Lets families compile
This commit is contained in:
@@ -455,6 +455,14 @@
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#define COMSIG_MINE_TRIGGERED "minegoboom" ///from [/obj/effect/mine/proc/triggermine]:
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// Uncovered information
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#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
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///Called when an item is being offered, from [/obj/item/proc/on_offered(mob/living/carbon/giver)]
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#define COMSIG_ITEM_OFFERING "item_offering"
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///Interrupts the offer proc
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#define COMPONENT_OFFER_INTERRUPT (1<<0)
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///Called when an someone tries accepting an offered item, from [/obj/item/proc/on_offer_taken(mob/living/carbon/giver, mob/living/carbon/taker)]
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#define COMSIG_ITEM_OFFER_TAKEN "item_offer_taken"
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///Interrupts the offer acceptance
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#define COMPONENT_OFFER_TAKE_INTERRUPT (1<<0)
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///from [/obj/structure/closet/supplypod/proc/endlaunch]:
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#define COMSIG_SUPPLYPOD_LANDED "supplypodgoboom"
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4
code/__DEFINES/important_recursive_contents.dm
Normal file
4
code/__DEFINES/important_recursive_contents.dm
Normal file
@@ -0,0 +1,4 @@
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///the area channel of the important_recursive_contents list, everything in here will be sent a signal when their last holding object changes areas
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#define RECURSIVE_CONTENTS_AREA_SENSITIVE "recursive_contents_area_sensitive"
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///the hearing channel of the important_recursive_contents list, everything in here will count as a hearing atom
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#define RECURSIVE_CONTENTS_HEARING_SENSITIVE "recursive_contents_hearing_sensitive"
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@@ -200,6 +200,7 @@
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#define TRAIT_FRIENDLY "friendly"
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#define TRAIT_SNOB "snob"
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#define TRAIT_MULTILINGUAL "multilingual"
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#define TRAIT_HEARING_SENSITIVE "hearing_sensitive"
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#define TRAIT_CULT_EYES "cult_eyes"
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#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
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#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
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@@ -19,6 +19,8 @@
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#define LAZYACCESS(L, I) (L ? (isnum(I) ? (I > 0 && I <= length(L) ? L[I] : null) : L[I]) : null)
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#define LAZYSET(L, K, V) if(!L) { L = list(); } L[K] = V;
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#define LAZYLEN(L) length(L)
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///This is used to add onto lazy assoc list when the value you're adding is a /list/. This one has extra safety over lazyaddassoc because the value could be null (and thus cant be used to += objects)
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#define LAZYADDASSOCLIST(L, K, V) if(!L) { L = list(); } L[K] += list(V);
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//Sets a list to null
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#define LAZYNULL(L) L = null
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#define LAZYCLEARLIST(L) if(L) L.Cut()
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@@ -590,8 +590,8 @@
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var/list/all_teams = list()
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var/list/all_antagonists = list()
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// for(var/datum/team/A in GLOB.antagonist_teams)
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// all_teams |= A
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for(var/datum/team/A in GLOB.antagonist_teams)
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all_teams |= A
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for(var/datum/antagonist/A in GLOB.antagonists)
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if(!A.owner)
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@@ -1,27 +1,27 @@
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/obj/screen/wanted
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/atom/movable/screen/wanted
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name = "Space Police Alertness"
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desc = "Shows the current level of hostility the space police is planning to rain down on you. Better be careful."
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icon = 'icons/obj/gang/wanted_160x32.dmi'
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icon_state = "wanted_0"
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screen_loc = ui_wanted_lvl
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///Wanted level, affects the hud icon.
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var/level
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///Boolean, have the cops arrived? If so, the icon stops changing and remains the same.
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var/cops_arrived
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/// Wanted level, affects the hud icon. Level 0 is default, and the level 0 icon is blank, so in case of no families gamemode (and thus no wanted level), this HUD element will never appear.
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level = 2
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/// Boolean, have the cops arrived? If so, the icon stops changing and remains the same.
