Files
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00

303 lines
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/// List of all clients.
GLOBAL_LIST_EMPTY(clients)
/// List of all clients who have any permissions.
GLOBAL_LIST_EMPTY(staff)
GLOBAL_PROTECT(staff)
/// List of all ckeys with associated client.
GLOBAL_LIST_EMPTY(directory)
/// List of all mobs **with clients attached**. Excludes /mob/abstract/new_player
GLOBAL_LIST_EMPTY(player_list)
/// List of all mobs, including clientless.
GLOBAL_LIST_EMPTY(mob_list)
/// List of all human mobs and sub-types, including clientless.
GLOBAL_LIST_EMPTY(human_mob_list)
/// List of all silicon mobs, including clientless.
GLOBAL_LIST_EMPTY(silicon_mob_list)
/// List of all alive mobs, including clientless. Excludes /mob/abstract/new_player.
GLOBAL_LIST_EMPTY(living_mob_list)
/// List of all dead mobs, including clientless. Excludes /mob/abstract/new_player.
GLOBAL_LIST_EMPTY(dead_mob_list)
/// List of all API commands (/datum/topic_command) available.
GLOBAL_LIST_EMPTY(topic_commands)
GLOBAL_PROTECT(topic_commands)
/// List of the names of all API commands (/datum/topic_command) available.
GLOBAL_LIST_EMPTY(topic_commands_names)
GLOBAL_PROTECT(topic_commands_names)
/// List of all landmarks.
GLOBAL_LIST_EMPTY_TYPED(landmarks_list, /obj/effect/landmark)
/// List of all ruin landmarks.
GLOBAL_LIST_EMPTY_TYPED(ruin_landmarks, /obj/effect/landmark/ruin)
/// Assoc list of force spawnpoints for event maps.
GLOBAL_LIST_EMPTY(force_spawnpoints)
/// List of all jobstypes, minus borg, merchant and AI.
GLOBAL_LIST_EMPTY(joblist)
/// List of all brig secure_closets. Used by brig timers.
GLOBAL_LIST_EMPTY(brig_closets)
/// A list of areas where ghosts can teleport to, not turfs.
GLOBAL_LIST_EMPTY(ghostteleportlocs)
/// Central command areas.
GLOBAL_LIST_EMPTY(centcom_areas)
/// Keyed list of area object to boolean. An area is set here if it has station_area set to TRUE.
GLOBAL_LIST_EMPTY(the_station_areas)
/// List of all implants. Used for teleportation/tracking implants.
GLOBAL_LIST_EMPTY(implants)
/// Turf is added to this list if is_station_level() passes when it's initialized.
GLOBAL_LIST_EMPTY(station_turfs)
/// List of all instanced areas by type. THIS IS DIFFERENT FROM TG AS IT DOES NOT ONLY CONTAIN UNIQUE AREAS.
GLOBAL_LIST_EMPTY(areas_by_type)
/// Languages/species/whitelist.
GLOBAL_LIST_EMPTY_TYPED(all_species, /datum/species)
/// Short names of all species.
GLOBAL_LIST_EMPTY(all_species_short_names)
/// Species short names by bodytype.
GLOBAL_LIST_EMPTY(all_species_bodytypes)
/// All language datums. String to instance.
GLOBAL_LIST_EMPTY(all_languages)
/// Table of say codes for all languages.
GLOBAL_LIST_EMPTY(language_keys)
/// Species that require a whitelist check.
GLOBAL_LIST_INIT(whitelisted_species, list(SPECIES_HUMAN))
/// A list of ALL playable species, whitelisted, latejoin or otherwise.
GLOBAL_LIST_EMPTY(playable_species)
/// All uplinks.
GLOBAL_LIST_EMPTY_TYPED(world_uplinks, /obj/item/uplink)
/// Preferences stuff below.
/// Stores /datum/sprite_accessory/hair indexed by name.
GLOBAL_LIST_EMPTY(hair_styles_list)
/// List of hair for the male gender. List of strings.
GLOBAL_LIST_EMPTY(hair_styles_male_list)
/// List of hair for the female gender. List of strings.
GLOBAL_LIST_EMPTY(hair_styles_female_list)
/// List of hair gradients. List of strings to /datum/sprite_accessory.
GLOBAL_LIST_EMPTY(hair_gradient_styles_list)
/// Stores /datum/sprite_accessory/facial_hair indexed by name.
GLOBAL_LIST_EMPTY(facial_hair_styles_list)
/// List of facial hair for the male gender. List of strings.
GLOBAL_LIST_EMPTY(facial_hair_styles_male_list)
/// List of facial hair for the female gender. List of strings.
GLOBAL_LIST_EMPTY(facial_hair_styles_female_list)
/// List of body markings. List of strings to /datum/sprite_accessory/marking.
GLOBAL_LIST_EMPTY(body_marking_styles_list)
/// List of valid disabilities in the loadout.
