Commit Graph

52 Commits

Author SHA1 Message Date
Robustin
bb66ff77d2 Get_Flat_Human_Icon no longer draws asses that nobody wants (#36781)
* Argument to limit excess icon work

* 50% less icon for your icon

* 75% less icon for your icon

* Correction

* statics the list, tweaks a default arg

* Cardinal argument list

* correct GLOB name
2018-03-31 00:02:09 -04:00
KorPhaeron
360fbffac7 Fixes losing species preferences (#32093) 2017-10-26 18:59:57 +02:00
AnturK
02e1407269 Adds logging crew manifest to seperate file (#31665)
* Adds logging crew manifest to seperate file

* Coding blind

* i can spel words

* Not everyone in the lobby please.

* Proper header

* Fix

* Better format
2017-10-16 08:56:35 +11:00
Jordan Brown
4178c209f1 Configuration datum refactor (#30763)
* Configuration datum refactor

* More WIP

* New easier on the eyes format

* More WIP

* Finished config.txt

* Fucktons more WIP

* The end of conversion draws near...

* Add all this shit

* Done converting entries finally

* Hunting down compile errors

* More WIP

* MORE CONVERSIONS

* More WIP

* More WIP

* Oh shit only 90 errors this time!

* IT COMPILES!!!

* Fixes world start runtimes
2017-09-29 15:36:51 +13:00
kevinz000
efe3bc3162 (Hopefully) Lessens preferences and manifest injection lag (#30596)
* first step to fixing a potential problem is identifying it

* woops

* kk

* mso is already doing this kek

* yeah lets do that too.

* replicated code

* wups

* wups

* better

* gibe the merge b0ss

* cyberboss

* Update dummy.dm
2017-09-15 15:14:28 -04:00
Ian Turk
246b50bd4e Replaced datacore mob reference with a mind reference 2017-08-30 17:05:31 -06:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Lzimann
61f917294d Fixes datacore icons 2017-04-09 14:08:06 -03:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss
012eaec1b9 Mob Initialization (#24840)
* Mob Initialization

* new_player Repath

* Fix the dme

* Fix the shit

* Fix a loc

* Fix another loc

* But, in my haste, I forgot the cola!

* Another loc

* ANOTHER LOC

* Further docs

* Where'd that s come from

* Fix shit

* Better
2017-03-13 20:21:12 +01:00
AnturK
0fcfa0b61f Fixes few runtimes. (#24930)
* Fixes regenerate organs runtime on simple animals

* Status display initialize

* Security records runtime (this code is bad)

* Moves record removal to destroy
2017-03-13 11:33:58 +13:00
Cyberboss
e03144dc1d Smoother roundstart take II (#24504)
* Revert "Until I figure out why random keys aren't being transferred"

* Fixes cyborgs not getting their key at roundstart

* Fixes mimes not getting the prefs name

* Fixes clowns not getting prefs names

* Sets the round start timer when it actually starts

* Remove fluff CHECK_TICKs

* Moves siliconization to the jobs module

* Yeah whatever

* Fixes AIization

* HNNNNGHHHH WHY IS THIS UP HERE?

* Fix cyborgs not linking to AI
2017-03-07 21:06:33 +01:00
Cyberboss
16c4656eb3 Revert "Makes game start smoother (#23552)"
This reverts commit 3ab308aa0f.
2017-02-22 20:43:17 -05:00
Cyberboss
4aefd57cca Revert "Overlay/Roundstart fixpack (#24356)"
This reverts commit bf42d769e2.
2017-02-22 20:43:08 -05:00
Cyberboss
bf42d769e2 Overlay/Roundstart fixpack (#24356)
* Fixes roundstart graphical lag

* Fixes manifests

* >Expecting searching lists to be fast

* Here's where they needed flushing

* THE DATACORE IS ANNOYING REEE

* <Commit name>
2017-02-23 09:41:58 +13:00
Cyberboss
3ab308aa0f Makes game start smoother (#23552)
* Makes game start smoother

* Hide the sausage making

* Fix the shit

* Fixes AI's losing their name prefs
2017-02-22 15:55:50 +01:00
AnturK
997bb6d323 Fixes kill objectives 2016-08-22 21:58:08 +02:00
lordpidey
24f47b0223 Devil Antag Round 2. (#15794)
* Re-making the branch and PR of demon.  See #15118 for the old PR

* Adds toy demonologist to arcade machine reward list.

* Implemented two suggestions: Pitchfork now has a demonic subtype, to potentially give botanists a normal pitchfork.

Suiciding with signed contract now uses forcesay instead of say.

* Fixes compile errors.
Re factors contracts to be subtypes rather than datums.  <--- incomplete, still need to summon them appropriately.

