Lets families compile
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@@ -6,14 +6,3 @@
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continue
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if(!antag_type || !specific && istype(A,antag_type) || specific && A.type == antag_type)
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. += A.owner
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//Get all teams [of type team_type]
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/proc/get_all_teams(team_type)
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. = list()
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for(var/V in GLOB.antagonists)
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var/datum/antagonist/A = V
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if(!A.owner)
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continue
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var/datum/team/T = A.get_team()
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if(!team_type || istype(T,team_type))
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. |= T
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@@ -97,7 +97,7 @@
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/datum/antagonist/abductor/admin_add(datum/mind/new_owner,mob/admin)
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var/list/current_teams = list()
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for(var/datum/team/abductor_team/T in get_all_teams(/datum/team/abductor_team))
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for(var/datum/team/abductor_team/T in GLOB.antagonist_teams)
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current_teams[T.name] = T
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var/choice = input(admin,"Add to which team ?") as null|anything in (current_teams + "new team")
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if (choice == "new team")
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@@ -181,8 +181,11 @@
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add_antag_hud(antag_hud_type, antag_hud_name, M)
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if(M.hud_used)
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var/datum/hud/H = M.hud_used
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H.wanted_lvl = new /obj/screen/wanted
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H.infodisplay += H.wanted_lvl
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var/atom/movable/screen/wanted/giving_wanted_lvl = new /atom/movable/screen/wanted()
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H.wanted_lvl = giving_wanted_lvl
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giving_wanted_lvl.hud = H
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H.infodisplay += giving_wanted_lvl
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H.mymob.client.screen += giving_wanted_lvl
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/datum/antagonist/ert/families/remove_innate_effects(mob/living/mob_override)
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@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(gangster_cell_phones)
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var/gang_id = "Grove Street Families"
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var/activated = FALSE
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/obj/item/gangster_cellphone/Initialize()
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/obj/item/gangster_cellphone/Initialize(mapload)
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. = ..()
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GLOB.gangster_cell_phones += src
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become_hearing_sensitive()
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@@ -108,8 +108,11 @@
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add_antag_hud(antag_hud_type, antag_hud_name, M)
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if(M.hud_used)
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var/datum/hud/H = M.hud_used
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H.wanted_lvl = new /obj/screen/wanted
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H.infodisplay += H.wanted_lvl
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var/atom/movable/screen/wanted/giving_wanted_lvl = new /atom/movable/screen/wanted()
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H.wanted_lvl = giving_wanted_lvl
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giving_wanted_lvl.hud = H
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H.infodisplay += giving_wanted_lvl
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H.mymob.client.screen += giving_wanted_lvl
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/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
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if(starter_gangster)
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@@ -404,7 +407,6 @@
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else
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gangster.current.fully_replace_character_name(gangster.current.real_name, original_name)
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/datum/antagonist/gang/dutch
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show_in_antagpanel = TRUE
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name = "Dutch van der Linde Outlaw"
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@@ -538,11 +540,11 @@
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acceptable_clothes = list(/obj/item/clothing/suit/driscoll,
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/obj/item/clothing/under/costume/driscoll,
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/obj/item/clothing/mask/gas/driscoll,
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/obj/item/clothing/shoes/cowboy)
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/obj/item/clothing/shoes/cowboyboots)
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free_clothes = list(/obj/item/clothing/suit/driscoll,
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/obj/item/clothing/under/costume/driscoll,
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/obj/item/clothing/mask/gas/driscoll,
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/obj/item/clothing/shoes/cowboy,
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/obj/item/clothing/shoes/cowboyboots,
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/obj/item/toy/crayon/spraycan)
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antag_hud_name = "Drill"
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gang_team_type = /datum/team/gang/driscoll
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@@ -411,14 +411,14 @@ GLOBAL_VAR(families_override_theme)
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//Spawn the body
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var/mob/living/carbon/human/cop = new(spawnloc)
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chosen_candidate.client.prefs.safe_transfer_prefs_to(cop, is_antag = TRUE)
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chosen_candidate.client.prefs.copy_to(cop)
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cop.key = chosen_candidate.key
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//Give antag datum
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var/datum/antagonist/ert/families/ert_antag = new cops_to_send
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cop.mind.add_antag_datum(ert_antag)
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cop.mind.set_assigned_role(SSjob.GetJobType(ert_antag.ert_job_path))
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cop.mind.assigned_role = ert_antag.name
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SSjob.SendToLateJoin(cop)
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//Logging and cleanup
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@@ -417,6 +417,8 @@
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name = "cowboy boots"
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desc = "A standard pair of brown cowboy boots."
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icon_state = "cowboyboots"
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permeability_coefficient = 0.05 //these are quite tall
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pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
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can_be_tied = FALSE
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/obj/item/clothing/shoes/cowboyboots/black
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@@ -208,6 +208,8 @@
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if(!get_empty_held_indexes())
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to_chat(src, "<span class='warning'>You have no empty hands!</span>")
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return
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if(I.on_offer_taken(giver, src)) // see if the item has special behavior for being accepted
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return
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if(!giver.temporarilyRemoveItemFromInventory(I))
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visible_message("<span class='notice'>[src] tries to hand over [I] but it's stuck to them....", \
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"<span class'notice'> You make a fool of yourself trying to give away an item stuck to your hands")
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