[READY] Gang Points Refactor - Now stored in the gang datum
This commit is contained in:
@@ -429,4 +429,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
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#define GIBTONITE_UNSTRUCK 0
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#define GIBTONITE_ACTIVE 1
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#define GIBTONITE_STABLE 2
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#define GIBTONITE_DETONATE 3
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#define GIBTONITE_DETONATE 3
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//Gangster starting influences
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#define GANGSTER_SOLDIER_STARTING_INFLUENCE 5
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#define GANGSTER_BOSS_STARTING_INFLUENCE 20
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@@ -989,7 +989,7 @@
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if(!G || (src in G.bosses))
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return
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SSticker.mode.remove_gangster(src,0,2,1)
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G.bosses += src
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G.bosses[src] = GANGSTER_BOSS_STARTING_INFLUENCE
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gang_datum = G
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special_role = "[G.name] Gang Boss"
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G.add_gang_hud(src)
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@@ -62,7 +62,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
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for(var/n in 1 to 3)
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var/datum/mind/boss = pick(antag_candidates)
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antag_candidates -= boss
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G.bosses += boss
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G.bosses[boss] = GANGSTER_BOSS_STARTING_INFLUENCE
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boss.gang_datum = G
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var/title
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if(n == 1)
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@@ -85,6 +85,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
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sleep(rand(10,100))
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for(var/datum/gang/G in gangs)
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for(var/datum/mind/boss_mind in G.bosses)
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G.bosses[boss_mind] = GANGSTER_BOSS_STARTING_INFLUENCE //Force influence to be put on it.
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G.add_gang_hud(boss_mind)
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forge_gang_objectives(boss_mind)
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greet_gang(boss_mind)
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@@ -170,7 +171,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
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return 0
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if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
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return 1
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G.gangsters += gangster_mind
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G.gangsters[gangster_mind] = GANGSTER_SOLDIER_STARTING_INFLUENCE
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gangster_mind.gang_datum = G
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if(check)
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if(iscarbon(gangster_mind.current))
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@@ -209,15 +210,24 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
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if(!G.is_deconvertible && !remove_bosses)
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return 0
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if(gangster_mind in G.gangsters)
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G.reclaim_points(G.gangsters[gangster_mind])
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G.gangsters -= gangster_mind
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removed = 1
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if(remove_bosses && (gangster_mind in G.bosses))
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G.reclaim_points(G.bosses[gangster_mind])
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G.bosses -= gangster_mind
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removed = 1
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if(G.tags_by_mind[gangster_mind] && islist(G.tags_by_mind[gangster_mind]))
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var/list/tags_cache = G.tags_by_mind[gangster_mind]
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for(var/v in tags_cache)
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var/obj/effect/decal/cleanable/crayon/gang/c = v
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c.set_mind_owner(null)
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G.tags_by_mind -= gangster_mind
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if(!removed)
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return 0
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gangster_mind.special_role = null
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gangster_mind.gang_datum = null
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@@ -8,6 +8,7 @@
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var/list/datum/mind/gangsters = list() //gang B Members
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var/list/datum/mind/bosses = list() //gang A Bosses
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var/list/obj/item/device/gangtool/gangtools = list()
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var/list/tags_by_mind = list() //Assoc list in format of tags_by_mind[mind_of_gangster] = list(tag1, tag2, tag3) where tags are the actual object decals.
