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vgstation13/code/game/gamemodes/wizard/rightandwrong.dm
clusterfack e1fc7f692f Fixes virtualhearers sight flags (#11544)
Adds a wrapper proc for changing sight flags

When sight flags are changed, it checks if the sight flags have actually been changed and then if so modifies the virtualhearer's sight flags.
2016-08-23 09:32:16 -05:00

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/mob/proc/rightandwrong(var/summon_type) //0 = Summon Guns, 1 = Summon Magic
to_chat(usr, "<B>You summoned [summon_type ? "magic" : "guns"]!</B>")
message_admins("[key_name_admin(usr, 1)] summoned [summon_type ? "magic" : "guns"]!")
log_game("[key_name(usr)] summoned [summon_type ? "magic" : "guns"]!")
for(var/mob/living/carbon/human/H in player_list)
if(H.stat == DEAD || !(H.client))
continue
if(is_special_character(H))
continue
if(prob(35) && !(H.mind in ticker.mode.traitors))
ticker.mode.traitors += H.mind
H.mind.special_role = "traitor"
var/datum/objective/survive/survive = new
survive.owner = H.mind
H.mind.objectives += survive
H.attack_log += "\[[time_stamp()]\] <font color='red'>Was made into a survivor, and trusts no one!</font>"
to_chat(H, "<B>You are the survivor! Your own safety matters above all else, trust no one and kill anyone who gets in your way. However, armed as you are, now would be the perfect time to settle that score or grab that pair of yellow gloves you've been eyeing...</B>")
var/obj_count = 1
for(var/datum/objective/OBJ in H.mind.objectives)
to_chat(H, "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]")
obj_count++
var/randomizeguns = pick("taser","egun","laser","revolver","detective","smg","nuclear","deagle","gyrojet","pulse","silenced","cannon","doublebarrel","shotgun","combatshotgun","mateba","smg","uzi","crossbow","saw","hecate","osipr","gatling","bison","ricochet","spur","nagant","beegun")
var/randomizemagic = pick("fireball","smoke","blind","mindswap","forcewall","knock","horsemask","charge","wandnothing", "wanddeath", "wandresurrection", "wandpolymorph", "wandteleport", "wanddoor", "wandfireball", "staffchange", "staffhealing", "armor", "scrying")
if(!summon_type)
switch (randomizeguns)
if("taser")
new /obj/item/weapon/gun/energy/taser(get_turf(H))
if("egun")
new /obj/item/weapon/gun/energy/gun(get_turf(H))
if("laser")
new /obj/item/weapon/gun/energy/laser(get_turf(H))
if("revolver")
new /obj/item/weapon/gun/projectile(get_turf(H))
if("detective")
new /obj/item/weapon/gun/projectile/detective(get_turf(H))
if("smg")
new /obj/item/weapon/gun/projectile/automatic/c20r(get_turf(H))
if("nuclear")
new /obj/item/weapon/gun/energy/gun/nuclear(get_turf(H))
if("deagle")
new /obj/item/weapon/gun/projectile/deagle/camo(get_turf(H))
if("gyrojet")
new /obj/item/weapon/gun/projectile/gyropistol(get_turf(H))
if("pulse")
new /obj/item/weapon/gun/energy/pulse_rifle(get_turf(H))
if("silenced")
new /obj/item/weapon/gun/projectile/pistol(get_turf(H))
new /obj/item/gun_part/silencer(get_turf(H))
if("cannon")
new /obj/item/weapon/gun/energy/lasercannon(get_turf(H))
if("doublebarrel")
new /obj/item/weapon/gun/projectile/shotgun/pump/(get_turf(H))
if("shotgun")
new /obj/item/weapon/gun/projectile/shotgun/pump/(get_turf(H))
if("combatshotgun")
new /obj/item/weapon/gun/projectile/shotgun/pump/combat(get_turf(H))
if("mateba")
new /obj/item/weapon/gun/projectile/mateba(get_turf(H))
if("smg")
new /obj/item/weapon/gun/projectile/automatic(get_turf(H))
if("uzi")
new /obj/item/weapon/gun/projectile/automatic/mini_uzi(get_turf(H))
if("crossbow")
new /obj/item/weapon/gun/energy/crossbow(get_turf(H))
if("saw")
new /obj/item/weapon/gun/projectile/automatic/l6_saw(get_turf(H))
if("hecate")
new /obj/item/weapon/gun/projectile/hecate(get_turf(H))
new /obj/item/ammo_casing/BMG50(get_turf(H))//can't give a full box of such deadly bullets. 3 shots is plenty.
