mirror of
https://github.com/yogstation13/Yogstation.git
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* Antag Panel & Friends Refactor * Prettfying * Removes abduction also blob from default configs. * Ninja fixes * Ninjafix * First draft of the new check_antags * I love coding without compiler * Yes * Fixes * Check_antags part 2 * Fixes and cleanup * Okay should be good now. * Adds simple no move & no tc syndie for events * Integrates toggle objective pr * Why i even bother. * Offer mob shows all antags * Some minor visual stuff * Proper name for the helper
498 lines
15 KiB
Plaintext
498 lines
15 KiB
Plaintext
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// see _DEFINES/is_helpers.dm for mob type checks
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/mob/proc/isloyal() //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
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return 0
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/mob/living/carbon/isloyal()
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for(var/obj/item/implant/mindshield/L in implants)
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return TRUE
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/mob/proc/lowest_buckled_mob()
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. = src
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if(buckled && ismob(buckled))
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var/mob/Buckled = buckled
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. = Buckled.lowest_buckled_mob()
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/proc/check_zone(zone)
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if(!zone)
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return "chest"
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switch(zone)
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if("eyes")
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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if("l_foot")
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zone = "l_leg"
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if("r_foot")
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zone = "r_leg"
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if("groin")
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zone = "chest"
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return zone
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/proc/ran_zone(zone, probability = 80)
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zone = check_zone(zone)
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if(prob(probability))
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return zone
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var/t = rand(1, 18) // randomly pick a different zone, or maybe the same one
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switch(t)
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if(1)
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return "head"
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if(2)
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return "chest"
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if(3 to 6)
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return "l_arm"
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if(7 to 10)
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return "r_arm"
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if(11 to 14)
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return "l_leg"
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if(15 to 18)
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return "r_leg"
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return zone
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/proc/above_neck(zone)
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var/list/zones = list("head", "mouth", "eyes")
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if(zones.Find(zone))
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return 1
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else
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return 0
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/proc/stars(n, pr)
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n = html_encode(n)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return sanitize(t)
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/proc/slur(n)
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var/phrase = html_decode(n)
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var/leng = lentext(phrase)
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var/counter=lentext(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,3)==3)
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if(lowertext(newletter)=="o")
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newletter="u"
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if(lowertext(newletter)=="s")
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newletter="ch"
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if(lowertext(newletter)=="a")
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newletter="ah"
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if(lowertext(newletter)=="u")
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newletter="oo"
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if(lowertext(newletter)=="c")
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newletter="k"
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if(rand(1,20)==20)
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if(newletter==" ")
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newletter="...huuuhhh..."
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if(newletter==".")
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newletter=" *BURP*."
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switch(rand(1,20))
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if(1)
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newletter+="'"
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if(10)
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newletter+="[newletter]"
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if(20)
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newletter+="[newletter][newletter]"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/cultslur(n) // Inflicted on victims of a stun talisman
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var/phrase = html_decode(n)
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var/leng = lentext(phrase)
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var/counter=lentext(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,2)==2)
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if(lowertext(newletter)=="o")
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newletter="u"
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if(lowertext(newletter)=="t")
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newletter="ch"
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if(lowertext(newletter)=="a")
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newletter="ah"
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if(lowertext(newletter)=="u")
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newletter="oo"
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if(lowertext(newletter)=="c")
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newletter=" NAR "
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if(lowertext(newletter)=="s")
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newletter=" SIE "
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if(rand(1,4)==4)
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if(newletter==" ")
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newletter=" no hope... "
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if(newletter=="H")
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newletter=" IT COMES... "
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switch(rand(1,15))
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if(1)
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newletter="'"
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if(2)
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newletter+="agn"
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if(3)
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newletter="fth"
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if(4)
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newletter="nglu"
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if(5)
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newletter="glor"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/derpspeech(message, stuttering)
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message = replacetext(message, " am ", " ")
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message = replacetext(message, " is ", " ")
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message = replacetext(message, " are ", " ")
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message = replacetext(message, "you", "u")
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message = replacetext(message, "help", "halp")
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message = replacetext(message, "grief", "grife")
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message = replacetext(message, "space", "spess")
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message = replacetext(message, "carp", "crap")
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message = replacetext(message, "reason", "raisin")
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if(prob(50))
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message = uppertext(message)
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message += "[stutter(pick("!", "!!", "!!!"))]"
