antag_datum = i if(antag_datum.delete_on_mind_deletion) qdel(i) antag_datums = null return ..() /datum/mind/proc/get_language_holder() if(!language_holder) var/datum/language_holder/L = current.get_language_holder(shadow=FALSE) language_holder = L.copy(src) return language_holder /datum/mind/proc/transfer_to(mob/new_character, var/force_key_move = 0) if(current) // remove ourself from our old body's mind variable current.mind = null SStgui.on_transfer(current, new_character) if(!language_holder) var/datum/language_holder/mob_holder = new_character.get_language_holder(shadow = FALSE) language_holder = mob_holder.copy(src) if(key) if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours new_character.ghostize(1) //we'll need to ghostize so that key isn't mobless. else key = new_character.key if(new_character.mind) //disassociate any mind currently in our new body's mind variable new_character.mind.current = null var/datum/atom_hud/antag/hud_to_transfer = antag_hud//we need this because leave_hud() will clear this list var/mob/living/old_current = current if(current) current.transfer_observers_to(new_character) //transfer anyone observing the old character to the new one current = new_character //associate ourself with our new body new_character.mind = src //and associate our new body with ourself for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body var/datum/antagonist/A = a A.on_body_transfer(old_current, current) if(iscarbon(new_character)) var/mob/living/carbon/C = new_character C.last_mind = src transfer_antag_huds(hud_to_transfer) //inherit the antag HUD transfer_actions(new_character) transfer_martial_arts(new_character) if(active || force_key_move) new_character.key = key //now transfer the key to link the client to our new body //CIT CHANGE - makes arousal update when transfering bodies if(isliving(new_character)) //New humans and such are by default enabled arousal. Let's always use the new mind's prefs. var/mob/living/L = new_character if(L.client && L.client.prefs) L.canbearoused = L.client.prefs.arousable //Technically this should make taking over a character mean the body gain the new minds setting... L.update_arousal_hud() //Removes the old icon /datum/mind/proc/store_memory(new_text) memory += "[new_text]
" /datum/mind/proc/wipe_memory() memory = null // Datum antag mind procs /datum/mind/proc/add_antag_datum(datum_type_or_instance, team) if(!datum_type_or_instance) return var/datum/antagonist/A if(!ispath(datum_type_or_instance)) A = datum_type_or_instance if(!istype(A)) return else A = new datum_type_or_instance() //Choose snowflake variation if antagonist handles it var/datum/antagonist/S = A.specialization(src) if(S && S != A) qdel(A) A = S if(!A.can_be_owned(src)) qdel(A) return A.owner = src LAZYADD(antag_datums, A) A.create_team(team) var/datum/team/antag_team = A.get_team() if(antag_team) antag_team.add_member(src) A.on_gain() return A /datum/mind/proc/remove_antag_datum(datum_type) if(!datum_type) return var/datum/antagonist/A = has_antag_datum(datum_type) if(A) A.on_removal() return TRUE /datum/mind/proc/remove_all_antag_datums() //For the Lazy amongst us. for(var/a in antag_datums) var/datum/antagonist/A = a A.on_removal() /datum/mind/proc/has_antag_datum(datum_type, check_subtypes = TRUE) if(!datum_type) return . = FALSE for(var/a in antag_datums) var/datum/antagonist/A = a if(check_subtypes && istype(A, datum_type)) return A else if(A.type == datum_type) return A /* Removes antag type's references from a mind. objectives, uplinks, powers etc are all handled. */ /datum/mind/proc/remove_changeling() var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling) if(C) remove_antag_datum(/datum/antagonist/changeling) special_role = null /datum/mind/proc/remove_traitor() remove_antag_datum(/datum/antagonist/traitor) /datum/mind/proc/remove_brother() if(src