stop this nonsense
This commit is contained in:
@@ -199,7 +199,7 @@
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// Check Overdose: Am I even addicted to blood? Do I even have any in me?
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//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
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//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
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// return 0
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// return FALSE
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// Check Overdose: Did my current volume go over the Overdose threshold?
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//var/am_addicted = 0
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//for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list.
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@@ -210,7 +210,7 @@
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//if (!am_addicted)
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//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
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// return 0
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// return FALSE
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// No Mind!
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if(!target.mind || !target.mind.key)
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if(display_warning)
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@@ -51,10 +51,10 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
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changelings += changeling
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changeling.special_role = ROLE_CHANGELING
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changeling.restricted_roles = restricted_jobs
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return 1
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return TRUE
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else
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setup_error = "Not enough changeling candidates"
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return 0
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return FALSE
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/datum/game_mode/changeling/post_setup()
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for(var/datum/mind/changeling in changelings)
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@@ -20,11 +20,11 @@
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/datum/game_mode/traitor/changeling/can_start()
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if(!..())
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return 0
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return FALSE
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possible_changelings = get_players_for_role(ROLE_CHANGELING)
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if(possible_changelings.len < required_enemies)
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return 0
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return 1
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return FALSE
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return TRUE
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/datum/game_mode/traitor/changeling/pre_setup()
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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@@ -55,7 +55,7 @@
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changeling.restricted_roles = restricted_jobs
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return ..()
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else
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return 0
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return FALSE
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/datum/game_mode/traitor/changeling/post_setup()
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for(var/datum/mind/changeling in changelings)
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@@ -188,16 +188,16 @@ Credit where due:
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equip_servant(L)
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add_servant_of_ratvar(L, TRUE)
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..()
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return 1
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return TRUE
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/datum/game_mode/proc/greet_servant(mob/M) //Description of their role
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if(!M)
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return 0
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return FALSE
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to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
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to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant or when 35kw of power is reached.</span>")
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to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked when 50kw of power is reached.</span>")
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M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
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return 1
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return TRUE
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/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob
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if(!M || !ishuman(M))
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@@ -154,9 +154,9 @@
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if(cult_mind.current.onCentCom() || cult_mind.current.onSyndieBase())
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acolytes_survived++
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if(acolytes_survived>=acolytes_needed)
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return 0
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return FALSE
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else
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return 1
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return TRUE
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/datum/game_mode/cult/generate_report()
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@@ -41,8 +41,8 @@
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outsellobjective.target = target_mind
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outsellobjective.update_explanation_text()
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D.objectives += outsellobjective
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return 1
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return 0
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return TRUE
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return FALSE
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/datum/game_mode/devil/devil_agents/generate_report()
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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 \
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@@ -47,15 +47,15 @@
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if(devils.len < required_enemies)
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setup_error = "Not enough devil candidates"
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return 0
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return 1
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return FALSE
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return TRUE
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/datum/game_mode/devil/post_setup()
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for(var/datum/mind/devil in devils)
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post_setup_finalize(devil)
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..()
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return 1
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return TRUE
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/datum/game_mode/devil/generate_report()
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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 \
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@@ -546,7 +546,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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return ruleset.cost + added_threat
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else
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stack_trace("The starting rule \"[ruleset.name]\" failed to pre_execute.")
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return 0
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return FALSE
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/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
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/datum/game_mode/dynamic/proc/execute_roundstart_rule(sent_rule)
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@@ -115,7 +115,7 @@
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/// Returns how much threat to actually spend in the end.
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/datum/dynamic_ruleset/proc/scale_up(population, max_scale)
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if (!scaling_cost)
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return 0
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return FALSE
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var/antag_fraction = 0
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for(var/_ruleset in (mode.executed_rules + list(src))) // we care about the antags we *will* assign, too
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@@ -9,7 +9,7 @@
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announce_text = "Just have fun and enjoy the game!"
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/datum/game_mode/extended/pre_setup()
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return 1
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return TRUE
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/datum/game_mode/extended/generate_report()
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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."
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@@ -68,22 +68,22 @@
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playerC++
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if(!GLOB.Debug2)
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if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players))
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return 0
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return FALSE
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antag_candidates = get_players_for_role(antag_flag)
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if(!GLOB.Debug2)
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if(antag_candidates.len < required_enemies)
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return 0
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return 1
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return FALSE
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return TRUE
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else
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message_admins("<span class='notice'>DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT.</span>")
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return 1
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return TRUE
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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return 1
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return TRUE
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///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
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/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
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@@ -162,10 +162,10 @@
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switch(SSshuttle.emergency.mode) //Rounds on the verge of ending don't get new antags, they just run out
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if(SHUTTLE_STRANDED, SHUTTLE_ESCAPE)
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return 1
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return TRUE
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if(SHUTTLE_CALL)
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if(SSshuttle.emergency.timeLeft(1) < initial(SSshuttle.emergencyCallTime)*0.5)
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return 1
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return TRUE
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var/matc = CONFIG_GET(number/midround_antag_time_check)
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if(world.time >= (matc * 600))
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@@ -202,7 +202,7 @@
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//somewhere between 1 and 3 minutes from now
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if(!CONFIG_GET(keyed_list/midround_antag)[SSticker.mode.config_tag])
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round_converted = 0
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return 1
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return TRUE
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for(var/mob/living/carbon/human/H in antag_candidates)
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if(H.client)
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replacementmode.make_antag_chance(H)
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@@ -213,7 +213,7 @@
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///Called by the gameSSticker
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/datum/game_mode/process()
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return 0
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return FALSE
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//For things that do not die easily
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/datum/game_mode/proc/are_special_antags_dead()
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@@ -237,44 +237,44 @@
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if(Player.mind)
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if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums))
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continuous_sanity_checked = 1
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return 0
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return FALSE
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if(!continuous_sanity_checked)
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message_admins("The roundtype ([config_tag]) has no antagonists, continuous round has been defaulted to on and midround_antag has been defaulted to off.")