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if(!stuttering && prob(15))
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message = stutter(message)
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return message
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/proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n) //NINJACODE
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || duration <= 0)
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return
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var/client/C = M.client
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var/oldx = C.pixel_x
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var/oldy = C.pixel_y
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var/max = strength*world.icon_size
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var/min = -(strength*world.icon_size)
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for(var/i in 0 to duration-1)
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if (i == 0)
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animate(C, pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
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else
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animate(pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
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animate(pixel_x=oldx, pixel_y=oldy, time=1)
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/i in GLOB.mob_list)
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var/mob/M = i
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if(M.real_name == msg)
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return M
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return 0
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/mob/proc/first_name()
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var/static/regex/firstname = new("^\[^\\s-\]+") //First word before whitespace or "-"
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firstname.Find(real_name)
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return firstname.match
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(!possible_a_intents || !possible_a_intents.len)
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return
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if(input in possible_a_intents)
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a_intent = input
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else
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var/current_intent = possible_a_intents.Find(a_intent)
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if(!current_intent)
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// Failsafe. Just in case some badmin was playing with VV.
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current_intent = 1
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if(input == INTENT_HOTKEY_RIGHT)
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current_intent += 1
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if(input == INTENT_HOTKEY_LEFT)
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current_intent -= 1
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// Handle looping
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if(current_intent < 1)
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current_intent = possible_a_intents.len
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if(current_intent > possible_a_intents.len)
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current_intent = 1
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a_intent = possible_a_intents[current_intent]
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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/proc/is_blind(A)
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if(ismob(A))
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var/mob/B = A
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return B.eye_blind
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return FALSE
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/mob/proc/hallucinating()
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return FALSE
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/proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
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if(!SSticker.HasRoundStarted())
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return FALSE
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if(!istype(M))
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return FALSE
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if(issilicon(M))
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if(iscyborg(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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var/mob/living/silicon/robot/R = M
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if(R.mind && R.mind.special_role)
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if(R.laws && R.laws.zeroth && R.syndicate)
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if(R.connected_ai)
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if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
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return 0 //AI is the real traitor here, so the borg itself is not a traitor
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return TRUE//Slaved but also a traitor
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return TRUE //Unslaved, traitor
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else if(isAI(M))
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var/mob/living/silicon/ai/A = M
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if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
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return TRUE
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return FALSE
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if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
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switch(SSticker.mode.config_tag)
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if("revolution")
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if(is_revolutionary(M))
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return 2
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if("cult")
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if(M.mind in SSticker.mode.cult)
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return 2
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if("nuclear")
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if(M.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE))
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return 2
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if("changeling")
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if(M.mind.has_antag_datum(/datum/antagonist/changeling,TRUE))
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return 2
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if("wizard")
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if(iswizard(M))
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return 2
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if("apprentice")
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if(M.mind in SSticker.mode.apprentices)
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return 2
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if("monkey")
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if(M.viruses && (locate(/datum/disease/transformation/jungle_fever) in M.viruses))
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return 2
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if("abductor")
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if(M.mind in SSticker.mode.abductors)
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return 2
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return TRUE
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if(M.mind && LAZYLEN(M.mind.antag_datums)) //they have an antag datum!
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return TRUE
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return FALSE
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/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
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return 1
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/proc/notify_ghosts(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/mutable_appearance/alert_overlay = null, var/action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE) //Easy notification of ghosts.