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var/cops_arrived = 0
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/obj/screen/wanted/Initialize()
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/atom/movable/screen/wanted/New()
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return ..()
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/atom/movable/screen/wanted/Initialize()
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. = ..()
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var/datum/game_mode/gang/F = SSticker.mode
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level = F.wanted_level
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cops_arrived = F.cops_arrived
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update_icon()
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/obj/screen/wanted/MouseEntered(location,control,params)
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/atom/movable/screen/wanted/MouseEntered(location,control,params)
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openToolTip(usr,src,params,title = name,content = desc, theme = "alerttooltipstyle")
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/obj/screen/wanted/MouseExited()
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/atom/movable/screen/wanted/MouseExited()
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closeToolTip(usr)
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/obj/screen/wanted/update_icon_state()
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/atom/movable/screen/wanted/update_icon_state()
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. = ..()
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icon_state = "wanted_[level][cops_arrived ? "_active" : ""]"
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@@ -81,8 +81,6 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
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plane_masters["[instance.plane]"] = instance
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instance.backdrop(mymob)
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owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
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/datum/hud/Destroy()
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if(mymob.hud_used == src)
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@@ -770,3 +770,14 @@
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animate(I, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = M, easing = CUBIC_EASING)
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sleep(1)
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animate(I, alpha = 0, transform = matrix(), time = 1)
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///allows this movable to hear and adds itself to the important_recursive_contents list of itself and every movable loc its in
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/atom/movable/proc/become_hearing_sensitive(trait_source = TRAIT_GENERIC)
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if(!HAS_TRAIT(src, TRAIT_HEARING_SENSITIVE))
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RegisterSignal(src, SIGNAL_TRAIT(TRAIT_HEARING_SENSITIVE), .proc/on_hearing_sensitive_trait_loss)
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ADD_TRAIT(src, TRAIT_HEARING_SENSITIVE, trait_source)
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/atom/movable/proc/on_hearing_sensitive_trait_loss()
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SIGNAL_HANDLER
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UnregisterSignal(src, SIGNAL_TRAIT(TRAIT_HEARING_SENSITIVE))
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REMOVE_TRAIT(src, TRAIT_HEARING_SENSITIVE, src)
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@@ -485,6 +485,47 @@
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SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
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SSticker.news_report = CULT_FAILURE
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//////////////////////////////////////////////
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// //
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// FAMILIES //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/roundstart/families
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name = "Families"
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persistent = TRUE
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antag_datum = /datum/antagonist/gang
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antag_flag = ROLE_FAMILIES
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protected_roles = list("Prisoner", "Head of Personnel")
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restricted_roles = list("Cyborg", "AI", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Research Director")
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required_candidates = 9
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weight = 1
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cost = 19
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requirements = list(101,101,40,40,30,20,10,10,10,10)
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flags = HIGH_IMPACT_RULESET
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/// A reference to the handler that is used to run pre_execute(), execute(), etc..
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var/datum/gang_handler/handler
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/datum/dynamic_ruleset/roundstart/families/pre_execute()
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..()
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handler = new /datum/gang_handler(candidates,restricted_roles)
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handler.gangs_to_generate = (antag_cap[indice_pop] / 2)
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handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
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return handler.pre_setup_analogue()
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/datum/dynamic_ruleset/roundstart/families/execute()
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return handler.post_setup_analogue(TRUE)
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/datum/dynamic_ruleset/roundstart/families/clean_up()
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QDEL_NULL(handler)
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..()
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/datum/dynamic_ruleset/roundstart/families/rule_process()
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return handler.process_analogue()
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/datum/dynamic_ruleset/roundstart/families/round_result()
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return handler.set_round_result_analogue()
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// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
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//////////////////////////////////////////////
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@@ -1,20 +1,3 @@
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#define LOWPOP_FAMILIES_COUNT 50
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#define TWO_STARS_HIGHPOP 11
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#define THREE_STARS_HIGHPOP 16
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#define FOUR_STARS_HIGHPOP 21
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#define FIVE_STARS_HIGHPOP 31
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#define TWO_STARS_LOW 6
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#define THREE_STARS_LOW 9
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#define FOUR_STARS_LOW 12
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#define FIVE_STARS_LOW 15
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#define CREW_SIZE_MIN 4
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#define CREW_SIZE_MAX 8
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GLOBAL_VAR_INIT(deaths_during_shift, 0)
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/datum/game_mode/gang
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name = "Families"
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config_tag = "families"
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@@ -28,459 +11,40 @@ GLOBAL_VAR_INIT(deaths_during_shift, 0)
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reroll_friendly = FALSE
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restricted_jobs = list("Cyborg", "AI", "Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")//N O
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protected_jobs = list()
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var/check_counter = 0
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var/endtime = null
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var/fuckingdone = FALSE
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var/time_to_end = 60 MINUTES
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var/gangs_to_generate = 3
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var/list/gangs_to_use
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var/list/datum/mind/gangbangers = list()
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var/list/datum/mind/pigs = list()
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var/datum/mind/undercover_cop
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var/list/gangs = list()
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var/gangs_still_alive = 0
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var/sent_announcement = FALSE
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var/list/gang_locations = list()
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var/cops_arrived = FALSE
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var/gang_balance_cap = 5
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var/wanted_level = 0
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/// A reference to the handler that is used to run pre_setup(), post_setup(), etc..
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var/datum/gang_handler/handler
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/datum/game_mode/gang/warriors
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name = "Warriors"
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config_tag = "warriors"
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announce_text = "Can you survive this onslaught?"
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gang_balance_cap = 3
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/datum/game_mode/gang/warriors/pre_setup()
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gangs_to_use = subtypesof(/datum/antagonist/gang)
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gangs_to_generate = gangs_to_use.len
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. = ..()
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handler = new /datum/gang_handler(antag_candidates,restricted_jobs)
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var/list/datum/antagonist/gang/gangs_to_generate = subtypesof(/datum/antagonist/gang)
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handler.gangs_to_generate = gangs_to_generate.len
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handler.gang_balance_cap = 3
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return handler.pre_setup_analogue()
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/datum/game_mode/gang/pre_setup()
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gangs_to_use = subtypesof(/datum/antagonist/gang)
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for(var/j = 0, j < gangs_to_generate, j++)
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if (!antag_candidates.len)
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break
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var/datum/mind/gangbanger = antag_pick(antag_candidates)
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gangbangers += gangbanger
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gangbanger.restricted_roles = restricted_jobs
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log_game("[key_name(gangbanger)] has been selected as a starting gangster!")
