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PRA Minor Fixes and Code Documentation (#19253)
Very small fixes to PRA-related sites like the people's station and headmaster, as well as code comment improvements to some files. People's Station frankly has alot of bugs in part due to the system being designed around ships, not stations --------- Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
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@@ -1,18 +1,22 @@
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//===================================================================================
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//Overmap object representing zlevel(s)
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//===================================================================================
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var/global/area/overmap/map_overmap // Global object used to locate the overmap area.
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/// Global object used to locate the overmap area.
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var/global/area/overmap/map_overmap
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/obj/effect/overmap/visitable
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name = "map object"
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scannable = TRUE
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sensor_range_override = TRUE
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var/designation //Actual name of the object.
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var/class //Imagine a ship or station's class. "NTCC" Odin, "SCCV" Horizon, ...
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/// Actual name of the object.
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var/designation
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/// Imagine a ship or station's class. "NTCC" Odin, "SCCV" Horizon, ...
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var/class
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unknown_id = "Bogey"
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var/obfuscated_name = "unidentified object"
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var/obfuscated_desc = "This object is not displaying its IFF signature."
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var/obfuscated = FALSE //Whether we hide our name and class or not.
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/// Whether we hide our name and class or not.
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var/obfuscated = FALSE
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/// Landmark tags of landmarks that should be added to the actual lists below on init.
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/// Generic, meaning usable by any shuttle.
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@@ -25,14 +29,20 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
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/// Can contain nested lists, as it is flattened on init.
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var/list/tracked_dock_tags
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var/list/generic_waypoints = list() //waypoints that any shuttle can use
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var/list/restricted_waypoints = list() //waypoints for specific shuttles
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/// Waypoints that any shuttle can use
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var/list/generic_waypoints = list()
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/// Waypoints for specific shuttles
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var/list/restricted_waypoints = list()
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var/start_x //Coordinates for self placing
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var/start_y //will use random values if unset
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/// Coordinates for self placing
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var/start_x
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/// Will use random values if unset
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var/start_y
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var/base = 0 //starting sector, counts as station_levels
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var/in_space = 1 //can be accessed via lucky EVA
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/// Starting sector, counts as station_levels
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var/base = FALSE
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/// Can be accessed via lucky EVA
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var/in_space = TRUE
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var/has_called_distress_beacon = FALSE
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var/image/applied_distress_overlay
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@@ -52,11 +62,14 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
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var/freq_name = ""
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/// Whether away ship comms have access to the common channel / PUB_FREQ
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var/use_common = FALSE
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var/list/navigation_viewers // list of weakrefs to people viewing the overmap via this ship
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/// list of weakrefs to people viewing the overmap via this ship
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var/list/navigation_viewers
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var/list/consoles
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var/list/datalink_requests = list()// A list of datalink requests that we received
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var/list/datalinked = list()// Other effects that we are datalinked with
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/// A list of datalink requests that we received
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var/list/datalink_requests = list()
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/// Other effects that we are datalinked with
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var/list/datalinked = list()
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/// null | num | list. If a num or a (num, num) list, the radius or random bounds for placing this sector near the main map's overmap icon.
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var/list/place_near_main
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@@ -23,7 +23,8 @@
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var/screenshake_type = SHIP_GUN_SCREENSHAKE_SCREEN
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var/firing = FALSE //Helper variable in case we need to track if we're firing or not. Must be set manually. Used for the Leviathan.
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var/load_time = 5 SECONDS
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var/mobile_platform = FALSE //When toggled, targeting computers will be able to force ammunition heading direction. Used for guns on visitables.
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/// When toggled, targeting computers will be able to force ammunition heading direction. Used for guns on visitables.
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var/mobile_platform = FALSE
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var/weapon_id //Used to identify a gun in the targeting consoles and connect weapon systems to the relevant ammunition loader. Must be unique!
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var/list/obj/structure/ship_weapon_dummy/connected_dummies = list()
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@@ -7,14 +7,19 @@
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requires_contact = FALSE
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var/obj/item/ship_ammunition/ammunition
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var/atom/target //The target is the actual overmap object we're hitting.
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var/obj/entry_target //The entry target is where the projectile itself is going to spawn in world.
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/// The target is the actual overmap object we're hitting.
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var/atom/target
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/// The entry target is where the projectile itself is going to spawn in world.
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var/obj/entry_target
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var/range = OVERMAP_PROJECTILE_RANGE_MEDIUM
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var/current_range_counter = 0
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var/speed = 0 //A projectile with 0 speed does not move. Note that this is the 'lag' variable on walk_towards! Lower speed is better.
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// A projectile with 0 speed does not move. Note that this is the 'lag' variable on walk_towards! Lower speed is better.
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var/speed = 0
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var/moving = FALSE //Is the projectile actively moving on the overmap?
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var/entering = FALSE //Are we entering an entry point?
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/// Is the projectile actively moving on the overmap?
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var/moving = FALSE
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/// Are we entering an entry point?
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var/entering = FALSE
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/obj/effect/overmap/projectile/Initialize(var/maploading, var/sx, var/sy)
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. = ..()
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