stop this nonsense

This commit is contained in:
SandPoot
2024-01-05 00:28:56 -03:00
parent 05e2cc0979
commit c7a2565255
487 changed files with 1662 additions and 1662 deletions
@@ -199,7 +199,7 @@
// Check Overdose: Am I even addicted to blood? Do I even have any in me?
//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
// return 0
// return FALSE
// Check Overdose: Did my current volume go over the Overdose threshold?
//var/am_addicted = 0
//for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list.
@@ -210,7 +210,7 @@
//if (!am_addicted)
//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
// return 0
// return FALSE
// No Mind!
if(!target.mind || !target.mind.key)
if(display_warning)
+2 -2
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@@ -51,10 +51,10 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
changelings += changeling
changeling.special_role = ROLE_CHANGELING
changeling.restricted_roles = restricted_jobs
return 1
return TRUE
else
setup_error = "Not enough changeling candidates"
return 0
return FALSE
/datum/game_mode/changeling/post_setup()
for(var/datum/mind/changeling in changelings)
@@ -20,11 +20,11 @@
/datum/game_mode/traitor/changeling/can_start()
if(!..())
return 0
return FALSE
possible_changelings = get_players_for_role(ROLE_CHANGELING)
if(possible_changelings.len < required_enemies)
return 0
return 1
return FALSE
return TRUE
/datum/game_mode/traitor/changeling/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
@@ -55,7 +55,7 @@
changeling.restricted_roles = restricted_jobs
return ..()
else
return 0
return FALSE
/datum/game_mode/traitor/changeling/post_setup()
for(var/datum/mind/changeling in changelings)
+3 -3
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@@ -188,16 +188,16 @@ Credit where due:
equip_servant(L)
add_servant_of_ratvar(L, TRUE)
..()
return 1
return TRUE
/datum/game_mode/proc/greet_servant(mob/M) //Description of their role
if(!M)
return 0
return FALSE
to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant or when 35kw of power is reached.</span>")
to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked when 50kw of power is reached.</span>")
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
return 1
return TRUE
/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob
if(!M || !ishuman(M))
+2 -2
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@@ -154,9 +154,9 @@
if(cult_mind.current.onCentCom() || cult_mind.current.onSyndieBase())
acolytes_survived++
if(acolytes_survived>=acolytes_needed)
return 0
return FALSE
else
return 1
return TRUE
/datum/game_mode/cult/generate_report()
@@ -41,8 +41,8 @@
outsellobjective.target = target_mind
outsellobjective.update_explanation_text()
D.objectives += outsellobjective
return 1
return 0
return TRUE
return FALSE
/datum/game_mode/devil/devil_agents/generate_report()
return "Multiple soul merchants have been spotted in the quadrant, and appear to be competing over who can purchase the most souls. Be advised that they are likely to manufacture \
+3 -3
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@@ -47,15 +47,15 @@
if(devils.len < required_enemies)
setup_error = "Not enough devil candidates"
return 0
return 1
return FALSE
return TRUE
/datum/game_mode/devil/post_setup()
for(var/datum/mind/devil in devils)
post_setup_finalize(devil)
..()
return 1
return TRUE
/datum/game_mode/devil/generate_report()
return "Infernal creatures have been seen nearby offering great boons in exchange for souls. This is considered theft against Nanotrasen, as all employment contracts contain a lien on the \
+1 -1
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@@ -546,7 +546,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return ruleset.cost + added_threat
else
stack_trace("The starting rule \"[ruleset.name]\" failed to pre_execute.")
return 0
return FALSE
/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
/datum/game_mode/dynamic/proc/execute_roundstart_rule(sent_rule)
@@ -115,7 +115,7 @@
/// Returns how much threat to actually spend in the end.
/datum/dynamic_ruleset/proc/scale_up(population, max_scale)
if (!scaling_cost)
return 0
return FALSE
var/antag_fraction = 0
for(var/_ruleset in (mode.executed_rules + list(src))) // we care about the antags we *will* assign, too
+1 -1
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@@ -9,7 +9,7 @@
announce_text = "Just have fun and enjoy the game!"
/datum/game_mode/extended/pre_setup()
return 1
return TRUE
/datum/game_mode/extended/generate_report()
return "The transmission mostly failed to mention your sector. It is possible that there is nothing in the Syndicate that could threaten your station during this shift."
+25 -25
View File
@@ -68,22 +68,22 @@
playerC++
if(!GLOB.Debug2)
if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players))
return 0
return FALSE
antag_candidates = get_players_for_role(antag_flag)
if(!GLOB.Debug2)
if(antag_candidates.len < required_enemies)
return 0
return 1
return FALSE
return TRUE
else
message_admins("<span class='notice'>DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT.</span>")
return 1
return TRUE
///Attempts to select players for special roles the mode might have.