in SSticker.mode.brothers) remove_antag_datum(/datum/antagonist/brother) SSticker.mode.update_brother_icons_removed(src) /datum/mind/proc/remove_nukeop() var/datum/antagonist/nukeop/nuke = has_antag_datum(/datum/antagonist/nukeop,TRUE) if(nuke) remove_antag_datum(nuke.type) special_role = null /datum/mind/proc/remove_wizard() remove_antag_datum(/datum/antagonist/wizard) special_role = null /datum/mind/proc/remove_cultist() if(src in SSticker.mode.cult) SSticker.mode.remove_cultist(src, 0, 0) special_role = null remove_antag_equip() /datum/mind/proc/remove_rev() var/datum/antagonist/rev/rev = has_antag_datum(/datum/antagonist/rev) if(rev) remove_antag_datum(rev.type) special_role = null /datum/mind/proc/remove_antag_equip() var/list/Mob_Contents = current.get_contents() for(var/obj/item/I in Mob_Contents) if(istype(I, /obj/item/pda)) var/obj/item/pda/P = I P.lock_code = "" else if(istype(I, /obj/item/radio)) var/obj/item/radio/R = I R.traitor_frequency = 0 /datum/mind/proc/remove_all_antag() //For the Lazy amongst us. remove_changeling() remove_traitor() remove_nukeop() remove_wizard() remove_cultist() remove_rev() SSticker.mode.update_cult_icons_removed(src) /datum/mind/proc/equip_traitor(employer = "The Syndicate", silent = FALSE, datum/antagonist/uplink_owner) if(!current) return var/mob/living/carbon/human/traitor_mob = current if (!istype(traitor_mob)) return var/list/all_contents = traitor_mob.GetAllContents() var/obj/item/pda/PDA = locate() in all_contents var/obj/item/radio/R = locate() in all_contents var/obj/item/pen/P if (PDA) // Prioritize PDA pen, otherwise the pocket protector pens will be chosen, which causes numerous ahelps about missing uplink P = locate() in PDA if (!P) // If we couldn't find a pen in the PDA, or we didn't even have a PDA, do it the old way P = locate() in all_contents if(!P) // I do not have a pen. var/obj/item/pen/inowhaveapen if(istype(traitor_mob.back,/obj/item/storage)) //ok buddy you better have a backpack! inowhaveapen = new /obj/item/pen(traitor_mob.back) else inowhaveapen = new /obj/item/pen(traitor_mob.loc) traitor_mob.put_in_hands(inowhaveapen) // I hope you don't have arms and your traitor pen gets stolen for all this trouble you've caused. P = inowhaveapen var/obj/item/uplink_loc if(traitor_mob.client && traitor_mob.client.prefs) switch(traitor_mob.client.prefs.uplink_spawn_loc) if(UPLINK_PDA) uplink_loc = PDA if(!uplink_loc) uplink_loc = R if(!uplink_loc) uplink_loc = P if(UPLINK_RADIO) uplink_loc = R if(!uplink_loc) uplink_loc = PDA if(!uplink_loc) uplink_loc = P if(UPLINK_PEN) uplink_loc = P if(!uplink_loc) uplink_loc = PDA if(!uplink_loc) uplink_loc = R if (!uplink_loc) if(!silent) to_chat(traitor_mob, "Unfortunately, [employer] wasn't able to get you an Uplink.") . = 0 else . = uplink_loc uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key) var/unlock_note if(uplink_loc == R) R.traitor_frequency = sanitize_frequency(rand(MIN_FREQ, MAX_FREQ)) if(!silent) to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(R.traitor_frequency)] to unlock its hidden features.") unlock_note = "Radio Frequency: [format_frequency(R.traitor_frequency)] ([R.name])." else if(uplink_loc == PDA) PDA.lock_code = "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]" if(!silent) to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[PDA.lock_code]\" into the ringtone select to unlock its hidden features.") unlock_note = "Uplink Passcode: [PDA.lock_code] ([PDA.name])." else if(uplink_loc == P) P.traitor_unlock_degrees = rand(1, 360) if(!silent) to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [P.traitor_unlock_degrees] from its starting position to unlock its hidden features.") unlock_note = "Uplink Degrees: [P.traitor_unlock_degrees] ([P.name])." if(uplink_owner) uplink_owner.antag_memory += unlock_note + "