new /obj/item/ammo_casing/BMG50(get_turf(H))
if("osipr")
new /obj/item/weapon/gun/osipr(get_turf(H))
if("gatling")
new /obj/item/weapon/gun/gatling(get_turf(H))
if("bison")
new /obj/item/weapon/gun/energy/bison(get_turf(H))
if("ricochet")
new /obj/item/weapon/gun/energy/ricochet(get_turf(H))
if("spur")
new /obj/item/weapon/gun/energy/polarstar(get_turf(H))
new /obj/item/device/modkit/spur_parts(get_turf(H))
if("nagant")
new /obj/item/weapon/gun/projectile/nagant(get_turf(H))
if("beegun")
new /obj/item/weapon/gun/gatling/beegun(get_turf(H))
playsound(get_turf(H),'sound/effects/summon_guns.ogg', 50, 1)
else
switch (randomizemagic)
if("fireball")
new /obj/item/weapon/spellbook/oneuse/fireball(get_turf(H))
if("smoke")
new /obj/item/weapon/spellbook/oneuse/smoke(get_turf(H))
if("blind")
new /obj/item/weapon/spellbook/oneuse/blind(get_turf(H))
if("mindswap")
new /obj/item/weapon/spellbook/oneuse/mindswap(get_turf(H))
if("forcewall")
new /obj/item/weapon/spellbook/oneuse/forcewall(get_turf(H))
if("knock")
new /obj/item/weapon/spellbook/oneuse/knock(get_turf(H))
if("horsemask")
new /obj/item/weapon/spellbook/oneuse/horsemask(get_turf(H))
if("charge")
new /obj/item/weapon/spellbook/oneuse/charge(get_turf(H))
/* TODO: Port /tg/ guncode.
if("wandnothing")
new /obj/item/weapon/gun/magic/wand(get_turf(H))
if("wanddeath")
new /obj/item/weapon/gun/magic/wand/death(get_turf(H))
if("wandresurrection")
new /obj/item/weapon/gun/magic/wand/resurrection(get_turf(H))
if("wandpolymorph")
new /obj/item/weapon/gun/magic/wand/polymorph(get_turf(H))
if("wandteleport")
new /obj/item/weapon/gun/magic/wand/teleport(get_turf(H))
if("wanddoor")
new /obj/item/weapon/gun/magic/wand/door(get_turf(H))
if("staffchange")
new /obj/item/weapon/gun/magic/staff/change(get_turf(H))
if("staffhealing")
new /obj/item/weapon/gun/magic/staff/healing(get_turf(H))
*/
if("armor")
new /obj/item/clothing/suit/space/rig/wizard(get_turf(H))
new /obj/item/clothing/head/helmet/space/rig/wizard(get_turf(H))
if("scrying")
new /obj/item/weapon/scrying(get_turf(H))
if (!(M_XRAY in H.mutations))
H.mutations.Add(M_XRAY)
H.change_sight(adding = SEE_MOBS|SEE_OBJS|SEE_TURFS)
H.see_in_dark = 8
H.see_invisible = SEE_INVISIBLE_LEVEL_TWO
to_chat(H, "<span class='notice'>The walls suddenly disappear.</span>")