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antag_candidates.Remove(gangbanger)
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if(antag_candidates.len)
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var/datum/mind/one_eight_seven_on_an_undercover_cop = antag_pick(antag_candidates)
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pigs += one_eight_seven_on_an_undercover_cop
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undercover_cop = one_eight_seven_on_an_undercover_cop
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undercover_cop.restricted_roles = restricted_jobs
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log_game("[key_name(one_eight_seven_on_an_undercover_cop)] has been selected as a starting undercover cop!")
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antag_candidates.Remove(one_eight_seven_on_an_undercover_cop)
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endtime = world.time + time_to_end
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return TRUE
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handler = new /datum/gang_handler(antag_candidates,restricted_jobs)
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return handler.pre_setup_analogue()
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/datum/game_mode/gang/Destroy()
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QDEL_NULL(handler)
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return ..()
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/datum/game_mode/gang/post_setup()
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var/replacement_gangsters = 0
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for(var/datum/mind/gangbanger in gangbangers)
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if(!ishuman(gangbanger.current))
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gangbangers.Remove(gangbanger)
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log_game("[gangbanger] was not a human, and thus has lost their gangster role.")
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replacement_gangsters++
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if(replacement_gangsters)
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for(var/j = 0, j < replacement_gangsters, j++)
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if(!antag_candidates.len)
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log_game("Unable to find more replacement gangsters. Not all of the gangs will spawn.")
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break
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var/datum/mind/gangbanger = antag_pick(antag_candidates)
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gangbangers += gangbanger
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log_game("[key_name(gangbanger)] has been selected as a replacement gangster!")
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if(undercover_cop && !ishuman(undercover_cop.current))
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pigs.Remove(undercover_cop)
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log_game("[undercover_cop] was not a human, and thus has lost their undercover cop role.")
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if(!antag_candidates.len)
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var/datum/mind/one_eight_seven_on_an_undercover_cop = antag_pick(antag_candidates)
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pigs += one_eight_seven_on_an_undercover_cop
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undercover_cop = one_eight_seven_on_an_undercover_cop
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else
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log_game("Unable to find a replacement undercover cop.")
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if(undercover_cop)
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var/datum/antagonist/ert/families/undercover_cop/one_eight_seven_on_an_undercover_cop = new()
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undercover_cop.add_antag_datum(one_eight_seven_on_an_undercover_cop)
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undercover_cop.current.playsound_local(undercover_cop.current, 'sound/effects/families_police.ogg', 100, FALSE, pressure_affected = FALSE)
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for(var/datum/mind/gangbanger in gangbangers)
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var/gang_to_use = pick_n_take(gangs_to_use)
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var/datum/antagonist/gang/new_gangster = new gang_to_use()
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var/datum/team/gang/ballas = new /datum/team/gang()
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new_gangster.my_gang = ballas
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new_gangster.starter_gangster = TRUE
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gangs += ballas
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ballas.add_member(gangbanger)
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ballas.name = new_gangster.gang_name
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ballas.acceptable_clothes = new_gangster.acceptable_clothes.Copy()
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ballas.free_clothes = new_gangster.free_clothes.Copy()
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ballas.my_gang_datum = new_gangster
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for(var/C in ballas.free_clothes)
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var/obj/O = new C(gangbanger.current)
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var/list/slots = list (
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"backpack" = ITEM_SLOT_BACKPACK,
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"left pocket" = SLOT_L_STORE,
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"right pocket" = SLOT_R_STORE
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)
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var/mob/living/carbon/human/H = gangbanger.current
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var/equipped = H.equip_in_one_of_slots(O, slots)
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if(!equipped)
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to_chat(gangbanger.current, "Unfortunately, you could not bring your [O] to this shift. You will need to find one.")