" else traitor_mob.mind.store_memory(unlock_note) //Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does. /datum/mind/proc/enslave_mind_to_creator(mob/living/creator) if(iscultist(creator)) SSticker.mode.add_cultist(src) else if(is_revolutionary(creator)) var/datum/antagonist/rev/converter = creator.mind.has_antag_datum(/datum/antagonist/rev,TRUE) converter.add_revolutionary(src,FALSE) else if(is_servant_of_ratvar(creator)) add_servant_of_ratvar(current) else if(is_nuclear_operative(creator)) var/datum/antagonist/nukeop/converter = creator.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE) var/datum/antagonist/nukeop/N = new() N.send_to_spawnpoint = FALSE N.nukeop_outfit = null add_antag_datum(N,converter.nuke_team) enslaved_to = creator current.faction |= creator.faction creator.faction |= current.faction if(creator.mind.special_role) message_admins("[ADMIN_LOOKUPFLW(current)] has been created by [ADMIN_LOOKUPFLW(creator)], an antagonist.") to_chat(current, "Despite your creators current allegiances, your true master remains [creator.real_name]. If their loyalties change, so do yours. This will never change unless your creator's body is destroyed.") /datum/mind/proc/show_memory(mob/recipient, window=1) if(!recipient) recipient = current var/output = "[current.real_name]'s Memories:
" output += memory for(var/datum/antagonist/A in antag_datums) output += A.antag_memory if(objectives.len) output += "Objectives:" var/obj_count = 1 for(var/datum/objective/objective in objectives) output += "
Objective #[obj_count++]: [objective.explanation_text]" var/list/datum/mind/other_owners = objective.get_owners() - src if(other_owners.len) output += "" if(window) recipient << browse(output,"window=memory") else if(objectives.len || memory) to_chat(recipient, "[output]") /datum/mind/Topic(href, href_list) if(!check_rights(R_ADMIN)) return var/self_antagging = usr == current if(href_list["add_antag"]) add_antag_wrapper(text2path(href_list["add_antag"]),usr) if(href_list["remove_antag"]) var/datum/antagonist/A = locate(href_list["remove_antag"]) in antag_datums if(!istype(A)) to_chat(usr,"Invalid antagonist ref to be removed.") return A.admin_remove(usr) if (href_list["role_edit"]) var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in get_all_jobs() if (!new_role) return assigned_role = new_role else if (href_list["memory_edit"]) var/new_memo = copytext(sanitize(input("Write new memory", "Memory", memory) as null|message),1,MAX_MESSAGE_LEN) if (isnull(new_memo)) return memory = new_memo else if (href_list["obj_edit"] || href_list["obj_add"]) var/datum/objective/objective var/objective_pos var/def_value var/datum/antagonist/target_antag if (href_list["obj_edit"]) objective = locate(href_list["obj_edit"]) if (!objective) return for(var/datum/antagonist/A in antag_datums) if(objective in A.objectives) target_antag = A objective_pos = A.objectives.Find(objective) break if(!target_antag) //Shouldn't happen anymore stack_trace("objective without antagonist found") objective_pos = objectives.Find(objective) //Text strings are easy to manipulate. Revised for simplicity. var/temp_obj_type = "[objective.type]"//Convert path into a text string. def_value = copytext(temp_obj_type, 19)//Convert last part of path into an objective keyword. if(!def_value)//If it's a custom objective, it will be an empty string. def_value = "custom" else //We're adding this objective if(href_list["target_antag"]) var/datum/antagonist/X = locate(href_list["target_antag"]) in antag_datums if(X) target_antag = X if(!target_antag) switch(antag_datums.len) if(0) target_antag = add_antag_datum(/datum/antagonist/custom) if(1) target_antag = antag_datums[1] else var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", def_value) as null|anything in antag_datums + "(new custom antag)" if (QDELETED(target)) return else if(target == "(new custom