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var/style
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var/fighting_style = "normal"
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var/list/territory = list()
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@@ -202,9 +203,9 @@
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return
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var/added_names = ""
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var/lost_names = ""
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SSticker.mode.shuttle_check() // See if its time to start wrapping things up
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//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
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var/list/reclaimed_territories = territory_new & territory_lost
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territory |= reclaimed_territories
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@@ -245,47 +246,90 @@
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set_domination_time(new_time)
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message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
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else
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for(var/obj/item/device/gangtool/G in gangtools)
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var/pmessage = message
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var/points_new = 0
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if(istype(G, /obj/item/device/gangtool/soldier))
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points_new = max(0,round(3 - G.points/10)) + (sbonus) + (LAZYLEN(G.tags)/2) // Soldier points
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pmessage += "Your influence has increased by [round(sbonus)] from your gang holding [LAZYLEN(territory)] territories, and a bonus of [round(LAZYLEN(G.tags)/2)] for territories you have personally marked and kept intact.<BR>"
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else
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points_new = max(0,round(5 - G.points/10)) + LAZYLEN(territory) // Boss points, more focused on big picture
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pmessage += "Your influence has increased by [round(points_new)] from your gang holding [territory.len] territories<BR>"
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G.points += points_new
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var/mob/living/carbon/human/ganger = get(G.loc, /mob/living)
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var/points_newer = 0
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var/static/inner = inner_outfit
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var/static/outer = outer_outfit
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if(ishuman(ganger) && ganger.mind in (gangsters|bosses))
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for(var/obj/C in ganger.contents)
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if(C.type == inner_outfit)
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points_newer += 2
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continue
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if(C.type == outer_outfit)
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points_newer += 2
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continue
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switch(C.type)
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if(/obj/item/clothing/neck/necklace/dope)
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points_newer += 2
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if(/obj/item/clothing/head/collectable/petehat/gang)
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points_newer += 4
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if(/obj/item/clothing/shoes/gang)
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points_newer += 6
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if(/obj/item/clothing/mask/gskull)
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points_newer += 5
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if(/obj/item/clothing/gloves/gang)
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points_newer += 3
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if(/obj/item/weapon/storage/belt/military/gang)
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points_newer += 4
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if(points_newer)
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G.points += points_newer
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pmessage += "Your influential choice of clothing has further increased your influence by [points_newer] points.<BR>"
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pmessage += "You now have <b>[G.points] influence</b>.<BR>"
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to_chat(ganger, "<span class='notice'>\icon[G] [pmessage]</span>")
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pay_territory_income_to_bosses()
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pay_territory_income_to_soldiers(sbonus)
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pay_all_clothing_bonuses()
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announce_all_influence()
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/datum/gang/proc/pay_all_clothing_bonuses()
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for(var/datum/mind/mind in gangsters|bosses)
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pay_clothing_bonus(mind)
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/datum/gang/proc/pay_clothing_bonus(var/datum/mind/gangsta)
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var/mob/living/carbon/human/gangbanger = gangsta.current
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. = 0
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if(!istype(gangbanger) || gangbanger.stat == DEAD) //Dead gangsters aren't influential at all!
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return 0
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var/static/inner = inner_outfit
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var/static/outer = outer_outfit
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for(var/obj/item/C in gangbanger.contents)
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if(C.type == inner_outfit)
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. += 2
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continue
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else if(C.type == outer_outfit)
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. += 2
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continue
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. += C.gang_contraband_value()
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adjust_influence(gangsta, .)
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if(.)
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announce_to_mind(gangsta, "<span class='notice'>Your influential choice of clothing has increased your influence by [.] points!</span>")
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else
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announce_to_mind(gangsta, "<span class='warning'>Unfortunately, you have not gained any additional influence from your drab, old, boring clothing. Learn to dress like a gangsta, bro!</span>") //Kek
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/datum/gang/proc/pay_soldier_territory_income(datum/mind/soldier, sbonus = 0)
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. = 0
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. = max(0,round(3 - gangsters[soldier]/10)) + (sbonus) + (get_soldier_territories(soldier)/2)
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adjust_influence(soldier, .)
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/datum/gang/proc/get_soldier_territories(datum/mind/soldier)
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if(!islist(tags_by_mind[soldier])) //They have no tagged territories!