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qdel(O)
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gangbanger.add_antag_datum(new_gangster)
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gangbanger.current.playsound_local(gangbanger.current, 'sound/ambience/antag/thatshowfamiliesworks.ogg', 100, FALSE, pressure_affected = FALSE)
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to_chat(gangbanger.current, "<B>As you're the first gangster, your uniform and spraycan are in your inventory!</B>")
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addtimer(CALLBACK(src, .proc/announce_gang_locations), 5 MINUTES)
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addtimer(CALLBACK(src, .proc/five_minute_warning), time_to_end - 5 MINUTES)
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handler.post_setup_analogue(FALSE)
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gamemode_ready = TRUE
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..()
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/datum/game_mode/gang/proc/announce_gang_locations()
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var/list/readable_gang_names = list()
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for(var/GG in gangs)
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var/datum/team/gang/G = GG
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readable_gang_names += "[G.name]"
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var/finalized_gang_names = english_list(readable_gang_names)
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priority_announce("Julio G coming to you live from Radio Los Spess! We've been hearing reports of gang activity on [station_name()], with the [finalized_gang_names] duking it out, looking for fresh territory and drugs to sling! Stay safe out there for the hour 'till the space cops get there, and keep it cool, yeah? Play music, not gunshots, I say. Peace out!", "Radio Los Spess", 'sound/voice/beepsky/radio.ogg')
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sent_announcement = TRUE
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/datum/game_mode/gang/proc/five_minute_warning()
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priority_announce("Julio G coming to you live from Radio Los Spess! The space cops are closing in on [station_name()] and will arrive in about 5 minutes! Better clear on out of there if you don't want to get hurt!", "Radio Los Spess", 'sound/voice/beepsky/radio.ogg')
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/datum/game_mode/gang/check_win()
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var/alive_gangsters = 0
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var/alive_cops = 0
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for(var/datum/mind/gangbanger in gangbangers)
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if(!ishuman(gangbanger.current))
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continue
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var/mob/living/carbon/human/H = gangbanger.current
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if(H.stat)
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continue
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alive_gangsters++
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for(var/datum/mind/bacon in pigs)
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if(!ishuman(bacon.current)) // always returns false
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continue
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var/mob/living/carbon/human/H = bacon.current
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if(H.stat)
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continue
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alive_cops++
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if(alive_gangsters > alive_cops)
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SSticker.mode_result = "win - gangs survived"
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SSticker.news_report = GANG_OPERATING
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return TRUE
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SSticker.mode_result = "loss - police destroyed the gangs"
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SSticker.news_report = GANG_DESTROYED
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return FALSE
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return ..()
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/datum/game_mode/gang/process()
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check_wanted_level()
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check_counter++
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if(check_counter >= 5)
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if (world.time > endtime && !fuckingdone)
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fuckingdone = TRUE
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send_in_the_fuzz()
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check_counter = 0
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SSticker.mode.check_win()
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check_tagged_turfs()
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check_gang_clothes()
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check_rollin_with_crews()
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///Checks if our wanted level has changed. Only actually does something post the initial announcement and until the cops are here. After that its locked.
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/datum/game_mode/gang/proc/check_wanted_level()
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if(!sent_announcement || cops_arrived)
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return
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var/new_wanted_level
|
||||
if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT)
|
||||
switch(GLOB.deaths_during_shift)
|
||||
if(0 to TWO_STARS_HIGHPOP-1)
|
||||
new_wanted_level = 1
|
||||
if(TWO_STARS_HIGHPOP to THREE_STARS_HIGHPOP-1)
|
||||
new_wanted_level = 2
|
||||
if(THREE_STARS_HIGHPOP to FOUR_STARS_HIGHPOP-1)
|
||||
new_wanted_level = 3
|
||||
if(FOUR_STARS_HIGHPOP to FIVE_STARS_HIGHPOP-1)
|
||||
new_wanted_level = 4
|
||||
if(FIVE_STARS_HIGHPOP to INFINITY)
|
||||
new_wanted_level = 5
|
||||
else
|
||||
switch(GLOB.deaths_during_shift)
|
||||
if(0 to TWO_STARS_LOW-1)
|
||||
new_wanted_level = 1
|
||||
if(TWO_STARS_LOW to THREE_STARS_LOW-1)
|
||||
new_wanted_level = 2
|
||||
if(THREE_STARS_LOW to FOUR_STARS_LOW-1)
|
||||
new_wanted_level = 3
|
||||
if(FOUR_STARS_LOW to FIVE_STARS_LOW-1)
|
||||
new_wanted_level = 4
|
||||
if(FIVE_STARS_LOW to INFINITY)
|
||||
new_wanted_level = 5
|
||||
if(wanted_level == new_wanted_level) //Same shit, dont care.
|
||||
return
|
||||
update_wanted_level(new_wanted_level)
|
||||
|
||||
///Updates the icon states for everyone and sends outs announcements regarding the police.
|
||||
/datum/game_mode/gang/proc/update_wanted_level(newlevel)
|
||||
if(newlevel > wanted_level)
|
||||
on_gain_wanted_level(newlevel)
|
||||
|
||||
else if (newlevel < wanted_level)
|
||||
on_lower_wanted_level(newlevel)
|
||||
for(var/i in GLOB.player_list)
|
||||
var/mob/M = i
|
||||
if(!M.hud_used?.wanted_lvl)
|
||||
continue
|
||||
var/datum/hud/H = M.hud_used
|
||||
H.wanted_lvl.level = newlevel
|
||||
H.wanted_lvl.cops_arrived = cops_arrived
|
||||
H.wanted_lvl.update_icon()
|
||||
|
||||
/datum/game_mode/gang/proc/on_gain_wanted_level(newlevel)
|
||||
var/announcement_message
|
||||
switch(newlevel)
|
||||
if(2)
|
||||
announcement_message = "Small amount of police vehicles have been spotted en route towards [station_name()]."
|
||||
if(3)
|
||||
announcement_message = "A large detachment police vehicles have been spotted en route towards [station_name()]."
|
||||
if(4)
|
||||
announcement_message = "A detachment of top-trained agents has been spotted on their way to [station_name()]."
|
||||
if(5)
|
||||
announcement_message = "The fleet enroute to [station_name()] now consists of national guard personnel."
|
||||
priority_announce(announcement_message, "Station Spaceship Detection Systems")
|
||||
|
||||
/datum/game_mode/gang/proc/on_lower_wanted_level(newlevel)
|
||||
var/announcement_message
|
||||
switch(newlevel)
|
||||
if(1)
|
||||
announcement_message = "There are now only a few police vehicle headed towards [station_name()]."