antag)") target_antag = add_antag_datum(/datum/antagonist/custom) else target_antag = target var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "maroon", "debrain", "protect", "destroy", "prevent", "hijack", "escape", "survive", "martyr", "steal", "download", "nuclear", "capture", "absorb", "custom") if (!new_obj_type) return var/datum/objective/new_objective = null switch (new_obj_type) if ("assassinate","protect","debrain","maroon") var/list/possible_targets = list("Free objective") for(var/datum/mind/possible_target in SSticker.minds) if ((possible_target != src) && ishuman(possible_target.current)) possible_targets += possible_target.current var/mob/def_target = null var/list/objective_list = typecacheof(list(/datum/objective/assassinate, /datum/objective/protect, /datum/objective/debrain, /datum/objective/maroon)) if (is_type_in_typecache(objective, objective_list) && objective.target) def_target = objective.target.current var/mob/new_target = input("Select target:", "Objective target", def_target) as null|anything in possible_targets if (!new_target) return var/objective_path = text2path("/datum/objective/[new_obj_type]") if (new_target == "Free objective") new_objective = new objective_path new_objective.owner = src new_objective.target = null new_objective.explanation_text = "Free objective" else new_objective = new objective_path new_objective.owner = src new_objective.target = new_target.mind //Will display as special role if the target is set as MODE. Ninjas/commandos/nuke ops. new_objective.update_explanation_text() if ("destroy") var/list/possible_targets = active_ais(1) if(possible_targets.len) var/mob/new_target = input("Select target:", "Objective target") as null|anything in possible_targets new_objective = new /datum/objective/destroy new_objective.target = new_target.mind new_objective.owner = src new_objective.update_explanation_text() else to_chat(usr, "No active AIs with minds") if ("prevent") new_objective = new /datum/objective/block new_objective.owner = src if ("hijack") new_objective = new /datum/objective/hijack new_objective.owner = src if ("escape") new_objective = new /datum/objective/escape new_objective.owner = src if ("survive") new_objective = new /datum/objective/survive new_objective.owner = src if("martyr") new_objective = new /datum/objective/martyr new_objective.owner = src if ("nuclear") new_objective = new /datum/objective/nuclear new_objective.owner = src if ("steal") if (!istype(objective, /datum/objective/steal)) new_objective = new /datum/objective/steal new_objective.owner = src else new_objective = objective var/datum/objective/steal/steal = new_objective if (!steal.select_target()) return if("download","capture","absorb") var/def_num if(objective&&objective.type==text2path("/datum/objective/[new_obj_type]")) def_num = objective.target_amount var/target_number = input("Input target number:", "Objective", def_num) as num | null if (isnull(target_number))//Ordinarily, you wouldn't need isnull. In this case, the value may already exist. return switch(new_obj_type) if("download") new_objective = new /datum/objective/download new_objective.explanation_text = "Download [target_number] research node\s." if("capture") new_objective = new /datum/objective/capture new_objective.explanation_text = "Capture [target_number] lifeforms with an energy net. Live, rare specimens are worth more." if("absorb") new_objective = new /datum/objective/absorb new_objective.explanation_text = "Absorb [target_number] compatible genomes." new_objective.owner = src new_objective.target_amount = target_number if ("custom") var/expl = stripped_input(usr, "Custom objective:", "Objective", objective ? objective.explanation_text : "") if (!expl) return new_objective = new /datum/objective new_objective.owner = src new_objective.explanation_text = expl if (!new_objective) return