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return 0
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var/list/tags = tags_by_mind[soldier]
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return tags.len
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/datum/gang/proc/pay_territory_income_to_soldiers(sbonus = 0)
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for(var/datum/mind/soldier in gangsters)
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var/returned = pay_soldier_territory_income(soldier)
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if(!returned)
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announce_to_mind(soldier, "<span class='warning'>You have not gained any influence from territories you personally tagged. Get to work, soldier!</span>")
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else
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announce_to_mind(soldier, "<span class='notice'>You have gained [returned] influence from [get_soldier_territories(soldier)] territories you have personally tagged.</span>")
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/datum/gang/proc/announce_all_influence()
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for(var/datum/mind/MG in bosses|gangsters)
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announce_total_influence(MG)
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/datum/gang/proc/pay_territory_income_to_bosses()
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. = 0
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for(var/datum/mind/boss_mind in bosses)
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var/inc = max(0,round(5 - bosses[boss_mind]/10)) + LAZYLEN(territory)
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. += inc
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adjust_influence(boss_mind, inc)
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announce_to_mind(boss_mind, "<span class='boldnotice'>Your influence has increased by [inc] from your gang holding [LAZYLEN(territory)] territories!</span>")
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/datum/gang/proc/get_influence(datum/mind/gangster_mind)
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if(gangster_mind in gangsters)
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return gangsters[gangster_mind]
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if(gangster_mind in bosses)
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return bosses[gangster_mind]
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/datum/gang/proc/adjust_influence(datum/mind/gangster_mind, amount)
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if(gangster_mind in gangsters)
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gangsters[gangster_mind] += amount
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if(gangster_mind in bosses)
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bosses[gangster_mind] += amount
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/datum/gang/proc/announce_to_mind(datum/mind/gangster_mind, message)
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if(gangster_mind.current && gangster_mind.current.stat != DEAD)
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to_chat(gangster_mind.current, message)
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/datum/gang/proc/announce_total_influence(datum/mind/gangster_mind)
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announce_to_mind(gangster_mind, "<span class='boldnotice'>[name] Gang: You now have a total of [get_influence(gangster_mind)] influence!</span>")
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/datum/gang/proc/reclaim_points(amount)
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for(var/datum/mind/bawss in bosses)
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adjust_influence(bawss, amount/bosses.len)
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announce_to_mind(bawss, "<span class='notice'>[name] Gang: [amount/bosses.len] influence given from internal automatic restructuring.</span>")
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//Multiverse
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@@ -11,7 +11,7 @@
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if(check_canbuy && !can_buy(user, gang, gangtool))
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return FALSE
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var/real_cost = get_cost(user, gang, gangtool)
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gangtool.points -= real_cost
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gang.adjust_influence(user.mind, -real_cost)
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spawn_item(user, gang, gangtool)
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return TRUE
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@@ -23,7 +23,7 @@
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to_chat(user, spawn_msg)
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/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
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return gang && (gangtool.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
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return gang && (gang.get_influence(user.mind) >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
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/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
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return TRUE
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@@ -118,6 +118,9 @@
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name = "pimpin' hat"
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desc = "The undisputed king of style."
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/obj/item/clothing/head/collectable/petehat/gang/gang_contraband_value()
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return 4
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/datum/gang_item/clothing/mask
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name = "Golden Death Mask"
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id = "mask"
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@@ -129,6 +132,8 @@
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icon_state = "gskull"
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desc = "Strike terror, and envy, into the hearts of your enemies."
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/obj/item/clothing/mask/gskull/gang_contraband_value()
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return 5
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/datum/gang_item/clothing/shoes
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name = "Bling Boots"
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@@ -141,13 +146,15 @@
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desc = "Stand aside peasants."
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icon_state = "bling"
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/obj/item/clothing/shoes/gang/gang_contraband_value()
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return 6
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/datum/gang_item/clothing/neck
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name = "Gold Necklace"
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id = "necklace"
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cost = 9
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item_path = /obj/item/clothing/neck/necklace/dope
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/datum/gang_item/clothing/hands
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name = "Decorative Brass Knuckles"
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id = "hand"
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@@ -160,6 +167,9 @@
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icon_state = "knuckles"
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w_class = 3
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/obj/item/clothing/gloves/gang/gang_contraband_value()
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return 3
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/datum/gang_item/clothing/belt
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name = "Badass Belt"
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id = "belt"
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@@ -173,7 +183,8 @@
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desc = "The belt buckle simply reads 'BAMF'."