* buffed infernal power contract to give passive healing
Nerfed magic power contract to not give robeless MM

* Fixes compile errors

* Corrects orientation of true demon sprite

* Begins work on the sNPC for the true demon/ arch-demon

* Added funeral garment sprites.  These will be used in banishment rituals (hopefully)

* Stashing my work so I can move to another computer.

Re-working the true-demon, it will be a carbon rather than a simple mob.

* Revert "Stashing my work so I can move to another computer."

This reverts commit e8b1e032997b7e17af4ad8630bf21d3620195c4e.

* Git exploded for me, so I have to make a new branch with EVERYTHING.  sorry.

* Fixes compile error

* Ghosts can now click on an arch demon to become a slaughter demon

* Begins to convert demons into a carbon rather than simple mob.

* Demons now resurrect if not banished.

* Beepsky now properly tells security chat about the level 666 threat.

* Contracts now work again.

* old spells now get removed properly.

* adding pitchfork sprites

* Adds hud for the true-demon.  Not functional.

* Fixes another error in the demon hud.  Still broken.

* Demons are no longer immortal, demon huds work properly now.  (it's barebones, but it works.)

* Fixes the "Have mortals sign at least # contracts of TYPE" objective

* Fixed typo in banishlore() and updated wrath/envy sintouch objectives.

* Adds huds for demons/sintouched/soulless, however they are currently unused.

* Updates the demon's hud to work with the recent hud changes.

* Cleaned up infernal jaunt, it works a lot better now and is less buggy.

* Revival contracts now actually take your soul.

* Fixes #16513

* Replaces the infinite slaughter demons with infinite imps.  Sprites for imps are still needed.

* Adds sprite for imps.  It's a redder, smaller slaughter demon.

* Fixes lack of icon for pitchforks

* Gives summon wealth a more appropriate icon.

* Fixes small part I forgot to merge.

* Fixes a few bugs with demonic resurrection.  It's still very buggy.

* Derp, my bad, I didn't mean to admin myself on the main server.

* Fixes edge case of demonic resurrection failing.  Debraining the demon is NOT supposed to be an alternative for the banishment ritual.

* Also did not mean to change this config file.

* Fixes another error in type 1 demonic resurrection.  It works properly now.

* Updates employment contract text.

* Fixes type 2 resurrections.
Demonic contracts are once again permanently on fire.

* Replaces toy demonologist with toy demonomicon.  It still works the same, just different icon/name.

* Adds demonomicon and employment cabinet to box/meta/dream/efficiency.

I could not add it to mini/bird due to conflicts.

* Edits ministation and BirdStation to have demonomicons and employment cabinets.

* Fixes spelling error

* Adds burial garments to maps.

* Update photocopier.dm

Fixes the span when inserting items into photocopier

* Fixes disrupt_spells proc

* Makes a lot of changes as reccomended by Remie.

* Fixes a compile error.

* Updates the lawify/loreify to be lists.  Does not compile.

* Fixes compile errors.

* Arch demons no longer regress upon death.
Speaking a demon's truename gives the demon the opportunity to teleport to you.
Makes demonomicon not care about capitalization.

* Fixes startup error.  Demonic summoning now works.  It's very simple, just say their true name.

* Demons now have a tongue.  True demon bodies are deleted upon regression.

* Demons can now be punched.
Demons can no longer resist a fire out, since it does nothing to them.

* true demons show up in player panel.  Hellfire works again.

* Prepares for commit 16940

* Demons are now known as devils.

Still needs testing.

* Oops, didn't commit everything last commit.

* Finishes converting demons to devils.

* Fixes speech for lizards/flymen when they speak a demon's name.

* Update tips.txt

* Changes variable from static to global as per Remie's suggestion.

I disagree with Remie's assessment, as a list that will never change, even between games, seems like it should be static.

* Removes devil summoning.  Hopefully, I'll be able to eventually find a way to implement it satisfactorily, but for now, I'll leave it out.

* Removes carriage returns

* Combined modified icon files

* Fixes #17184

* Imps no longer show up in the end round report.  This is because there can EASILY be 100+ imps if the crew is well armed.

Non-employment filing cabinets no longer take 30 sec to wrench/unwrench.

* The lawyer can actually buy souls back now.  Oops.

* Fixes true/arch devil spritesheet to have correct sprite names.

* Relocates Box's employment cabinet to Law office.

* De-devil-ing someone now removes the devilinfo.
De-devil-ing now returns an error when used on true and arch devils

* Re-factors whiteness code for jumpsuits.

* Merges icons, reverts failed merge of map

* Merges map with CAS decks

* Fixes copying employment contracts

* Derp, fixes compile error.

