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Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please! Green labcoat and green glasses are on the map in the theater. Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use. Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing. Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle. Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself. Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
220 lines
6.3 KiB
Plaintext
220 lines
6.3 KiB
Plaintext
var/global
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obj/datacore/data_core = null
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obj/overlay/plmaster = null
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obj/overlay/slmaster = null
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//obj/hud/main_hud1 = null
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list/machines = list()
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list/processing_items = list()
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list/active_diseases = list()
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//items that ask to be called every cycle
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defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
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powerreport = null //muskets 250810 these four are needed for the new engineering pda to work
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powerreportnodes = null //might be a better way to do it but w/e
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powerreportavail = null
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powerreportviewload = null
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list/global_map = null
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//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
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//Resulting sector map looks like
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//|_1_|_4_|
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//|_5_|_3_|
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//
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//1 - SS13
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//4 - Derelict
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//3 - AI satellite
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//5 - empty space
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var
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//////////////
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BLINDBLOCK = 0
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DEAFBLOCK = 0
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HULKBLOCK = 0
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TELEBLOCK = 0
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FIREBLOCK = 0
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XRAYBLOCK = 0
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CLUMSYBLOCK = 0
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FAKEBLOCK = 0
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BLOCKADD = 0
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DIFFMUT = 0
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skipupdate = 0
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///////////////
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eventchance = 1 //% per 2 mins
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event = 0
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hadevent = 0
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blobevent = 0
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///////////////
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diary = null
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station_name = null
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game_version = "/tg/ Station 13"
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datum/air_tunnel/air_tunnel1/SS13_airtunnel = null
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going = 1.0
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master_mode = "traitor"//"extended"
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datum/engine_eject/engine_eject_control = null
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host = null
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aliens_allowed = 1
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ooc_allowed = 1
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dooc_allowed = 1
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traitor_scaling = 1
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goonsay_allowed = 0
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dna_ident = 1
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abandon_allowed = 1
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enter_allowed = 1
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shuttle_frozen = 0
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shuttle_left = 0
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tinted_weldhelh = 0 //as soon as the thing is sprited, we'll code in the toggle verb, bot for now, it should stay on by default. -errorage //Until you have the actual functionality for it, don't set this on by default. You're putting the cart before the horse. --DH
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captainMax = 1
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engineerMax = 5
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minerMax = 3
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barmanMax = 1
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scientistMax = 3
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chemistMax = 1
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geneticistMax = 2
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securityMax = 6
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hopMax = 1
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hosMax = 1
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directorMax = 1
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chiefMax = 1
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atmosMax = 4
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detectiveMax = 1
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chaplainMax = 1
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janitorMax = 1
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doctorMax = 4
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clownMax = 1
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chefMax = 1
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roboticsMax = 3
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cargoMax = 1
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cargotechMax = 2
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hydroponicsMax = 3
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librarianMax = 1
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lawyerMax = 1
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viroMax = 1
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wardenMax = 1
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cmoMax = 1
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mimeMax = 1
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sorterMax = 2
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borgMax = 2
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list/bombers = list( )
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list/admin_log = list ( )
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list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
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list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
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list/admins = list( )
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list/shuttles = list( )
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list/reg_dna = list( )
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// list/traitobj = list( )
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CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
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CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
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shuttle_z = 2 //default
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airtunnel_start = 68 // default
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airtunnel_stop = 68 // default
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airtunnel_bottom = 72 // default
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list/monkeystart = list()
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list/wizardstart = list()
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list/newplayer_start = list()
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list/latejoin = list()
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list/prisonwarp = list() //prisoners go to these
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list/mazewarp = list()
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list/tdome1 = list()
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list/tdome2 = list()
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list/tdomeobserve = list()
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list/tdomeadmin = list()
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list/prisonsecuritywarp = list() //prison security goes to these
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list/prisonwarped = list() //list of players already warped
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list/blobstart = list()
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list/blobs = list()
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// list/traitors = list() //traitor list
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list/cardinal = list( NORTH, SOUTH, EAST, WEST )
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list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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datum/station_state/start_state = null
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datum/configuration/config = null
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datum/vote/vote = null
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datum/sun/sun = null
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list/powernets = null
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Debug = 0 // global debug switch
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Debug2 = 0
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datum/debug/debugobj
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datum/moduletypes/mods = new()
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wavesecret = 0
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shuttlecoming = 0
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join_motd = null
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auth_motd = null
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rules = null
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no_auth_motd = null
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forceblob = 0
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//airlockWireColorToIndex takes a number representing the wire color, e.g. the orange wire is always 1, the dark red wire is always 2, etc. It returns the index for whatever that wire does.
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//airlockIndexToWireColor does the opposite thing - it takes the index for what the wire does, for example AIRLOCK_WIRE_IDSCAN is 1, AIRLOCK_WIRE_POWER1 is 2, etc. It returns the wire color number.
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//airlockWireColorToFlag takes the wire color number and returns the flag for it (1, 2, 4, 8, 16, etc)
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list/airlockWireColorToFlag = RandomAirlockWires()
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list/airlockIndexToFlag
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list/airlockIndexToWireColor
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list/airlockWireColorToIndex
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list/APCWireColorToFlag = RandomAPCWires()
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list/APCIndexToFlag
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list/APCIndexToWireColor
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list/APCWireColorToIndex
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list/BorgWireColorToFlag = RandomBorgWires()
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list/BorgIndexToFlag
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list/BorgIndexToWireColor
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list/BorgWireColorToIndex
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const/SPEED_OF_LIGHT = 3e8 //not exact but hey!
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const/SPEED_OF_LIGHT_SQ = 9e+16
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const/FIRE_DAMAGE_MODIFIER = 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
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const/AIR_DAMAGE_MODIFIER = 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
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const/INFINITY = 1e31 //closer then enough
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//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
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const/MAX_MESSAGE_LEN = 1024
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const/shuttle_time_in_station = 1800 // 3 minutes in the station
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const/shuttle_time_to_arrive = 6000 // 10 minutes to arrive
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// MySQL configuration
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sqladdress = "localhost"
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sqlport = "3306"
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sqldb = "tgstation"
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sqllogin = "root"
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sqlpass = ""
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sqllogging = 0 // Should we log deaths, population stats, etc?
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// Forum MySQL configuration (for use with forum account/key authentication)
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// These are all default values that will load should the forumdbconfig.txt
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// file fail to read for whatever reason.
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forumsqladdress = "localhost"
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forumsqlport = "3306"
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forumsqldb = "tgstation"
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forumsqllogin = "root"
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forumsqlpass = ""
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forum_activated_group = "2"
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forum_authenticated_group = "10" |