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Fixes forcing an event being marked as random. (#46800)
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@@ -91,8 +91,7 @@ SUBSYSTEM_DEF(events)
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if(. == EVENT_CANT_RUN)//we couldn't run this event for some reason, set its max_occurrences to 0
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E.max_occurrences = 0
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else if(. == EVENT_READY)
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E.random = TRUE
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E.runEvent()
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E.runEvent(random = TRUE)
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//allows a client to trigger an event
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//aka Badmin Central
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@@ -18,7 +18,6 @@
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var/holidayID = "" //string which should be in the SSeventss.holidays list if you wish this event to be holiday-specific
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//anything with a (non-null) holidayID which does not match holiday, cannot run.
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var/wizardevent = FALSE
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var/random = FALSE //If the event has occured randomly, or if it was forced by an admin or in-game occurance
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var/alert_observers = TRUE //should we let the ghosts and admins know this event is firing
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//should be disabled on events that fire a lot
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@@ -84,7 +83,7 @@
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log_admin_private("[key_name(usr)] cancelled event [name].")
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SSblackbox.record_feedback("tally", "event_admin_cancelled", 1, typepath)
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/datum/round_event_control/proc/runEvent()
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/datum/round_event_control/proc/runEvent(random = FALSE)
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var/datum/round_event/E = new typepath()
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E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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E.control = src
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