adds the ability to mark your character as nameless (#8035)
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+4
-1
@@ -8,6 +8,7 @@
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var/datum/species/species = new /datum/species/human //The type of mutant race the player is if applicable (i.e. potato-man)
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var/list/features = list("FFF") //first value is mutant color
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var/real_name //Stores the real name of the person who originally got this dna datum. Used primarely for changelings,
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var/nameless = FALSE
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var/list/mutations = list() //All mutations are from now on here
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var/list/temporary_mutations = list() //Timers for temporary mutations
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var/list/previous = list() //For temporary name/ui/ue/blood_type modifications
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@@ -43,6 +44,7 @@
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destination.set_species(species.type, icon_update=0)
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destination.dna.features = features.Copy()
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destination.dna.real_name = real_name
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destination.dna.nameless = nameless
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destination.dna.temporary_mutations = temporary_mutations.Copy()
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if(ishuman(destination))
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var/mob/living/carbon/human/H = destination
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@@ -59,6 +61,7 @@
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new_dna.features = features.Copy()
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new_dna.species = new species.type
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new_dna.real_name = real_name
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new_dna.nameless = nameless
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new_dna.mutations = mutations.Copy()
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/datum/dna/proc/add_mutation(mutation_name)
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@@ -199,7 +202,7 @@
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/datum/dna/proc/is_same_as(datum/dna/D)
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if(uni_identity == D.uni_identity && struc_enzymes == D.struc_enzymes && real_name == D.real_name)
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if(uni_identity == D.uni_identity && struc_enzymes == D.struc_enzymes && real_name == D.real_name && nameless == D.nameless)
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if(species.type == D.species.type && features == D.features && blood_type == D.blood_type)
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return 1
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return 0
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+2212
-2206
File diff suppressed because it is too large
Load Diff
@@ -235,6 +235,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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//Character
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S["real_name"] >> real_name
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S["nameless"] >> nameless
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S["name_is_always_random"] >> be_random_name
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S["body_is_always_random"] >> be_random_body
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S["gender"] >> gender
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@@ -363,6 +364,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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if(!features["mcolor"] || features["mcolor"] == "#000")
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features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
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nameless = sanitize_integer(nameless, 0, 1, initial(nameless))
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be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
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be_random_body = sanitize_integer(be_random_body, 0, 1, initial(be_random_body))
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@@ -428,6 +430,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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//Character
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WRITE_FILE(S["real_name"] , real_name)
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WRITE_FILE(S["nameless"] , nameless)
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WRITE_FILE(S["name_is_always_random"] , be_random_name)
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WRITE_FILE(S["body_is_always_random"] , be_random_body)
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WRITE_FILE(S["gender"] , gender)
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@@ -193,6 +193,12 @@
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if(!J)
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J = SSjob.GetJob(H.job)
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if(H.nameless && J.dresscodecompliant)
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if(J.title in GLOB.command_positions)
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H.real_name = J.title
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else
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H.real_name = "[J.title] #[rand(10000, 99999)]"
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var/obj/item/card/id/C = H.wear_id
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if(istype(C))
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C.access = J.get_access()
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@@ -45,6 +45,8 @@
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var/name_override //For temporary visible name changes
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var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.
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var/datum/personal_crafting/handcrafting
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var/datum/physiology/physiology
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@@ -56,7 +56,7 @@
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if( head && (head.flags_inv&HIDEFACE) )
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return if_no_face //Likewise for hats
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var/obj/item/bodypart/O = get_bodypart(BODY_ZONE_HEAD)
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if( !O || (has_trait(TRAIT_DISFIGURED)) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name ) //disfigured. use id-name if possible
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if( !O || (has_trait(TRAIT_DISFIGURED)) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name || nameless) //disfigured. use id-name if possible
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return if_no_face
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return real_name
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