|
||||
if(2)
|
||||
announcement_message = "There seem to be fewer police vehicles headed towards [station_name()]."
|
||||
if(3)
|
||||
announcement_message = "There are no longer top-trained agents in the fleet headed towards [station_name()]."
|
||||
if(4)
|
||||
announcement_message = "The convoy enroute to [station_name()] seems to no longer consist of national guard personnel."
|
||||
priority_announce(announcement_message, "Station Spaceship Detection Systems")
|
||||
|
||||
/datum/game_mode/gang/proc/send_in_the_fuzz()
|
||||
var/team_size
|
||||
var/cops_to_send
|
||||
var/announcement_message = "PUNK ASS BALLA BITCH"
|
||||
var/announcer = "Spinward Stellar Coalition"
|
||||
if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT)
|
||||
switch(wanted_level)
|
||||
if(1)
|
||||
team_size = 8
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop
|
||||
announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!"
|
||||
announcer = "Spinward Stellar Coalition Police Department"
|
||||
if(2)
|
||||
team_size = 9
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/armored
|
||||
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day."
|
||||
announcer = "Spinward Stellar Coalition Police Department"
|
||||
if(3)
|
||||
team_size = 10
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/swat
|
||||
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day."
|
||||
announcer = "Spinward Stellar Coalition Police Department"
|
||||
if(4)
|
||||
team_size = 11
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/fbi
|
||||
announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions."
|
||||
announcer = "Federal Bureau of Investigation"
|
||||
if(5)
|
||||
team_size = 12
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/military
|
||||
announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians."
|
||||
announcer = "Spinward Stellar Coalition National Guard"
|
||||
else
|
||||
switch(wanted_level)
|
||||
if(1)
|
||||
team_size = 5
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop
|
||||
announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!"
|
||||
announcer = "Spinward Stellar Coalition Police Department"
|
||||
if(2)
|
||||
team_size = 6
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/armored
|
||||
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day."
|
||||
announcer = "Spinward Stellar Coalition Police Department"
|
||||
if(3)
|
||||
team_size = 7
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/swat
|
||||
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day."
|
||||
announcer = "Spinward Stellar Coalition Police Department"
|
||||
if(4)
|
||||
team_size = 8
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/fbi
|
||||
announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions."
|
||||
announcer = "Federal Bureau of Investigation"
|
||||
if(5)
|
||||
team_size = 10
|
||||
cops_to_send = /datum/antagonist/ert/families/beatcop/military
|
||||
announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians."
|
||||
announcer = "Spinward Stellar Coalition National Guard"
|
||||
|
||||
priority_announce(announcement_message, announcer, 'sound/effects/families_police.ogg')
|
||||
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to help clean up crime on this station?", "deathsquad", null)
|
||||
|
||||
|
||||
if(candidates.len)
|
||||
//Pick the (un)lucky players
|
||||
var/numagents = min(team_size,candidates.len)
|
||||
|
||||
var/list/spawnpoints = GLOB.emergencyresponseteamspawn
|
||||
var/index = 0
|
||||
while(numagents && candidates.len)
|
||||
var/spawnloc = spawnpoints[index+1]
|
||||
//loop through spawnpoints one at a time
|
||||
index = (index + 1) % spawnpoints.len
|
||||
var/mob/dead/observer/chosen_candidate = pick(candidates)
|
||||
candidates -= chosen_candidate
|
||||
if(!chosen_candidate.key)
|
||||
continue
|
||||
|
||||
//Spawn the body
|
||||
var/mob/living/carbon/human/cop = new(spawnloc)
|
||||
chosen_candidate.client.prefs.copy_to(cop)
|
||||
cop.key = chosen_candidate.key
|
||||
|
||||
//Give antag datum
|
||||
var/datum/antagonist/ert/ert_antag = new cops_to_send
|
||||
|
||||
cop.mind.add_antag_datum(ert_antag)
|
||||
cop.mind.assigned_role = ert_antag.name
|
||||
SSjob.SendToLateJoin(cop)
|
||||
|
||||
//Logging and cleanup
|
||||
log_game("[key_name(cop)] has been selected as an [ert_antag.name]")
|
||||
numagents--
|
||||
cops_arrived = TRUE
|
||||
update_wanted_level() //Will make sure our icon updates properly
|
||||
addtimer(CALLBACK(src, .proc/end_hostile_sit), 10 MINUTES)
|
||||
return TRUE
|
||||
|
||||
/datum/game_mode/gang/proc/end_hostile_sit()
|
||||
SSshuttle.clearHostileEnvironment(src)
|
||||
|
||||
|
||||
/datum/game_mode/gang/proc/check_tagged_turfs()
|
||||
for(var/T in GLOB.gang_tags)
|
||||
var/obj/effect/decal/cleanable/crayon/gang/tag = T
|
||||
if(tag.my_gang)
|
||||
tag.my_gang.adjust_points(50)
|
||||
CHECK_TICK
|
||||
|
||||
/datum/game_mode/gang/proc/check_gang_clothes() // TODO: make this grab the sprite itself, average out what the primary color would be, then compare how close it is to the gang color so I don't have to manually fill shit out for 5 years for every gang type
|
||||
for(var/mob/living/carbon/human/H in GLOB.player_list)
|
||||
if(!H.mind || !H.client)
|
||||
continue
|
||||