* Replaces antaghud with customizable vision range for knowledge boon.

* Prevents a runtime if devil is gibbed while ascending.

* Neatens contract code, and removes excess variable from humans.

* Fixes compile errors

* Organizes weakness code slightly.  Adds ability for a species override on weakness.  (Make flypeople take 2x damage from flyswatters for example)

* Removes sixteen erroneous characters from the codebase.

* Removes trailing return

* Makes typeless for loops, removes a runtime, and removes unhelpful comments.
2016-05-08 18:44:27 +01:00
AnturK
65bcef04ea makes manifest entries use get_flat_human_icon 2015-12-30 23:47:37 +01:00
phil235
428a28a440 Fixes monkeyize/humanize removing the mob's viruses when they should be kept.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
2015-09-13 22:52:38 +02:00
phil235
13e561e3e8 Fixes bartender uniform not appearing in security record photo.
Removing bar_suit icon in uniforms.dmi because it's identical to "barman"
Replaced instances of "ba_suit" and "bar_suit" with "barman" (so that the bartender uniform icon names follow the same pattern as other job uniforms ("chef", "captain", "hos", ...)
2015-07-31 16:20:21 +02:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Incoming
595bb0c8e4 Generalizes lizard parts to "features" for future non-lizard fields, at the same time merging mutant color into this list
Random lizard bodies will finally have color!

Pushes features almost all the way to the DNA side of thing, the mob side is only needed during character creation.

Note that changes to the save file will invoke a one time per character runtime for legacy characters as the save file purges mutant_color, this is as far as I can tell harmless, has no effect on the player, and is self correcting.
2015-06-12 00:43:35 -04:00
Incoming
bff351c555 Intergrates lizard parts into dna stuff so changelings can properly steal them.
Turns all the lizard options into one associated list instead of their own vars, for tidiness

Shuffles horns behind frills in terms of layering
2015-06-07 21:05:34 -04:00
Incoming
69f8f6575b Antagonists Will No Longer Show Up as MODE in round end reports.
Instances where the game would give special treatment to MODE players will instead check to see if a player's assigned_role (job) matches their special_role (antag status). All antags that start off station (as well as ninjas for some weird reason) were affected.

Fixes #8743
2015-05-25 15:58:32 -04:00
Carl Ivanov
023bca1b57 pushing some data into locked records
they are species type and mutamt color.
Useful in respawn character.
2015-05-20 19:16:38 +09:00
Thunder12345
bf29f46f57 Removes duplicate armoralt state in suit.dmi 2015-05-10 16:52:32 +01:00
Lo6a4evskiy
50cc057504 Lots of fixes and improvements 2015-02-04 17:35:42 +04:00
Lo6a4evskiy
bfd74684b4 Tweaks as noted, added myself to admins.txt 2015-01-24 16:14:44 +04:00
Lo6a4evskiy
c6a13419a9 Compile, you damn dirty code 2015-01-21 22:09:52 +04:00
Lo6a4evskiy
3619ed4c0d Merge branch 'master' into Sec_record_photo
Conflicts:
	code/modules/mob/living/silicon/silicon.dm
2015-01-21 21:26:46 +04:00
Lo6a4evskiy
a22d1ecfe2 Adds photos and species to security and medical records, plus some other tweaking 2015-01-21 21:21:47 +04:00
Lo6a4evskiy
bebee8ded9 First iteration 2015-01-14 16:08:53 +04:00
paprka
84a943d87c adds supply job list 2015-01-03 19:49:26 -08:00
paprka
73f5d8db9c fixes bugs 2014-12-23 12:07:32 -08:00
paprka
adc09ffe41 initial commit for bay ports 2014-12-17 23:42:09 -08:00
Remie Richards
be6c8c54d1 Reverts Antag selection happening before job selection 2014-10-09 22:57:19 +01:00
Robson Richards
e704c9738e Reworks Gamemode/Job interaction a bit 2014-08-20 18:25:53 +01:00
Rockdtben
1fcd5d3ad7 Converted Major and Minor Crimes into Lists. 2014-06-07 21:00:31 -05:00
Rockdtben
c83c126839 Medical Records too now. 2014-06-07 14:09:28 -05:00
Rockdtben
701b9be244 Changed title of security record paper.
Instead of the paper being named

paper - 'Security Record'

SR-[num] '[charactername]'

SR-1 'Persh Ullman'
For example

Also title within the record

Security Record

has been changed to

Security Record - (SR-1)

This makes identifying security records without having to rename them and also adds a better paper trail to security records.
2014-06-07 13:43:21 -05:00
YotaXP
35ba26b3ea Fixed coloring, overlays on overlays, and blood trails. 2014-02-18 16:54:22 -05:00
AndroidSFV
a36fdb8628 Moves some datacore code into datacore.dm from other .dm's 2013-09-12 22:55:53 -05:00
carnie
ffa9bb51cd Helper proc /proc/find_record(field, value, list/L)
It will search list/L for a /datum/data/record with fields[field] == value, and return it.