if (objective) if(target_antag) target_antag.objectives -= objective objectives -= objective target_antag.objectives.Insert(objective_pos, new_objective) message_admins("[key_name_admin(usr)] edited [current]'s objective to [new_objective.explanation_text]") log_admin("[key_name(usr)] edited [current]'s objective to [new_objective.explanation_text]") else if(target_antag) target_antag.objectives += new_objective objectives += new_objective message_admins("[key_name_admin(usr)] added a new objective for [current]: [new_objective.explanation_text]") log_admin("[key_name(usr)] added a new objective for [current]: [new_objective.explanation_text]") else if (href_list["obj_delete"]) var/datum/objective/objective = locate(href_list["obj_delete"]) if(!istype(objective)) return for(var/datum/antagonist/A in antag_datums) if(objective in A.objectives) A.objectives -= objective break objectives -= objective message_admins("[key_name_admin(usr)] removed an objective for [current]: [objective.explanation_text]") log_admin("[key_name(usr)] removed an objective for [current]: [objective.explanation_text]") else if(href_list["obj_completed"]) var/datum/objective/objective = locate(href_list["obj_completed"]) if(!istype(objective)) return objective.completed = !objective.completed log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]") else if (href_list["silicon"]) switch(href_list["silicon"]) if("unemag") var/mob/living/silicon/robot/R = current if (istype(R)) R.SetEmagged(0) message_admins("[key_name_admin(usr)] has unemag'ed [R].") log_admin("[key_name(usr)] has unemag'ed [R].") if("unemagcyborgs") if(isAI(current)) var/mob/living/silicon/ai/ai = current for (var/mob/living/silicon/robot/R in ai.connected_robots) R.SetEmagged(0) message_admins("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.") log_admin("[key_name(usr)] has unemag'ed [ai]'s Cyborgs.") else if (href_list["common"]) switch(href_list["common"]) if("undress") for(var/obj/item/W in current) current.dropItemToGround(W, TRUE) //The 1 forces all items to drop, since this is an admin undress. if("takeuplink") take_uplink() memory = null//Remove any memory they may have had. log_admin("[key_name(usr)] removed [current]'s uplink.") if("crystals") if(check_rights(R_FUN, 0)) var/datum/component/uplink/U = find_syndicate_uplink() if(U) var/crystals = input("Amount of telecrystals for [key]","Syndicate uplink", U.telecrystals) as null | num if(!isnull(crystals)) U.telecrystals = crystals message_admins("[key_name_admin(usr)] changed [current]'s telecrystal count to [crystals].") log_admin("[key_name(usr)] changed [current]'s telecrystal count to [crystals].") if("uplink") if(!equip_traitor()) to_chat(usr, "Equipping a syndicate failed!") log_admin("[key_name(usr)] tried and failed to give [current] an uplink.") else log_admin("[key_name(usr)] gave [current] an uplink.") else if (href_list["obj_announce"]) announce_objectives() //Something in here might have changed your mob if(self_antagging && (!usr || !usr.client) && current.client) usr = current traitor_panel() /datum/mind/proc/announce_objectives() var/obj_count = 1 to_chat(current, "Your current objectives:") for(var/objective in objectives) var/datum/objective/O = objective to_chat(current, "Objective #[obj_count]: [O.explanation_text]") obj_count++ /datum/mind/proc/find_syndicate_uplink() var/list/L = current.GetAllContents() for (var/i in L) var/atom/movable/I = i . = I.GetComponent(/datum/component/uplink) if(.) break /datum/mind/proc/take_uplink() qdel(find_syndicate_uplink()) /datum/mind/proc/make_Traitor() if(!