mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-26 05:27:39 +01:00
One can now greatly customize syndicate ids. Partially based on https://github.com/ParadiseSS13/Paradise/pull/1686.
This commit is contained in:
@@ -46,7 +46,7 @@
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ui.open()
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ui.set_auto_update(1)
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/obj/item/device/aicard/Topic(href, href_list, nowindow, state)
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/obj/item/device/aicard/Topic(href, href_list, state)
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if(..())
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return 1
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@@ -104,7 +104,6 @@
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var/sex = "\[UNSET\]"
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var/icon/front
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var/icon/side
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var/dat
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//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
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var/assignment = null //can be alt title or the actual job
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@@ -119,11 +118,14 @@
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else
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usr << "<span class='warning'>It is too far away.</span>"
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/obj/item/weapon/card/id/proc/prevent_tracking()
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return 0
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/obj/item/weapon/card/id/proc/show(mob/user as mob)
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user << browse_rsc(front, "front.png")
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user << browse_rsc(side, "side.png")
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var/datum/browser/popup = new(user, "idcard", name, 600, 250)
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popup.set_content(dat)
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popup.set_content(dat())
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popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
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popup.open()
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return
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@@ -147,7 +149,8 @@
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set_id_photo(H)
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update_name()
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dat = ("<table><tr><td>")
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/obj/item/weapon/card/id/proc/dat()
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var/dat = ("<table><tr><td>")
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dat += text("Name: []</A><BR>", registered_name)
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dat += text("Sex: []</A><BR>\n", sex)
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dat += text("Age: []</A><BR>\n", age)
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@@ -155,8 +158,10 @@
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dat += text("Fingerprint: []</A><BR>\n", fingerprint_hash)
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dat += text("Blood Type: []<BR>\n", blood_type)
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dat += text("DNA Hash: []<BR><BR>\n", dna_hash)
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dat +="<td align = center valign = top>Photo:<br><img src=front.png height=80 width=80 border=4> \
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<img src=side.png height=80 width=80 border=4></td></tr></table>"
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if(front && side)
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dat +="<td align = center valign = top>Photo:<br><img src=front.png height=80 width=80 border=4><img src=side.png height=80 width=80 border=4></td>"
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dat += "</tr></table>"
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return dat
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/obj/item/weapon/card/id/attack_self(mob/user as mob)
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user.visible_message("\The [user] shows you: \icon[src] [src.name]. The assignment on the card: [src.assignment]",\
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@@ -3,9 +3,10 @@ var/global/list/syndicate_ids = list()
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/obj/item/weapon/card/id/syndicate
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name = "agent card"
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assignment = "Agent"
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var/list/initial_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
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origin_tech = list(TECH_ILLEGAL = 3)
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var/electronic_warfare = 1
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var/registered_user = null
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var/list/initial_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
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/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
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syndicate_ids += src
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@@ -17,26 +18,31 @@ var/global/list/syndicate_ids = list()
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registered_user = null
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return ..()
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// On mob destruction, ensure any references are cleared
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/mob/Destroy()
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// On mob destruction, ensure any references are cleared
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for(var/obj/item/weapon/card/id/syndicate/SID in syndicate_ids)
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if(SID.registered_user = user)
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registered_user = null
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if(SID.registered_user == src)
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SID.registered_user = null
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return ..()
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/obj/item/weapon/card/id/syndicate/prevent_tracking()
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return electronic_warfare
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/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
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if(!proximity) return
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if(istype(O, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/I = O
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src.access |= I.access
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if(player_is_antag(user))
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user << "<span class='notice'>\The [src]'s microscanners activate as you pass it over the ID, copying its access.</span>"
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user << "<span class='notice'>The microscanner activate as you pass it over the ID, copying its access.</span>"
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/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
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if(!registered_user)
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registered_user = user
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set_owner_info(user)
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user << "<span class='notice'>The microscanner marks you as its owner, preventing others some accessing its internals.</span>"
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if(registered_user == user)
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switch(alert("Would you like edit the ID, or show it?","Edit","Show"))
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switch(alert("Would you like edit the ID, or show it?","Show or Edit?", "Edit","Show"))
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if("Edit")
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ui_interact(user)
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if("Show")
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@@ -46,7 +52,19 @@ var/global/list/syndicate_ids = list()
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/obj/item/weapon/card/id/syndicate/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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data["hide_breakers"] = hide_breakers
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var/entries[0]
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entries[++entries.len] = list("name" = "Age", "value" = age)
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entries[++entries.len] = list("name" = "Appearance", "value" = "Set")
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entries[++entries.len] = list("name" = "Assignment", "value" = assignment)
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entries[++entries.len] = list("name" = "Blood Type", "value" = blood_type)
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entries[++entries.len] = list("name" = "DNA Hash", "value" = dna_hash)
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entries[++entries.len] = list("name" = "Fingerprint Hash", "value" = fingerprint_hash)
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entries[++entries.len] = list("name" = "Name", "value" = registered_name)
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entries[++entries.len] = list("name" = "Photo", "value" = "Update")
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entries[++entries.len] = list("name" = "Sex", "value" = sex)
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entries[++entries.len] = list("name" = "Factory Reset", "value" = "Use With Care")
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data["electronic_warfare"] = electronic_warfare
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data["entries"] = entries
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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@@ -59,9 +77,128 @@ var/global/list/syndicate_ids = list()
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return STATUS_CLOSE
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return ..()
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/obj/item/weapon/card/id/syndicate/Topic(href, href_list, var/nowindow = 0, var/datum/topic_state/state)