GLOBAL_LIST_EMPTY(chargen_disabilities_list)
/// List of valid player genders in the loadout.
GLOBAL_LIST_INIT(valid_player_genders, list(MALE, FEMALE, NEUTER, PLURAL))
/// List of possible backpack shapes for the loadout.
GLOBAL_LIST_INIT(backbaglist, list("Nothing", "Backpack", "Satchel", "Leather Satchel", "Duffel Bag", "Messenger Bag", "Rucksack", "Pocketbook", "Chest Pouch"))
/// List of possible backpack styles for the loadout.
GLOBAL_LIST_INIT(backbagstyles, list("Job-specific", "Generic", "Faction-specific"))
/// List of possible backpack colors for the loadout.
GLOBAL_LIST_INIT(backbagcolors, list("None", "Blue", "Green", "Navy", "Tan", "Khaki", "Black", "Olive", "Auburn", "Brown"))
/// List of possible backpack straps for the loadout.
GLOBAL_LIST_INIT(backbagstrap, list("Hidden", "Thin", "Normal", "Thick"))
/// Jobs that are not "internal" to the game map.
GLOBAL_LIST_INIT(exclude_jobs, list(/datum/job/ai, /datum/job/cyborg, /datum/job/merchant))
/// PDA loadout choices.
GLOBAL_LIST_INIT(pdalist, list("Nothing", "Standard PDA", "Classic PDA", "Rugged PDA", "Slate PDA", "Smart PDA", "Tablet", "Wristbound"))
/// Headset loadout choices.
GLOBAL_LIST_INIT(headsetlist, list("Nothing", "Headset", "Bowman Headset", "Double Headset", "Wristbound Radio", "Sleek Wristbound Radio", "Clip-on Radio"))
/// Primary Radio Slot loadout choices.
GLOBAL_LIST_INIT(primary_radio_slot_choice, list("Left Ear", "Right Ear", "Wrist"))
// Used to track fauna spawners on the phoron deposit away site.
GLOBAL_LIST_INIT(fauna_spawners, list())
/// List of spawn points associated with '/obj/effect/organized_fauna_spawner'. It will automatically assign the spawn points in the same Z level as spawner.
GLOBAL_LIST_EMPTY(organized_spawn_points)
/// Visual nets.
GLOBAL_LIST_EMPTY_TYPED(visual_nets, /datum/visualnet)
/// Camera visualnet.
GLOBAL_DATUM_INIT(cameranet, /datum/visualnet/camera, new)
/// Escape locations for Nar'Sie. Escape shuttles, generally.
GLOBAL_LIST_EMPTY(escape_list)
GLOBAL_LIST_INIT(syndicate_access, list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE, ACCESS_EXTERNAL_AIRLOCKS))
/// Cloaking devices.
GLOBAL_LIST_EMPTY(cloaking_devices)
/// Hearing sensitive listening in closely.
GLOBAL_LIST_EMPTY(intent_listener)
/// Cache for clothing species adaptability.
GLOBAL_LIST_EMPTY(contained_clothing_species_adaption_cache)
/// Cache for outfit selection.
GLOBAL_LIST_EMPTY(outfit_cache)
GLOBAL_LIST_EMPTY(all_particles)
//////////////////////////
/////Initial Building/////
//////////////////////////
/proc/makeDatumRefLists()
var/list/paths
//Hair - Initialise all /datum/sprite_accessory/hair into an list indexed by hair-style name
paths = subtypesof(/datum/sprite_accessory/hair)
for(var/path in paths)
var/datum/sprite_accessory/hair/H = new path()
GLOB.hair_styles_list[H.name] = H
switch(H.gender)
if(MALE) GLOB.hair_styles_male_list += H.name
if(FEMALE) GLOB.hair_styles_female_list += H.name
else
GLOB.hair_styles_male_list += H.name
GLOB.hair_styles_female_list += H.name
sortTim(GLOB.hair_styles_list, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(GLOB.hair_styles_male_list, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(GLOB.hair_styles_female_list, GLOBAL_PROC_REF(cmp_text_asc))
//Gradients - Initialise all /datum/sprite_accessory/hair_gradients into an list indexed by hairgradient-style name
paths = subtypesof(/datum/sprite_accessory/hair_gradients)
for(var/path in paths)
var/datum/sprite_accessory/hair_gradients/H = new path()
GLOB.hair_gradient_styles_list[H.name] = H
sortTim(GLOB.hair_gradient_styles_list, GLOBAL_PROC_REF(cmp_text_asc))
//Facial Hair - Initialise all /datum/sprite_accessory/facial_hair into an list indexed by facialhair-style name
paths = subtypesof(/datum/sprite_accessory/facial_hair)
for(var/path in paths)
var/datum/sprite_accessory/facial_hair/H = new path()
GLOB.facial_hair_styles_list[H.name] = H
switch(H.gender)
if(MALE) GLOB.facial_hair_styles_male_list += H.name
if(FEMALE) GLOB.facial_hair_styles_female_list += H.name
else
GLOB.facial_hair_styles_male_list += H.name
GLOB.facial_hair_styles_female_list += H.name
sortTim(GLOB.facial_hair_styles_list, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(GLOB.facial_hair_styles_male_list, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(GLOB.facial_hair_styles_female_list, GLOBAL_PROC_REF(cmp_text_asc))
//Body markings
paths = subtypesof(/datum/sprite_accessory/marking)
for(var/path in paths)
var/datum/sprite_accessory/marking/M = new path()
GLOB.body_marking_styles_list[M.name] = M
sortTim(GLOB.body_marking_styles_list, GLOBAL_PROC_REF(cmp_text_asc))
//Disability datums
paths = subtypesof(/datum/character_disabilities)
for(var/path in paths)
if(is_abstract(path))
continue
var/datum/character_disabilities/T = new path()
GLOB.chargen_disabilities_list[T.name] = T
sortTim(GLOB.chargen_disabilities_list, GLOBAL_PROC_REF(cmp_text_asc))
//List of job. I can't believe this was calculated multiple times per tick!