This removes a vast amount of copypasta (there's still so much left in there though). It also removes all the locate(\ref[record]) I could find, which were normal used with topic(), meaning it was susceptible to abuse.

Secbots, ed209s and turrets are now smarter with their record-checks. They now prefer to use our face-name rather than id-name. ICly, this is the bot using facial recognition. This fixes an issue where it'd try to use the name variable which could be in the format "Unknown (as their id name)" when they were disfigured, etc. causing record-lookup to fail.

Additionally, these bots will treat those without a valid record in the security database, to be treated like criminals.
2013-08-11 12:49:55 +01:00
carnie
02be173c60 Renamed variables:
b_type to blood_type
h_color to hair_color
f_color to facial_hair_color
f_style to facial_hair_style
h_style to hair_style
2013-08-01 13:48:41 +01:00
carnie
52e2efdb7f *Fixes the gaussian PRNG
*Fixes a minor mistake in num2hex
*Fixes a bad call to num2hex which was causing data_core records to all have an ID of "000000". Fixes #583
*Rebalances dna modification to match the PRNG fixes.
*Fixes cloning computer not copying b_type to data disks

DNA modifier features:
*Probability indicators for emitter settings
*Info on last pulse operation
*Cannot operate on dead subjects
*UE/UI/SE spaced out more

Modified   code/__HELPERS/maths.dm
Modified   code/__HELPERS/type2type.dm
Modified   code/__HELPERS/unsorted.dm
Modified   code/datums/datacore.dm
Modified   code/game/dna.dm
Modified   code/game/machinery/computer/cloning.dm
Modified   code/game/machinery/computer/security.dm
2013-05-23 12:05:04 +01:00
elly1989@rocketmail.com
e0b538ea77 Runtime fix: getFlatIcon() - Will no longer runtime should overlays contain any nulls. (Interesting note: I was intending to fix this to try speed up update_icons() even more but it turns out BYOND really dislikes overlays += null. the optimisation took twice as long o.O)
Removed unused caching code from getFlatIcon(). We handle our own caching using datacore.dm

Runtime fix: datacore wasn't checking the type of object in the wear_id inventory slot. I've removed that so it now uses mind.assigned_role instead.
The following runtime has occured 1 time(s).
runtime error: undefined variable /obj/item/device/pda/warden/var/assignment
proc name: manifest (/obj/effect/datacore/proc/manifest)
  source file: datacore.dm,14
  usr: null
  src: the datacore (/obj/effect/datacore)

Runtime fix: staff-of-change projectiles were runtiminng when transforming somebody with implants. Cause: forgot a "continue" >.<
The following runtime has occured 4 time(s).
runtime error: Cannot modify null.layer.
proc name: wabbajack (/obj/item/projectile/change/proc/wabbajack)
  source file: change.dm,37
  usr: 0
  src: the bolt of change (/obj/item/projectile/change)



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4412 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 23:46:03 +00:00
petethegoat@gmail.com
517a0d8add Fixed issue 570.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4398 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 13:44:58 +00:00
elly1989@rocketmail.com
4c87332cc1 Resolves Issue 734
> A clown's medical, crew, and security records are updated with his newname. (read below for details)

> reject_bad_name() now checks for dumb names like "space","floor","wall","r-wall","monkey","unknown","inactive ai" (if you know any other important ones let me know)

> clname() [clown-name] and ainame() [AI name], procs which allow those players to rename themselves, were merged into /mob/proc/rename_self(var/role, var/allow_numbers=0)
This proc gives the mob 3 chances to name itself. It checks names using reject_bad_name() (the same thing that checks the round-start names). If it fails 3 times it will not change the name. If it succeeds it will call the proc in the next bullet point.

> /mob/proc/fully_replace_character_name(var/oldname,var/newname) will replace most references to a mob's oldname and replace it with newname. It updates name, real_name, mind.name, updates their id, updates their pda and updates all their data_core records (manifest records like medical, security, general, locked)

> data_core procs merged because they were massive and all identical.

> accidentally fixed an AI sound which accidentally played upon login. It conflicted with the "Welcome to the station crew" announcement. So I commented that out to try the 'new' fixed one. If people hate it I'll comment it back to how it was.

> naming a mob with the big name  at the top of viewvars will use fully_replace_character_name()

> Removed an uneccessary regenerate_icons() proc from every player which spawns. Should speed up spawns a smidge



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4396 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 10:44:41 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00