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if(ignore_mapload && SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load
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return
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for(var/mob/dead/observer/O in GLOB.player_list)
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if(O.client)
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to_chat(O, "<span class='ghostalert'>[message][(enter_link) ? " [enter_link]" : ""]</span>")
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if(ghost_sound)
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SEND_SOUND(O, sound(ghost_sound))
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if(flashwindow)
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window_flash(O.client)
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if(source)
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var/obj/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /obj/screen/alert/notify_action)
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if(A)
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if(O.client.prefs && O.client.prefs.UI_style)
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A.icon = ui_style2icon(O.client.prefs.UI_style)
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A.desc = message
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A.action = action
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A.target = source
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if(!alert_overlay)
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alert_overlay = new(source)
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alert_overlay.layer = FLOAT_LAYER
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alert_overlay.plane = FLOAT_PLANE
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A.add_overlay(alert_overlay)
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/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == BODYPART_ROBOTIC)
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute_heal > burn_heal)
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dam = 1
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else
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dam = 0
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if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
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if(affecting.heal_damage(brute_heal, burn_heal, 1, 0))
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H.update_damage_overlays()
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user.visible_message("[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].", \
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"<span class='notice'>You fix some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].</span>")
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return 1 //successful heal
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else
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to_chat(user, "<span class='warning'>[affecting] is already in good condition!</span>")
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/proc/IsAdminGhost(var/mob/user)
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if(!user) //Are they a mob? Auto interface updates call this with a null src
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return
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if(!user.client) // Do they have a client?
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return
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if(!isobserver(user)) // Are they a ghost?
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return
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if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
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return
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if(!user.client.AI_Interact) // Do they have it enabled?
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return
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return TRUE
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/proc/offer_control(mob/M)
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to_chat(M, "Control of your mob has been offered to dead players.")
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if(usr)
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log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
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message_admins("[key_name_admin(usr)] has offered control of ([key_name_admin(M)]) to ghosts")
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var/poll_message = "Do you want to play as [M.real_name]?"
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if(M.mind && M.mind.assigned_role)
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poll_message = "[poll_message] Job:[M.mind.assigned_role]."
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if(M.mind && M.mind.special_role)
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poll_message = "[poll_message] Status:[M.mind.special_role]."
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else if(M.mind)
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var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
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if(A)
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poll_message = "[poll_message] Status:[A.name]."
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var/list/mob/dead/observer/candidates = pollCandidatesForMob(poll_message, "pAI", null, FALSE, 100, M)
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var/mob/dead/observer/theghost = null
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if(candidates.len)
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theghost = pick(candidates)
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|
to_chat(M, "Your mob has been taken over by a ghost!")
|
|
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(M)])")
|
|
M.ghostize(0)
|
|
M.key = theghost.key
|
|
return TRUE
|
|
else
|
|
to_chat(M, "There were no ghosts willing to take control.")
|
|
message_admins("No ghosts were willing to take control of [key_name_admin(M)])")
|
|
return FALSE
|
|
|
|
/mob/proc/is_flying(mob/M = src)
|
|
if(M.movement_type & FLYING)
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
/mob/proc/click_random_mob()
|
|
var/list/nearby_mobs = list()
|
|
for(var/mob/living/L in range(1, src))
|
|
if(L!=src)
|
|
nearby_mobs |= L
|
|
if(nearby_mobs.len)
|
|
var/mob/living/T = pick(nearby_mobs)
|
|
ClickOn(T)
|
|
|
|
/mob/proc/log_message(message, message_type)
|
|
if(!LAZYLEN(message) || !message_type)
|
|
return
|
|
|
|
if(!islist(logging[message_type]))
|
|
logging[message_type] = list()
|
|
|
|
var/list/timestamped_message = list("[LAZYLEN(logging[message_type]) + 1]\[[time_stamp()]\] [key_name(src)]" = message)
|
|
|
|
logging[message_type] += timestamped_message
|
|
|
|
/mob/proc/can_hear()
|
|
. = TRUE
|