var/datum/antagonist/gang/is_gangster = H.mind.has_antag_datum(/datum/antagonist/gang)
|
||||
for(var/clothing in list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.back, H.gloves, H.shoes, H.belt, H.s_store, H.glasses, H.ears, H.wear_id))
|
||||
if(is_gangster)
|
||||
if(is_type_in_list(clothing, is_gangster.acceptable_clothes))
|
||||
is_gangster.add_gang_points(10)
|
||||
else
|
||||
for(var/G in gangs)
|
||||
var/datum/team/gang/gang_clothes = G
|
||||
if(is_type_in_list(clothing, gang_clothes.acceptable_clothes))
|
||||
gang_clothes.adjust_points(5)
|
||||
|
||||
CHECK_TICK
|
||||
|
||||
/datum/game_mode/gang/proc/check_rollin_with_crews()
|
||||
var/list/areas_to_check = list()
|
||||
for(var/G in gangbangers)
|
||||
var/datum/mind/gangster = G
|
||||
areas_to_check += get_area(gangster.current)
|
||||
for(var/AA in areas_to_check)
|
||||
var/area/A = AA
|
||||
var/list/gang_members = list()
|
||||
for(var/mob/living/carbon/human/H in A)
|
||||
if(H.stat || !H.mind || !H.client)
|
||||
continue
|
||||
var/datum/antagonist/gang/is_gangster = H.mind.has_antag_datum(/datum/antagonist/gang)
|
||||
if(is_gangster)
|
||||
gang_members[is_gangster.my_gang]++
|
||||
CHECK_TICK
|
||||
if(gang_members.len)
|
||||
for(var/datum/team/gang/gangsters in gang_members)
|
||||
if(gang_members[gangsters] >= CREW_SIZE_MIN)
|
||||
if(gang_members[gangsters] >= CREW_SIZE_MAX)
|
||||
gangsters.adjust_points(5) // Discourage larger clumps, spread ur people out
|
||||
else
|
||||
gangsters.adjust_points(10)
|
||||
handler.process_analogue()
|
||||
|
||||
/datum/game_mode/gang/set_round_result()
|
||||
return handler.set_round_result_analogue()
|
||||
|
||||
/datum/game_mode/gang/generate_report()
|
||||
return "Something something grove street home at least until I fucked everything up idk nobody reads these reports."
|
||||
|
||||
/datum/game_mode/gang/send_intercept(report = 0)
|
||||
return
|
||||
|
||||
/datum/game_mode/gang/special_report()
|
||||
var/list/report = list()
|
||||
var/highest_point_value = 0
|
||||
var/highest_gang = "Leet Like Jeff K"
|
||||
report += "<span class='header'>The families in the round were:</span>"
|
||||
var/objective_failures = TRUE
|
||||
for(var/datum/team/gang/GG in gangs)
|
||||
if(GG.my_gang_datum.check_gang_objective())
|
||||
objective_failures = FALSE
|
||||
break
|
||||
for(var/datum/team/gang/G in gangs)
|
||||
report += "<span class='header'>[G.name]:</span>"
|
||||
if(G.members.len)
|
||||
report += "[G.my_gang_datum.roundend_category] were:"
|
||||
report += printplayerlist(G.members)
|
||||
report += "<span class='header'>Points: [G.points]</span>"
|
||||
report += "<span class='header'>Objective: [G.my_gang_datum.gang_objective]</span>"
|
||||
if(G.my_gang_datum.check_gang_objective())
|
||||
report += "<span class='greentext'>The family completed their objective!</span>"
|
||||
else
|
||||
report += "<span class='redtext'>The family failed their objective!</span>"
|
||||
else
|
||||
report += "<span class='redtext'>The family was wiped out!</span>"
|
||||
if(!objective_failures)
|
||||
if(G.points >= highest_point_value && G.members.len && G.my_gang_datum.check_gang_objective())
|
||||
highest_point_value = G.points
|
||||
highest_gang = G.name
|
||||
else
|
||||
if(G.points >= highest_point_value && G.members.len)
|
||||
highest_point_value = G.points
|
||||
highest_gang = G.name
|
||||
var/alive_gangsters = 0
|
||||
var/alive_cops = 0
|
||||
for(var/datum/mind/gangbanger in gangbangers)
|
||||
if(gangbanger.current)
|
||||
if(!ishuman(gangbanger.current))
|
||||
continue
|
||||
var/mob/living/carbon/human/H = gangbanger.current
|
||||
if(H.stat)
|
||||
continue
|
||||
alive_gangsters++
|
||||
for(var/datum/mind/bacon in pigs)
|
||||
if(bacon.current)
|
||||
if(!ishuman(bacon.current)) // always returns false
|
||||
continue
|
||||
var/mob/living/carbon/human/H = bacon.current
|
||||
if(H.stat)
|
||||
continue
|
||||
alive_cops++
|
||||
if(alive_gangsters > alive_cops)
|
||||
if(!objective_failures)
|
||||
report += "<span class='header greentext'>[highest_gang] won the round by completing their objective and having the most points!</span>"
|
||||
else
|
||||
report += "<span class='header greentext'>[highest_gang] won the round by having the most points!</span>"
|
||||
else if(alive_gangsters == alive_cops)
|
||||
report += "<span class='header redtext'>Legend has it the police and the families are still duking it out to this day!</span>"
|
||||
else
|
||||
report += "<span class='header greentext'>The police put the boots to the families, medium style!</span>"
|
||||
|
||||
|
||||
return "<div class='panel redborder'>[report.Join("<br>")]</div>"
|
||||
|
||||
@@ -1195,3 +1195,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
|
||||
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
|
||||
return TRUE
|
||||
|
||||
/obj/item/proc/on_offer_taken(mob/living/carbon/giver, mob/living/carbon/taker)
|
||||
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFER_TAKEN, giver, taker) & COMPONENT_OFFER_INTERRUPT)
|
||||
return TRUE
|
||||
|
||||
@@ -369,10 +369,6 @@
|
||||
audible_message("<span class='notice'>You hear spraying.</span>")
|
||||
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
|
||||
|
||||
var/takes_time = !instant //For order purposes, since I'm maximum bad.