/datum/game_mode/proc/pre_setup()
return 1
return TRUE
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
@@ -162,10 +162,10 @@
switch(SSshuttle.emergency.mode) //Rounds on the verge of ending don't get new antags, they just run out
if(SHUTTLE_STRANDED, SHUTTLE_ESCAPE)
return 1
return TRUE
if(SHUTTLE_CALL)
if(SSshuttle.emergency.timeLeft(1) < initial(SSshuttle.emergencyCallTime)*0.5)
return 1
return TRUE
var/matc = CONFIG_GET(number/midround_antag_time_check)
if(world.time >= (matc * 600))
@@ -202,7 +202,7 @@
//somewhere between 1 and 3 minutes from now
if(!CONFIG_GET(keyed_list/midround_antag)[SSticker.mode.config_tag])
round_converted = 0
return 1
return TRUE
for(var/mob/living/carbon/human/H in antag_candidates)
if(H.client)
replacementmode.make_antag_chance(H)
@@ -213,7 +213,7 @@
///Called by the gameSSticker
/datum/game_mode/process()
return 0
return FALSE
//For things that do not die easily
/datum/game_mode/proc/are_special_antags_dead()
@@ -237,44 +237,44 @@
if(Player.mind)
if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums))
continuous_sanity_checked = 1
return 0
return FALSE
if(!continuous_sanity_checked)
message_admins("The roundtype ([config_tag]) has no antagonists, continuous round has been defaulted to on and midround_antag has been defaulted to off.")
continuous[config_tag] = TRUE
midround_antag[config_tag] = FALSE
SSshuttle.clearHostileEnvironment(src)
return 0
return FALSE
if(living_antag_player && living_antag_player.mind && isliving(living_antag_player) && living_antag_player.stat != DEAD && !isnewplayer(living_antag_player) &&!isbrain(living_antag_player) && (living_antag_player.mind.special_role || LAZYLEN(living_antag_player.mind.antag_datums)))
return 0 //A resource saver: once we find someone who has to die for all antags to be dead, we can just keep checking them, cycling over everyone only when we lose our mark.
return FALSE //A resource saver: once we find someone who has to die for all antags to be dead, we can just keep checking them, cycling over everyone only when we lose our mark.
for(var/mob/Player in GLOB.alive_mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client)
if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums)) //Someone's still antaging!
living_antag_player = Player
return 0
return FALSE
if(!are_special_antags_dead())
return FALSE
if(!continuous[config_tag] || force_ending)
return 1
return TRUE
else
round_converted = convert_roundtype()
if(!round_converted)
if(round_ends_with_antag_death)
return 1
return TRUE
else
midround_antag[config_tag] = 0
return 0
return FALSE
return 0
return FALSE
/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
return 0
return FALSE
/datum/game_mode/proc/send_intercept()
if(flipseclevel && !(config_tag == "extended"))//CIT CHANGE - lets the security level be flipped roundstart
@@ -533,21 +533,21 @@
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
/datum/game_mode/proc/age_check(client/C)
if(get_remaining_days(C) == 0)
return 1 //Available in 0 days = available right now = player is old enough to play.
return 0
return TRUE //Available in 0 days = available right now = player is old enough to play.
return FALSE
/datum/game_mode/proc/get_remaining_days(client/C)
if(!C)
return 0
return FALSE
if(C.prefs?.db_flags & DB_FLAG_EXEMPT)
return 0
return FALSE
if(!CONFIG_GET(flag/use_age_restriction_for_jobs))
return 0
return FALSE
if(!isnum(C.player_age))
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
return FALSE //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
if(!isnum(enemy_minimum_age))
return 0
return FALSE
return max(0, enemy_minimum_age - C.player_age)
+2 -2
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@@ -639,11 +639,11 @@ GLOBAL_LIST_EMPTY(possible_items)
if(istype(I, steal_target))
if(!targetinfo) //If there's no targetinfo, then that means it was a custom objective. At this point, we know you have the item, so return 1.
return TRUE
else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return 1 if the conditions are fulfilled.
else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return TRUE if the conditions are fulfilled.
return TRUE
if(targetinfo && (I.type in targetinfo.altitems)) //Ok, so you don't have the item. Do you have an alternative, at least?
if(targetinfo.check_special_completion(I))//Yeah, we do! Don't return 0 if we don't though - then you could fail if you had 1 item that didn't pass and got checked first!
if(targetinfo.check_special_completion(I))//Yeah, we do! Don't return FALSE if we don't though - then you could fail if you had 1 item that didn't pass and got checked first!
return TRUE
return FALSE
+5 -5
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@@ -9,7 +9,7 @@
var/list/special_equipment = list()
/datum/objective_item/proc/check_special_completion() //for objectives with special checks (is that slime extract unused? does that intellicard have an ai in it? etcetc)
return 1
return TRUE
/datum/objective_item/proc/TargetExists()
return TRUE
@@ -142,8 +142,8 @@
/datum/objective_item/steal/functionalai/check_special_completion(obj/item/aicard/C)
for(var/mob/living/silicon/ai/A in C)
if(isAI(A) && A.stat != DEAD) //See if any AI's are alive inside that card.
return 1
return 0
return TRUE
return FALSE
/datum/objective_item/steal/blueprints
name = "the station blueprints."
@@ -169,8 +169,8 @@
/datum/objective_item/steal/slime/check_special_completion(obj/item/slime_extract/E)
if(E.Uses > 0)
return 1
return 0
return TRUE
return FALSE
//Unique Objectives
/datum/objective_item/unique/docs_red
+1 -1
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@@ -23,7 +23,7 @@
START_PROCESSING(SSprocessing, src)
/datum/sabotage_objective/processing/proc/check_condition_processing()
return 1
return TRUE
/datum/sabotage_objective/processing/process()
check_condition_processing()
+1 -1
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@@ -34,7 +34,7 @@
return get_points() ? TRUE : FALSE
/datum/objective/overthrow/proc/get_points()
return 0 // int, not bool
return FALSE // int, not bool
/datum/objective/overthrow/proc/result_points(datum/mind/the_dude, base_points) // App
var/initial_points = base_points
+1 -1
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@@ -11,7 +11,7 @@
/datum/game_mode/sandbox/pre_setup()
for(var/mob/M in GLOB.player_list)
M.CanBuild()
return 1
return TRUE
/datum/game_mode/sandbox/post_setup()
..()