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/obj/item/weapon/card/id/syndicate/Topic(href, href_list, var/datum/topic_state/state)
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if(..())
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return 1
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update_uis(src)
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return 1
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var/user = usr
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if(href_list["electronic_warfare"])
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electronic_warfare = text2num(href_list["electronic_warfare"])
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user << "<span class='notice'>Electronic warfare [electronic_warfare ? "enabled" : "disabled"].</span>"
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else if(href_list["set"])
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switch(href_list["set"])
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if("Age")
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var/new_age = input(user,"What age would you like to put on this card?","Agent Card Age", age) as null|num
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if(!isnull(new_age) && CanUseTopic(user, state))
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if(new_age < 0)
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age = initial(age)
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else
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age = new_age
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user << "<span class='notice'>Age has been set to '[age]'.</span>"
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. = 1
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if("Appearance")
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var/datum/card_state/choice = input(user, "Select the appearance for this card.", "Agent Card Appearance") as null|anything in id_card_states()
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if(choice && CanUseTopic(user, state))
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src.icon_state = choice.icon_state
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src.item_state = choice.item_state
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usr << "<span class='notice'>Appearance changed to [choice].</span>"
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. = 1
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if("Assignment")
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var/new_job = sanitize(input(user,"What assignment would you like to put on this card?\nChanging assignment will not grant or remove any access levels.","Agent Card Assignment", assignment) as null|text)
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if(!isnull(new_job) && CanUseTopic(user, state))
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src.assignment = new_job
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user << "<span class='notice'>Occupation changed to '[new_job]'.</span>"
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update_name()
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. = 1
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if("Blood Type")
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var/default = blood_type
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if(default == initial(blood_type) && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.dna)
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default = H.dna.b_type
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var/new_blood_type = sanitize(input(user,"What blood type would you like to be written on this card?","Agent Card Blood Type",default) as null|text)
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if(!isnull(new_blood_type) && CanUseTopic(user, state))
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src.blood_type = new_blood_type
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user << "<span class='notice'>Blood type changed to '[new_blood_type]'.</span>"
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. = 1
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if("DNA Hash")
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var/default = dna_hash
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if(default == initial(dna_hash) && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.dna)
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default = H.dna.unique_enzymes
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var/new_dna_hash = sanitize(input(user,"What DNA hash would you like to be written on this card?","Agent Card DNA Hash",default) as null|text)
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if(!isnull(new_dna_hash) && CanUseTopic(user, state))
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src.dna_hash = new_dna_hash
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user << "<span class='notice'>DNA hash changed to '[new_dna_hash]'.</span>"
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. = 1
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if("Fingerprint Hash")
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var/default = fingerprint_hash
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if(default == initial(fingerprint_hash) && ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.dna)
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default = md5(H.dna.uni_identity)
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var/new_fingerprint_hash = sanitize(input(user,"What fingerprint hash would you like to be written on this card?","Agent Card Fingerprint Hash",default) as null|text)
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if(!isnull(new_fingerprint_hash) && CanUseTopic(user, state))
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src.fingerprint_hash = new_fingerprint_hash
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user << "<span class='notice'>Fingerprint hash changed to '[new_fingerprint_hash]'.</span>"
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. = 1
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if("Name")
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var/new_name = sanitizeName(input(user,"What name would you like to put on this card?","Agent Card Name", registered_name) as null|text)
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if(!isnull(new_name) && CanUseTopic(user, state))
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src.registered_name = new_name
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update_name()
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user << "<span class='notice'>Name changed to '[new_name]'.</span>"
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. = 1
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if("Photo")
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set_id_photo(user)
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user << "<span class='notice'>Photo changed.</span>"
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. = 1
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if("Sex")
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var/new_sex = sanitize(input(user,"What sex would you like to put on this card?","Agent Card Sex", sex) as null|text)
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if(!isnull(new_sex) && CanUseTopic(user, state))
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src.sex = new_sex
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user << "<span class='notice'>Sex changed to '[new_sex]'.</span>"
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. = 1
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if("Factory Reset")
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if(alert("This will factory reset the card, including access and owner. Continue?", "Factory Reset", "No", "Yes") == "Yes" && CanUseTopic(user, state))
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age = initial(age)
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access = initial_access.Copy()
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assignment = initial(assignment)
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blood_type = initial(blood_type)
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dna_hash = initial(dna_hash)
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electronic_warfare = initial(electronic_warfare)
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fingerprint_hash = initial(fingerprint_hash)
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icon_state = initial(icon_state)
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name = initial(name)
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registered_name = initial(registered_name)
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registered_user = null
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sex = initial(sex)
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user << "<span class='notice'>All information has been deleted from \the [src].</span>"
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. = 1
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// Always update the UI, or buttons will spin indefinitely
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nanomanager.update_uis(src)
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/var/global/list/id_card_states
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/proc/id_card_states()
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if(!id_card_states)
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id_card_states = list()
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for(var/path in typesof(/obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/ID = path
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var/datum/card_state/CS = new()
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CS.icon_state = initial(ID.icon_state)
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CS.item_state = initial(ID.item_state)
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CS.name = initial(ID.name) + " - " + initial(ID.icon_state)
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id_card_states += CS
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id_card_states = dd_sortedObjectList(id_card_states)
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return id_card_states
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/datum/card_state
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var/name
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var/icon_state
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var/item_state
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/datum/card_state/dd_SortValue()
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return name
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