|
||||
if(gang_mode)
|
||||
takes_time = TRUE
|
||||
|
||||
var/wait_time = 50
|
||||
if(paint_mode == PAINT_LARGE_HORIZONTAL)
|
||||
wait_time *= 3
|
||||
|
||||
@@ -1268,10 +1268,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
|
||||
user.mind.remove_antag_datum(/datum/antagonist/gang)
|
||||
add_to_gang(user, real_name_backup)
|
||||
|
||||
/obj/item/slapper/secret_handshake/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
|
||||
/obj/item/slapper/secret_handshake/on_offer_taken(mob/living/carbon/giver, mob/living/carbon/taker)
|
||||
. = TRUE
|
||||
if (!(null in taker.held_items))
|
||||
to_chat(taker, span_warning("You can't get taught the secret handshake if [offerer] has no free hands!"))
|
||||
to_chat(taker, span_warning("You can't get taught the secret handshake if [giver] has no free hands!"))
|
||||
return
|
||||
|
||||
if(HAS_TRAIT(taker, TRAIT_MINDSHIELD))
|
||||
@@ -1286,9 +1286,9 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
|
||||
to_chat(taker, "You started your family. You can't turn your back on it now.")
|
||||
return
|
||||
|
||||
offerer.visible_message(span_notice("[taker] is taught the secret handshake by [offerer]!"), span_nicegreen("All right! You've taught the secret handshake to [taker]!"), span_hear("You hear a bunch of weird shuffling and flesh slapping sounds!"), ignored_mobs=taker)
|
||||
to_chat(taker, span_nicegreen("You get taught the secret handshake by [offerer]!"))
|
||||
var/datum/antagonist/gang/owner_gang_datum = offerer.mind.has_antag_datum(/datum/antagonist/gang)
|
||||
giver.visible_message(span_notice("[taker] is taught the secret handshake by [giver]!"), span_nicegreen("All right! You've taught the secret handshake to [taker]!"), span_hear("You hear a bunch of weird shuffling and flesh slapping sounds!"), ignored_mobs=taker)
|
||||
to_chat(taker, span_nicegreen("You get taught the secret handshake by [giver]!"))
|
||||
var/datum/antagonist/gang/owner_gang_datum = giver.mind.has_antag_datum(/datum/antagonist/gang)
|
||||
handler = owner_gang_datum.handler
|
||||
gang_to_use = owner_gang_datum.type
|
||||
team_to_use = owner_gang_datum.my_gang
|
||||
|
||||
@@ -6,14 +6,3 @@
|
||||
continue
|
||||
if(!antag_type || !specific && istype(A,antag_type) || specific && A.type == antag_type)
|
||||
. += A.owner
|
||||
|
||||
//Get all teams [of type team_type]
|
||||
/proc/get_all_teams(team_type)
|
||||
. = list()
|
||||
for(var/V in GLOB.antagonists)
|
||||
var/datum/antagonist/A = V
|
||||
if(!A.owner)
|
||||
continue
|
||||
var/datum/team/T = A.get_team()
|
||||
if(!team_type || istype(T,team_type))
|
||||
. |= T
|
||||
|
||||
@@ -97,7 +97,7 @@
|
||||
|
||||
/datum/antagonist/abductor/admin_add(datum/mind/new_owner,mob/admin)
|
||||
var/list/current_teams = list()
|
||||
for(var/datum/team/abductor_team/T in get_all_teams(/datum/team/abductor_team))
|
||||
for(var/datum/team/abductor_team/T in GLOB.antagonist_teams)
|
||||
current_teams[T.name] = T
|
||||
var/choice = input(admin,"Add to which team ?") as null|anything in (current_teams + "new team")
|
||||
if (choice == "new team")
|
||||
|
||||
@@ -181,8 +181,11 @@
|
||||
add_antag_hud(antag_hud_type, antag_hud_name, M)
|
||||
if(M.hud_used)
|
||||
var/datum/hud/H = M.hud_used
|
||||
H.wanted_lvl = new /obj/screen/wanted
|
||||
H.infodisplay += H.wanted_lvl
|
||||
var/atom/movable/screen/wanted/giving_wanted_lvl = new /atom/movable/screen/wanted()
|
||||
H.wanted_lvl = giving_wanted_lvl
|
||||
giving_wanted_lvl.hud = H
|
||||
H.infodisplay += giving_wanted_lvl
|
||||
H.mymob.client.screen += giving_wanted_lvl
|
||||
|
||||
|
||||
