Update false_alarm.dm
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@@ -1,33 +1,3 @@
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<<<<<<< HEAD
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/datum/round_event_control/falsealarm
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name = "False Alarm"
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typepath = /datum/round_event/falsealarm
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weight = 20
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max_occurrences = 5
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/datum/round_event_control/falsealarm/canSpawnEvent(players_amt, gamemode)
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return ..() && length(gather_false_events())
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/datum/round_event/falsealarm
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announceWhen = 0
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endWhen = 1
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/datum/round_event/falsealarm/announce()
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var/players_amt = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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var/gamemode = SSticker.mode.config_tag
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var/events_list = gather_false_events(players_amt, gamemode)
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var/datum/round_event_control/event_control = pick(events_list)
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if(event_control)
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var/datum/round_event/Event = new event_control.typepath()
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message_admins("False Alarm: [Event]")
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Event.kill() //do not process this event - no starts, no ticks, no ends
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Event.announce() //just announce it like it's happening
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/proc/gather_false_events(players_amt, gamemode)
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. = list()
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for(var/datum/round_event_control/E in SSevents.control)
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=======
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/datum/round_event_control/falsealarm
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name = "False Alarm"
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typepath = /datum/round_event/falsealarm
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@@ -80,13 +50,12 @@
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/proc/gather_false_events(players_amt, gamemode)
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. = list()
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for(var/datum/round_event_control/E in SSevents.control)
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>>>>>>> 789cff4... Merge pull request #31922 from AnturK/abuse
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if(istype(E, /datum/round_event_control/falsealarm))
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continue
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if(!E.canSpawnEvent(players_amt, gamemode))
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continue
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var/datum/round_event/event = E.typepath
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if(initial(event.announceWhen) <= 0)
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continue
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. += E
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continue
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if(!E.canSpawnEvent(players_amt, gamemode))
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continue
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var/datum/round_event/event = E.typepath
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if(initial(event.announceWhen) <= 0)
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continue
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. += E
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