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continuous[config_tag] = TRUE
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midround_antag[config_tag] = FALSE
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SSshuttle.clearHostileEnvironment(src)
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return 0
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return FALSE
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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)))
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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.
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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.
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for(var/mob/Player in GLOB.alive_mob_list)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client)
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if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums)) //Someone's still antaging!
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living_antag_player = Player
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return 0
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return FALSE
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if(!are_special_antags_dead())
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return FALSE
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if(!continuous[config_tag] || force_ending)
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return 1
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return TRUE
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else
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round_converted = convert_roundtype()
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if(!round_converted)
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if(round_ends_with_antag_death)
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return 1
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return TRUE
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else
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midround_antag[config_tag] = 0
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return 0
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return FALSE
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return 0
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return FALSE
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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return FALSE
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/datum/game_mode/proc/send_intercept()
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if(flipseclevel && !(config_tag == "extended"))//CIT CHANGE - lets the security level be flipped roundstart
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@@ -533,21 +533,21 @@
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//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
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/datum/game_mode/proc/age_check(client/C)
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if(get_remaining_days(C) == 0)
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return 1 //Available in 0 days = available right now = player is old enough to play.
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return 0
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return TRUE //Available in 0 days = available right now = player is old enough to play.
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return FALSE
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/datum/game_mode/proc/get_remaining_days(client/C)
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if(!C)
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return 0
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return FALSE
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if(C.prefs?.db_flags & DB_FLAG_EXEMPT)
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return 0
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return FALSE
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if(!CONFIG_GET(flag/use_age_restriction_for_jobs))
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return 0
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return FALSE
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if(!isnum(C.player_age))
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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
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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
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if(!isnum(enemy_minimum_age))
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return 0
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return FALSE
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return max(0, enemy_minimum_age - C.player_age)
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@@ -639,11 +639,11 @@ GLOBAL_LIST_EMPTY(possible_items)
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if(istype(I, steal_target))
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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.
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return TRUE
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else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return 1 if the conditions are fulfilled.
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else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return TRUE if the conditions are fulfilled.
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return TRUE
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if(targetinfo && (I.type in targetinfo.altitems)) //Ok, so you don't have the item. Do you have an alternative, at least?
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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!
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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!
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return TRUE
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return FALSE
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@@ -9,7 +9,7 @@
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var/list/special_equipment = list()
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/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)
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return 1
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return TRUE
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/datum/objective_item/proc/TargetExists()
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return TRUE
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@@ -142,8 +142,8 @@
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/datum/objective_item/steal/functionalai/check_special_completion(obj/item/aicard/C)
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for(var/mob/living/silicon/ai/A in C)
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if(isAI(A) && A.stat != DEAD) //See if any AI's are alive inside that card.
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return 1
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return 0
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return TRUE
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return FALSE
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/datum/objective_item/steal/blueprints
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name = "the station blueprints."
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@@ -169,8 +169,8 @@
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/datum/objective_item/steal/slime/check_special_completion(obj/item/slime_extract/E)
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if(E.Uses > 0)
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return 1
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return 0
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return TRUE
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return FALSE
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//Unique Objectives
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/datum/objective_item/unique/docs_red
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@@ -23,7 +23,7 @@
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START_PROCESSING(SSprocessing, src)
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/datum/sabotage_objective/processing/proc/check_condition_processing()
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return 1
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return TRUE
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/datum/sabotage_objective/processing/process()
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check_condition_processing()
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@@ -34,7 +34,7 @@
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return get_points() ? TRUE : FALSE
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/datum/objective/overthrow/proc/get_points()
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return 0 // int, not bool
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return FALSE // int, not bool
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/datum/objective/overthrow/proc/result_points(datum/mind/the_dude, base_points) // App
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var/initial_points = base_points
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@@ -11,7 +11,7 @@
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/datum/game_mode/sandbox/pre_setup()
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for(var/mob/M in GLOB.player_list)
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M.CanBuild()
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return 1
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return TRUE
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/datum/game_mode/sandbox/post_setup()
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..()
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Reference in New Issue
Block a user