paths = subtypesof(/datum/job)
paths -= GLOB.exclude_jobs
for(var/T in paths)
var/datum/job/J = new T
GLOB.joblist[J.title] = J
//Languages and species.
paths = subtypesof(/datum/language)
for(var/T in paths)
var/datum/language/L = new T
GLOB.all_languages[L.name] = L
for (var/language_name in GLOB.all_languages)
var/datum/language/L = GLOB.all_languages[language_name]
if(!(L.flags & NONGLOBAL))
GLOB.language_keys[lowertext(L.key)] = L
var/rkey = 0
paths = subtypesof(/datum/species)
for(var/T in paths)
rkey++
var/datum/species/S = new T
S.race_key = rkey //Used in mob icon caching.
if(length(S.autohiss_basic_map) || length(S.autohiss_extra_map) || length(S.autohiss_basic_extend) || length(S.autohiss_extra_extend))
S.has_autohiss = TRUE
GLOB.all_species[S.name] = S
if(!GLOB.all_species_bodytypes[S.bodytype])
GLOB.all_species_bodytypes[S.bodytype] = S.short_name
GLOB.all_species_short_names |= S.short_name
sortTim(GLOB.all_species, GLOBAL_PROC_REF(cmp_text_asc))
// The other lists are generated *after* we sort the main one so they don't need sorting too.
for (var/thing in GLOB.all_species)
var/datum/species/S = GLOB.all_species[thing]
if(!(S.spawn_flags & IS_RESTRICTED) && S.category_name)
if(!length(GLOB.playable_species[S.category_name]))
GLOB.playable_species[S.category_name] = list()
GLOB.playable_species[S.category_name] += S.name
if(S.spawn_flags & IS_WHITELISTED)
GLOB.whitelisted_species += S.name
paths = typesof(/particles)
for (var/path in paths)
var/particles/P = new path()
GLOB.all_particles[P.name] = P
return TRUE
GLOBAL_LIST_INIT(correct_punctuation, list("!" = TRUE, "." = TRUE, "?" = TRUE, "-" = TRUE, "~" = TRUE, \
"*" = TRUE, "/" = TRUE, ">" = TRUE, "\"" = TRUE, "'" = TRUE, \
"," = TRUE, ":" = TRUE, ";" = TRUE, "\"" = TRUE))
/* // Uncomment to debug chemical reaction list.
/client/verb/debug_chemical_list()
for (var/reaction in SSchemistry.chemical_reactions)
. += "SSchemistry.chemical_reactions\[\"[reaction]\"\] = \"[SSchemistry.chemical_reactions[reaction]]\"\n"
if(islist(SSchemistry.chemical_reactions[reaction]))
var/list/L = SSchemistry.chemical_reactions[reaction]
for(var/t in L)
. += " has: [t]\n"
world << .
*/
//*** params cache
/*
Ported from bay12, this seems to be used to store and retrieve 2D vectors as strings, as well as
decoding them into a number
*/
GLOBAL_LIST_EMPTY(paramslist_cache)
#define cached_key_number_decode(key_number_data) cached_params_decode(key_number_data, /proc/key_number_decode)
#define cached_number_list_decode(number_list_data) cached_params_decode(number_list_data, /proc/number_list_decode)
/proc/cached_params_decode(var/params_data, var/decode_proc)
. = GLOB.paramslist_cache[params_data]
if(!.)
. = call(decode_proc)(params_data)
GLOB.paramslist_cache[params_data] = .
/proc/key_number_decode(var/key_number_data)
var/list/L = params2list(key_number_data)
for(var/key in L)
L[key] = text2num(L[key])
return L
/proc/number_list_decode(var/number_list_data)
var/list/L = params2list(number_list_data)
for(var/i in 1 to L.len)
L[i] = text2num(L[i])
return L