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storage_slots = 1
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/obj/item/weapon/storage/belt/military/gang/gang_contraband_value()
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return 4
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///////////////////
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//WEAPONS
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@@ -15,7 +15,6 @@
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var/outfits = 2
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var/free_pen = 0
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var/promotable = 0
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var/points = 15
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var/list/tags = list()
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/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
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@@ -50,7 +49,7 @@
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var/isboss = (user.mind == gang.bosses[1])
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dat += "Registration: <B>[gang.name] Gang [isboss ? "Boss" : "Lieutenant"]</B><br>"
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dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
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dat += "Your Influence: <B>[points]</B><br>"
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dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
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dat += "Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
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dat += "<hr>"
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@@ -147,8 +146,9 @@
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gang.gangtools += src
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icon_state = "gangtool-[gang.color]"
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if(!(user.mind in gang.bosses))
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var/cached_influence = gang.gangsters[user.mind]
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SSticker.mode.remove_gangster(user.mind, 0, 2)
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gang.bosses += user.mind
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gang.bosses[user.mind] = cached_influence
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user.mind.gang_datum = gang
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user.mind.special_role = "[gang.name] Gang Lieutenant"
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gang.add_gang_hud(user.mind)
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@@ -246,9 +246,6 @@
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///////////// Internal tool used by gang regulars ///////////
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/obj/item/device/gangtool/soldier
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points = 5
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/obj/item/device/gangtool/soldier/New(mob/user)
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. = ..()
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gang = user.mind.gang_datum
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@@ -264,7 +261,7 @@
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dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
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dat += "Registration: <B>[gang.name] - Foot Soldier</B><br>"
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dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
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dat += "Your Influence: <B>[points]</B><br>"
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dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
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if(LAZYLEN(tags))
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dat += "Your tags generate bonus influence for you.<br> You have tagged the following territories:"
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for(var/obj/effect/decal/cleanable/crayon/gang/T in tags)
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@@ -243,7 +243,7 @@
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if(!is_gangster(user))
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var/datum/gang/multiverse/G = new(src, "[user.real_name]")
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SSticker.mode.gangs += G
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G.bosses += user.mind
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G.bosses[user.mind] = 0
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G.add_gang_hud(user.mind)
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user.mind.gang_datum = G
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to_chat(user, "<span class='warning'><B>With your new found power you could easily conquer the station!</B></span>")
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@@ -30,27 +30,35 @@
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layer = HIGH_OBJ_LAYER //Harder to hide
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do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
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var/datum/gang/gang
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var/obj/item/device/gangtool/linked_tool
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var/datum/mind/user_mind
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var/area/territory
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/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0, var/mob/user)
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if(!type || !G)
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qdel(src)
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user_mind = user.mind
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territory = get_area(src)
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gang = G
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var/newcolor = G.color_hex
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icon_state = G.name
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G.territory_new |= list(territory.type = territory.name)
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linked_tool = locate(/obj/item/device/gangtool) in user.contents
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if(linked_tool)
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linked_tool.tags += src
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//If this isn't tagged by a specific gangster there's no bonus income.
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set_mind_owner(user_mind)
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..(mapload, newcolor, icon_state, e_name, rotation)
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/obj/effect/decal/cleanable/crayon/gang/proc/set_mind_owner(datum/mind/mind)
|
||||
if(istype(user_mind) && istype(gang) && islist(gang.tags_by_mind[user_mind])) //Clear us out of old ownership
|
||||
gang.tags_by_mind[user_mind] -= src
|
||||
if(istype(mind))
|
||||
if(!islist(gang.tags_by_mind[mind]))
|
||||
gang.tags_by_mind[mind] = list()
|
||||
gang.tags_by_mind[mind] += src
|
||||
user_mind = mind
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/gang/Destroy()
|
||||
if(linked_tool)
|
||||
linked_tool.tags -= src
|
||||
if(gang)
|
||||
gang.territory -= territory.type
|
||||
set_mind_owner(null)
|
||||
gang.territory_new -= territory.type
|
||||
gang.territory_lost |= list(territory.type = territory.name)
|
||||
return ..()
|
||||
|
||||
@@ -193,3 +193,6 @@
|
||||
..()
|
||||
if(unique_rename)
|
||||
to_chat(user, "<span class='notice'>Use a pen on it to rename it or change its description.</span>")
|
||||
|
||||
/obj/proc/gang_contraband_value()
|
||||
return 0
|
||||
|
||||
@@ -99,7 +99,7 @@ GLOBAL_VAR_INIT(highlander, FALSE)
|
||||
|
||||
var/datum/gang/multiverse/G = new(src, "[H.real_name]")
|
||||
SSticker.mode.gangs += G
|
||||
G.bosses += H.mind
|
||||
G.bosses[H.mind] = 0 //No they don't use influence but this prevents runtimes.
|
||||
G.add_gang_hud(H.mind)
|
||||
H.mind.gang_datum = G
|
||||
|
||||
|
||||
@@ -164,6 +164,9 @@
|
||||
icon_state = "bling"
|
||||
item_color = "bling"
|
||||
|
||||
/obj/item/clothing/neck/necklace/dope/gang_contraband_value()
|
||||
return 2
|
||||
|
||||
////////////////
|
||||
//OONGA BOONGA//
|
||||
////////////////
|
||||
|
||||
Reference in New Issue
Block a user