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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
56 lines
2.1 KiB
Plaintext
56 lines
2.1 KiB
Plaintext
/client/proc/only_one()
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set category = "Fun"
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set name = "THERE CAN BE ONLY ONE"
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set desc = "Makes everyone into a traitor and has them fight for the nuke auth. disk."
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if(!ticker)
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alert("The game hasn't started yet!")
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return
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if(alert("BEGIN THE TOURNAMENT?",,"Yes","No")=="No")
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return
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feedback_add_details("admin_verb","TCBOO") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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for(var/mob/living/carbon/human/H in world)
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if(H.stat == 2 || !(H.client)) continue
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if(is_special_character(H)) continue
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ticker.mode.traitors += H.mind
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H.mind.special_role = "traitor"
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = H.mind
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steal_objective.set_target("nuclear authentication disk")
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H.mind.objectives += steal_objective
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = H.mind
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H.mind.objectives += hijack_objective
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H << "<B>You are the traitor.</B>"
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var/obj_count = 1
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for(var/datum/objective/OBJ in H.mind.objectives)
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H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
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obj_count++
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for (var/obj/item/I in H)
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if (istype(I, /obj/item/weapon/implant))
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continue
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del(I)
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H.equip_if_possible(new /obj/item/clothing/under/kilt(H), H.slot_w_uniform)
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H.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(H), H.slot_ears)
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H.equip_if_possible(new /obj/item/clothing/head/beret(H), H.slot_head)
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H.equip_if_possible(new /obj/item/weapon/claymore(H), H.slot_l_hand)
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H.equip_if_possible(new /obj/item/clothing/shoes/combat(H), H.slot_shoes)
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H.equip_if_possible(new /obj/item/weapon/pinpointer(H.loc), H.slot_l_store)
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var/obj/item/weapon/card/id/W = new(H)
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W.name = "[H.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_accesses()
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W.access += get_all_centcom_access()
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W.assignment = "Highlander"
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W.registered_name = H.real_name
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H.equip_if_possible(W, H.slot_wear_id)
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message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1)
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log_admin("[key_name(usr)] used there can be only one.") |