Standardises all files from CRLF to LF
This commit is contained in:
@@ -1,34 +1,34 @@
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/mob/dead/new_player/Login()
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if(CONFIG_GET(flag/use_exp_tracking))
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client.set_exp_from_db()
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client.set_db_player_flags()
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if(!mind)
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mind = new /datum/mind(key)
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mind.active = 1
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mind.current = src
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..()
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var/motd = global.config.motd
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if(motd)
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to_chat(src, "<div class=\"motd\">[motd]</div>", handle_whitespace=FALSE)
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if(GLOB.admin_notice)
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to_chat(src, "<span class='notice'><b>Admin Notice:</b>\n \t [GLOB.admin_notice]</span>")
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var/spc = CONFIG_GET(number/soft_popcap)
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if(spc && living_player_count() >= spc)
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to_chat(src, "<span class='notice'><b>Server Notice:</b>\n \t [CONFIG_GET(string/soft_popcap_message)]</span>")
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sight |= SEE_TURFS
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new_player_panel()
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client.playtitlemusic()
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if(SSticker.current_state < GAME_STATE_SETTING_UP)
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var/tl = SSticker.GetTimeLeft()
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var/postfix
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if(tl > 0)
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postfix = "in about [DisplayTimeText(tl)]"
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else
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postfix = "soon"
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to_chat(src, "Please set up your character and select \"Ready\". The game will start [postfix].")
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/mob/dead/new_player/Login()
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if(CONFIG_GET(flag/use_exp_tracking))
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client.set_exp_from_db()
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client.set_db_player_flags()
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if(!mind)
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mind = new /datum/mind(key)
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mind.active = 1
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mind.current = src
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..()
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var/motd = global.config.motd
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if(motd)
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to_chat(src, "<div class=\"motd\">[motd]</div>", handle_whitespace=FALSE)
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if(GLOB.admin_notice)
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to_chat(src, "<span class='notice'><b>Admin Notice:</b>\n \t [GLOB.admin_notice]</span>")
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var/spc = CONFIG_GET(number/soft_popcap)
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if(spc && living_player_count() >= spc)
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to_chat(src, "<span class='notice'><b>Server Notice:</b>\n \t [CONFIG_GET(string/soft_popcap_message)]</span>")
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sight |= SEE_TURFS
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new_player_panel()
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client.playtitlemusic()
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if(SSticker.current_state < GAME_STATE_SETTING_UP)
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var/tl = SSticker.GetTimeLeft()
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var/postfix
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if(tl > 0)
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postfix = "in about [DisplayTimeText(tl)]"
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else
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postfix = "soon"
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to_chat(src, "Please set up your character and select \"Ready\". The game will start [postfix].")
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,62 +1,62 @@
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//The mob should have a gender you want before running this proc. Will run fine without H
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/datum/preferences/proc/random_character(gender_override)
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if(gender_override)
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gender = gender_override
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else
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gender = pick(MALE,FEMALE)
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underwear = random_underwear(gender)
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undie_color = random_short_color()
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undershirt = random_undershirt(gender)
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shirt_color = random_short_color()
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socks = random_socks()
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socks_color = random_short_color()
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skin_tone = random_skin_tone()
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hair_style = random_hair_style(gender)
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facial_hair_style = random_facial_hair_style(gender)
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hair_color = random_short_color()
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facial_hair_color = hair_color
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eye_color = random_eye_color()
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horn_color = "85615a"
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wing_color = "fff"
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if(!pref_species)
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var/rando_race = pick(GLOB.roundstart_races)
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pref_species = new rando_race()
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features = random_features()
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age = rand(AGE_MIN,AGE_MAX)
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/datum/preferences/proc/update_preview_icon(equip_job = TRUE)
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// Determine what job is marked as 'High' priority, and dress them up as such.
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var/datum/job/previewJob = get_highest_job()
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if(previewJob)
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// Silicons only need a very basic preview since there is no customization for them.
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if(istype(previewJob,/datum/job/ai))
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parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = resolve_ai_icon(preferred_ai_core_display), dir = SOUTH))
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return
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if(istype(previewJob,/datum/job/cyborg))
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parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
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return
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// Set up the dummy for its photoshoot
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var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
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// Apply the Dummy's preview background first so we properly layer everything else on top of it.
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mannequin.add_overlay(mutable_appearance('modular_citadel/icons/ui/backgrounds.dmi', bgstate, layer = SPACE_LAYER))
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copy_to(mannequin)
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if(previewJob && equip_job)
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mannequin.job = previewJob.title
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previewJob.equip(mannequin, TRUE, preference_source = parent)
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COMPILE_OVERLAYS(mannequin)
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parent.show_character_previews(new /mutable_appearance(mannequin))
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unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
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/datum/preferences/proc/get_highest_job()
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var/highest_pref = 0
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var/datum/job/highest_job
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for(var/job in job_preferences)
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if(job_preferences["[job]"] > highest_pref)
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highest_job = SSjob.GetJob(job)
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highest_pref = job_preferences["[job]"]
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return highest_job
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//The mob should have a gender you want before running this proc. Will run fine without H
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/datum/preferences/proc/random_character(gender_override)
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if(gender_override)
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gender = gender_override
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else
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gender = pick(MALE,FEMALE)
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underwear = random_underwear(gender)
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undie_color = random_short_color()
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undershirt = random_undershirt(gender)
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shirt_color = random_short_color()
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socks = random_socks()
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socks_color = random_short_color()
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skin_tone = random_skin_tone()
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hair_style = random_hair_style(gender)
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facial_hair_style = random_facial_hair_style(gender)
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hair_color = random_short_color()
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facial_hair_color = hair_color
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eye_color = random_eye_color()
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horn_color = "85615a"
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wing_color = "fff"
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if(!pref_species)
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var/rando_race = pick(GLOB.roundstart_races)
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pref_species = new rando_race()
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features = random_features()
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age = rand(AGE_MIN,AGE_MAX)
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/datum/preferences/proc/update_preview_icon(equip_job = TRUE)
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// Determine what job is marked as 'High' priority, and dress them up as such.
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var/datum/job/previewJob = get_highest_job()
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if(previewJob)
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// Silicons only need a very basic preview since there is no customization for them.
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if(istype(previewJob,/datum/job/ai))
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parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = resolve_ai_icon(preferred_ai_core_display), dir = SOUTH))
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return
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if(istype(previewJob,/datum/job/cyborg))
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parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
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return
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// Set up the dummy for its photoshoot
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var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
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// Apply the Dummy's preview background first so we properly layer everything else on top of it.
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mannequin.add_overlay(mutable_appearance('modular_citadel/icons/ui/backgrounds.dmi', bgstate, layer = SPACE_LAYER))
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copy_to(mannequin)
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if(previewJob && equip_job)
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mannequin.job = previewJob.title
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previewJob.equip(mannequin, TRUE, preference_source = parent)
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COMPILE_OVERLAYS(mannequin)
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parent.show_character_previews(new /mutable_appearance(mannequin))
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unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
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/datum/preferences/proc/get_highest_job()
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var/highest_pref = 0
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var/datum/job/highest_job
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for(var/job in job_preferences)
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if(job_preferences["[job]"] > highest_pref)
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highest_job = SSjob.GetJob(job)
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highest_pref = job_preferences["[job]"]
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return highest_job
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