(has_antag_datum(/datum/antagonist/traitor))) add_antag_datum(/datum/antagonist/traitor) /datum/mind/proc/make_Changeling() var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling) if(!C) C = add_antag_datum(/datum/antagonist/changeling) special_role = ROLE_CHANGELING return C /datum/mind/proc/make_Wizard() if(!has_antag_datum(/datum/antagonist/wizard)) special_role = ROLE_WIZARD assigned_role = ROLE_WIZARD add_antag_datum(/datum/antagonist/wizard) /datum/mind/proc/make_Cultist() if(!has_antag_datum(/datum/antagonist/cult,TRUE)) SSticker.mode.add_cultist(src,FALSE,equip=TRUE) special_role = ROLE_CULTIST to_chat(current, "You catch a glimpse of the Realm of Nar'Sie, The Geometer of Blood. You now see how flimsy your world is, you see that it should be open to the knowledge of Nar'Sie.") to_chat(current, "Assist your new brethren in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.") /datum/mind/proc/make_Rev() var/datum/antagonist/rev/head/head = new() head.give_flash = TRUE head.give_hud = TRUE add_antag_datum(head) special_role = ROLE_REV_HEAD /datum/mind/proc/AddSpell(obj/effect/proc_holder/spell/S) spell_list += S S.action.Grant(current) /datum/mind/proc/owns_soul() return soulOwner == src //To remove a specific spell from a mind /datum/mind/proc/RemoveSpell(obj/effect/proc_holder/spell/spell) if(!spell) return for(var/X in spell_list) var/obj/effect/proc_holder/spell/S = X if(istype(S, spell)) spell_list -= S qdel(S) /datum/mind/proc/RemoveAllSpells() for(var/obj/effect/proc_holder/S in spell_list) RemoveSpell(S) /datum/mind/proc/transfer_martial_arts(mob/living/new_character) if(!ishuman(new_character)) return if(martial_art) if(martial_art.base) //Is the martial art temporary? martial_art.remove(new_character) else martial_art.teach(new_character) /datum/mind/proc/transfer_actions(mob/living/new_character) if(current && current.actions) for(var/datum/action/A in current.actions) A.Grant(new_character) transfer_mindbound_actions(new_character) /datum/mind/proc/transfer_mindbound_actions(mob/living/new_character) for(var/X in spell_list) var/obj/effect/proc_holder/spell/S = X S.action.Grant(new_character) var/datum/antagonist/changeling/changeling = new_character.mind.has_antag_datum(/datum/antagonist/changeling) if(changeling &&(ishuman(new_character) || ismonkey(new_character))) for(var/P in changeling.purchasedpowers) var/obj/effect/proc_holder/changeling/I = P I.action.Grant(new_character) /datum/mind/proc/disrupt_spells(delay, list/exceptions = New()) for(var/X in spell_list) var/obj/effect/proc_holder/spell/S = X for(var/type in exceptions) if(istype(S, type)) continue S.charge_counter = delay S.updateButtonIcon() INVOKE_ASYNC(S, /obj/effect/proc_holder/spell.proc/start_recharge) /datum/mind/proc/get_ghost(even_if_they_cant_reenter) for(var/mob/dead/observer/G in GLOB.dead_mob_list) if(G.mind == src) if(G.can_reenter_corpse || even_if_they_cant_reenter) return G break /datum/mind/proc/grab_ghost(force) var/mob/dead/observer/G = get_ghost(even_if_they_cant_reenter = force) . = G if(G) G.reenter_corpse() /datum/mind/proc/has_objective(objective_type) for(var/datum/antagonist/A in antag_datums) for(var/O in A.objectives) if(istype(O,objective_type)) return TRUE /mob/proc/sync_mind() mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist) mind.active = 1 //indicates that the mind is currently synced with a client /mob/dead/new_player/sync_mind() return /mob/dead/observer/sync_mind() return //Initialisation procs /mob/proc/mind_initialize() if(mind) mind.key = key else mind = new /datum/mind(key) SSticker.minds += mind if(!mind.name) mind.name = real_name mind.current = src /mob/living/carbon/mind_initialize() ..() last_mind = mind //HUMAN /mob/living/carbon/human/mind_initialize() ..() if(!mind.assigned_role) mind.assigned_role = "Unassigned" //default //AI /mob/living/silicon/ai/mind_initialize() ..() mind.assigned_role = "AI" //BORG /mob/living/silicon/robot/mind_initialize() ..() mind.assigned_role = "Cyborg" //PAI /mob/living/silicon/pai/mind_initialize() ..() mind.assigned_role = ROLE_PAI mind.special_role = ""