/datum/antagonist/ert/families/remove_innate_effects(mob/living/mob_override)
|
||||
|
||||
@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(gangster_cell_phones)
|
||||
var/gang_id = "Grove Street Families"
|
||||
var/activated = FALSE
|
||||
|
||||
/obj/item/gangster_cellphone/Initialize()
|
||||
/obj/item/gangster_cellphone/Initialize(mapload)
|
||||
. = ..()
|
||||
GLOB.gangster_cell_phones += src
|
||||
become_hearing_sensitive()
|
||||
|
||||
@@ -108,8 +108,11 @@
|
||||
add_antag_hud(antag_hud_type, antag_hud_name, M)
|
||||
if(M.hud_used)
|
||||
var/datum/hud/H = M.hud_used
|
||||
H.wanted_lvl = new /obj/screen/wanted
|
||||
H.infodisplay += H.wanted_lvl
|
||||
var/atom/movable/screen/wanted/giving_wanted_lvl = new /atom/movable/screen/wanted()
|
||||
H.wanted_lvl = giving_wanted_lvl
|
||||
giving_wanted_lvl.hud = H
|
||||
H.infodisplay += giving_wanted_lvl
|
||||
H.mymob.client.screen += giving_wanted_lvl
|
||||
|
||||
/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
|
||||
if(starter_gangster)
|
||||
@@ -404,7 +407,6 @@
|
||||
else
|
||||
gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
|
||||
|
||||
|
||||
/datum/antagonist/gang/dutch
|
||||
show_in_antagpanel = TRUE
|
||||
name = "Dutch van der Linde Outlaw"
|
||||
@@ -538,11 +540,11 @@
|
||||
acceptable_clothes = list(/obj/item/clothing/suit/driscoll,
|
||||
/obj/item/clothing/under/costume/driscoll,
|
||||
/obj/item/clothing/mask/gas/driscoll,
|
||||
/obj/item/clothing/shoes/cowboy)
|
||||
/obj/item/clothing/shoes/cowboyboots)
|
||||
free_clothes = list(/obj/item/clothing/suit/driscoll,
|
||||
/obj/item/clothing/under/costume/driscoll,
|
||||
/obj/item/clothing/mask/gas/driscoll,
|
||||
/obj/item/clothing/shoes/cowboy,
|
||||
/obj/item/clothing/shoes/cowboyboots,
|
||||
/obj/item/toy/crayon/spraycan)
|
||||
antag_hud_name = "Drill"
|
||||
gang_team_type = /datum/team/gang/driscoll
|
||||
|
||||
@@ -411,14 +411,14 @@ GLOBAL_VAR(families_override_theme)
|
||||
|
||||
//Spawn the body
|
||||
var/mob/living/carbon/human/cop = new(spawnloc)
|
||||
chosen_candidate.client.prefs.safe_transfer_prefs_to(cop, is_antag = TRUE)
|
||||
chosen_candidate.client.prefs.copy_to(cop)
|
||||
cop.key = chosen_candidate.key
|
||||
|
||||
//Give antag datum
|
||||
var/datum/antagonist/ert/families/ert_antag = new cops_to_send
|
||||
|
||||
cop.mind.add_antag_datum(ert_antag)
|
||||
cop.mind.set_assigned_role(SSjob.GetJobType(ert_antag.ert_job_path))
|
||||
cop.mind.assigned_role = ert_antag.name
|
||||
SSjob.SendToLateJoin(cop)
|
||||
|
||||
//Logging and cleanup
|
||||
|
||||
@@ -417,6 +417,8 @@
|
||||
name = "cowboy boots"
|
||||
desc = "A standard pair of brown cowboy boots."
|
||||
icon_state = "cowboyboots"
|
||||
permeability_coefficient = 0.05 //these are quite tall
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
can_be_tied = FALSE
|
||||
|
||||
/obj/item/clothing/shoes/cowboyboots/black
|
||||
|
||||
@@ -208,6 +208,8 @@
|
||||
if(!get_empty_held_indexes())
|
||||
to_chat(src, "<span class='warning'>You have no empty hands!</span>")
|
||||
return
|
||||
if(I.on_offer_taken(giver, src)) // see if the item has special behavior for being accepted
|
||||
return
|
||||
if(!giver.temporarilyRemoveItemFromInventory(I))
|
||||
visible_message("<span class='notice'>[src] tries to hand over [I] but it's stuck to them....", \
|
||||
"<span class'notice'> You make a fool of yourself trying to give away an item stuck to your hands")
|
||||
|
||||
0
tools/ci/install_rust_g.sh
Normal file → Executable file
0
tools/ci/install_rust_g.sh
Normal file → Executable file
Reference in New Issue
Block a user