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Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update * fix that verb * cl * fix that * toworld * this is pointless * update info * siiiiick.. * vv edit update * fix that * fix editing vars * fix VV * Port the /TG/ globals controller. * part 1 * part 2 * oops * part 3 * Hollow Purple * sadas * bsbsdb * muda na agaki ta * ids 1-15 * 16-31 * 41-75 * bring me back to how things used to be before i lost it all * the strength of mayhem * final touches * cl * protect some vars * update sdql2 to use glob * stuff? * forgot that is not defined there * whoops * observ * but it never gets better * a --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
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@@ -33,7 +33,7 @@ This spawner places pipe leading up to the interior door, you will need to finis
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var/tiles_in_y_direction = 1
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var/id_to_link
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var/radio_frequency = 1379
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var/required_access = list(access_external_airlocks)
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var/required_access = list(ACCESS_EXTERNAL_AIRLOCKS)
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var/door_name = "external access"
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var/door_type = /obj/machinery/door/airlock/external
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var/one_door_interior //For square airlocks, if you set this then a) only one door will spawn, and b) you can choose if the door should go opposite to how it normally goes. Please use the define
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@@ -292,19 +292,19 @@ This spawner places pipe leading up to the interior door, you will need to finis
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required_access = null
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/obj/effect/map_effect/airlock/engineer
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required_access = list(access_engine)
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required_access = list(ACCESS_ENGINE)
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door_name = "engineering external access"
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/obj/effect/map_effect/airlock/e_to_w/engineer
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required_access = list(access_engine)
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required_access = list(ACCESS_ENGINE)
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door_name = "engineering external access"
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/obj/effect/map_effect/airlock/s_to_n/engineer
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required_access = list(access_engine)
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required_access = list(ACCESS_ENGINE)
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door_name = "engineering external access"
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/obj/effect/map_effect/airlock/long/engineer
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required_access = list(access_engine)
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required_access = list(ACCESS_ENGINE)
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door_name = "engineering external access"
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/obj/effect/map_effect/airlock/long/square/engine
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required_access = list(access_engine)
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required_access = list(ACCESS_ENGINE)
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door_name = "engine external access"
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icon_state = "2x2_N_to_S_leftdoors"
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door_type = /obj/machinery/door/airlock/external
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@@ -317,14 +317,14 @@ This spawner places pipe leading up to the interior door, you will need to finis
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/obj/effect/map_effect/airlock/w_to_e/long/square/wide/mining
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door_name = "mining external access"
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required_access = list(access_mining)
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required_access = list(ACCESS_MINING)
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/obj/effect/map_effect/airlock/long/square/wide/mining
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door_name = "mining external access"
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required_access = list(access_mining)
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required_access = list(ACCESS_MINING)
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/obj/effect/map_effect/airlock/long/square/e_to_s/telecoms
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door_name = "telecoms external access"
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required_access = list(access_tcomsat, access_external_airlocks)
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required_access = list(ACCESS_TCOMSAT, ACCESS_EXTERNAL_AIRLOCKS)
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door_type = /obj/machinery/door/airlock/external
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/obj/effect/map_effect/airlock/long/square/three/syndicate
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@@ -333,7 +333,7 @@ This spawner places pipe leading up to the interior door, you will need to finis
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interior_direction = WEST
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exterior_direction = NORTH
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door_name = "ship external access"
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req_access = list(access_syndicate)
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req_access = list(ACCESS_SYNDICATE)
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door_type = /obj/machinery/door/airlock/external
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#undef HALF_X
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@@ -38,10 +38,10 @@
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A.req_one_access_by_level = req_one_access_by_level
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/obj/effect/map_effect/door_helper/level_access/test1
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access_by_level = list("green" = list(access_security))
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access_by_level = list("green" = list(ACCESS_SECURITY))
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/obj/effect/map_effect/door_helper/level_access/test2
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req_one_access_by_level = list("green" = list(access_security, access_heads))
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req_one_access_by_level = list("green" = list(ACCESS_SECURITY, ACCESS_HEADS))
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/obj/effect/map_effect/door_helper/level_access/command_foyer
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access_by_level = list(
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@@ -4,7 +4,7 @@
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var/effect_system_type = null // Which effect system to attach.
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var/effect_amount = 10 // How many effect objects to create on each interval. Note that there's a hard cap on certain effect_systems.
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var/effect_cardinals_only = FALSE // If true, effects only move in cardinal directions.
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var/effect_cardinals_only = FALSE // If true, effects only move in GLOB.cardinal directions.
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var/effect_forced_dir = null // If set, effects emitted will always move in this direction.
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/obj/effect/map_effect/interval/effect_emitter/Initialize()
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@@ -58,7 +58,7 @@
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if(!proximity_to)
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return FALSE
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for(var/thing in player_list)
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for(var/thing in GLOB.player_list)
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var/mob/M = thing // Avoiding typechecks for more speed, player_list will only contain mobs anyways.
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if(ignore_ghosts && isobserver(M))
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continue
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@@ -31,7 +31,7 @@
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req_access = null
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/// Doors/buttons/etc will be set to this access requirement. If null, they will not have any access requirements.
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req_one_access = list(access_external_airlocks)
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req_one_access = list(ACCESS_EXTERNAL_AIRLOCKS)
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/obj/effect/map_effect/marker/airlock/Initialize(mapload, ...)
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..()
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@@ -11,7 +11,7 @@
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var/shake_strength = 1 // How much it shakes.
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/obj/effect/map_effect/interval/screen_shaker/trigger()
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for(var/A in player_list)
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for(var/A in GLOB.player_list)
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var/mob/M = A
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if(M.z == src.z && get_dist(src, M) <= shake_radius)
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shake_camera(M, shake_duration, shake_strength)
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@@ -47,7 +47,7 @@
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new firedoor_path(loc)
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if(!single_window)
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var/list/neighbours = list()
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for (var/dir in cardinal)
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for (var/dir in GLOB.cardinal)
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var/turf/T = get_step(src, dir)
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var/obj/effect/map_effect/window_spawner/other = locate(/obj/effect/map_effect/window_spawner) in T
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if(!other)
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