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Fixes #17932 No more ""infection holder" bursts out of" memes, as zombie infection is now done with a body egg in the head. - Added 'romerol' a silent bioweapon reagent that adds the zombie infection organ to a living person. This will lie dormant until they die. Then they will stand up again. - Zombie infection uses body_egg, meaning it shows up on healthHUDs. - Zombies are now a full subspecies of humans, instead of simple_animals. However, they should still be mostly the same, still unable to pick up items, still zombify on attack and still able to claw open doors. Side Effects - Zombies now take time to destroy tables - Zombies can have their limbs cut off and be reduced to wandering around being a bit pathetic. This is a feature. - Zombies can be stunned and are vulnerable to stamina damage and chemicals - Zombies are armoured, but instantly die in crit, meaning they have approximately 120 hp as before - Zombie hands are just bloody hands, a proper sprite maybe sometime gjkafldksfjkl
24 lines
2.2 KiB
Plaintext
24 lines
2.2 KiB
Plaintext
var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
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var/global/list/portals = list() //list of all /obj/effect/portal
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var/global/list/airlocks = list() //list of all airlocks
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var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking.
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var/global/list/shuttle_caller_list = list() //list of all communication consoles and AIs, for automatic shuttle calls when there are none.
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var/global/list/machines = list() //NOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing !
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var/global/list/navbeacons = list() //list of all bot nagivation beacons, used for patrolling.
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var/global/list/deliverybeacons = list() //list of all MULEbot delivery beacons.
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var/global/list/deliverybeacontags = list() //list of all tags associated with delivery beacons.
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var/global/list/nuke_list = list()
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var/global/list/nuke_tiles = list() //list of all turfs that turn to animated red grids when a nuke is triggered
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var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
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var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
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var/global/list/surgeries_list = list() //list of all surgeries by name, associated with their path.
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var/global/list/crafting_recipes = list() //list of all table craft recipes
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var/global/list/rcd_list = list() //list of Rapid Construction Devices.
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var/global/list/apcs_list = list() //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
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var/global/list/tracked_implants = list() //list of all current implants that are tracked to work out what sort of trek everyone is on. Sadly not on lavaworld not implemented...
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var/global/list/poi_list = list() //list of points of interest for observe/follow
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var/global/list/pinpointer_list = list() //list of all pinpointers. Used to change stuff they are pointing to all at once.
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// A list of all zombie_infection organs, for any mass "animation"
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var/global/list/zombie_infection_list = list()
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