civilian 
Computer for assigning new civilian bounties, and sending bounties for collection.
Vars | |
| inserted_scan_id | Typecast of an inserted, scanned ID card inside the console, as bounties are held within the ID card. |
|---|---|
| sheet_printer_cooldown | Cooldown for printing the bounty sheet, and not breaking people's eardrums. |
Procs | |
| add_bounties | Here is where cargo bounties are added to the player's bank accounts, then adjusted and scaled into a civilian bounty. |
| id_eject | Removes A stored ID card. |
| id_insert | Self explanitory, holds the ID card in the console for bounty payout and manipulation. |
| looped_global_update | Performs several global bounty updates in a row on a callback loop, adding one each time. |
| pick_bounty | Proc that assigned a civilian bounty to an ID card, from the list of potential bounties that that bank account currently has available. Available choices are assigned during add_bounties, and one is locked in here. |
| print_sheet | Handles cooldowns and creation of a new cargo bounty sheet. |
| send | This fully rewrites base behavior in order to only check for bounty objects, and no other types of objects like pirate-pads do. |
| setup_special_procs | Spawns the roundstart "special" bounties. |
| update_global_bounty_list | Updates the global bounty list: First by sorting through all completed bounties on the list and deleting them. Then, adds new bounties up to the limit, defined by the update_up_to argument. The bounties to be added should not share duplicates between job subtypes. @param update_up_to How many new bounties to add to the list, up to the maximum defined by MAXIMUM_BOUNTY_JOBS. @param enable_high_priority If enabled, means that past a prob(HIGH_PRIORITY_BOUNTY_ODDS), the created bounty will have a 1.5x value multiplier and be labeled in the UI. @param running_jobs A list we generate when making multiple bounties at once, this stores the job define to prevent double dipping on the same job type. |
Var Details
inserted_scan_id 
Typecast of an inserted, scanned ID card inside the console, as bounties are held within the ID card.
sheet_printer_cooldown 
Cooldown for printing the bounty sheet, and not breaking people's eardrums.
Proc Details
add_bounties
Here is where cargo bounties are added to the player's bank accounts, then adjusted and scaled into a civilian bounty.
id_eject
Removes A stored ID card.
id_insert
Self explanitory, holds the ID card in the console for bounty payout and manipulation.
looped_global_update
Performs several global bounty updates in a row on a callback loop, adding one each time.
pick_bounty
Proc that assigned a civilian bounty to an ID card, from the list of potential bounties that that bank account currently has available. Available choices are assigned during add_bounties, and one is locked in here.
@param choice The index of the bounty in the list of bounties that the player can choose from.
print_sheet
Handles cooldowns and creation of a new cargo bounty sheet.
send
This fully rewrites base behavior in order to only check for bounty objects, and no other types of objects like pirate-pads do.
setup_special_procs
Spawns the roundstart "special" bounties.
update_global_bounty_list
Updates the global bounty list: First by sorting through all completed bounties on the list and deleting them. Then, adds new bounties up to the limit, defined by the update_up_to argument. The bounties to be added should not share duplicates between job subtypes. @param update_up_to How many new bounties to add to the list, up to the maximum defined by MAXIMUM_BOUNTY_JOBS. @param enable_high_priority If enabled, means that past a prob(HIGH_PRIORITY_BOUNTY_ODDS), the created bounty will have a 1.5x value multiplier and be labeled in the UI. @param running_jobs A list we generate when making multiple bounties at once, this stores the job define to prevent double dipping on the same job type.