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- The AI can now access both Security and Medical HUDs via a new button on its UI. The Medical HUD is exactly equal to all others. The AI's Security HUD cannot detect implants. - Cyborg HUD modules have been removed in favor of an inbuilt command, to make it less of a hassle to access them. - HUD code has been given its own file such that it can be used by any mob. In addition, HUD users are placed into a list instead of searching for only humans and checking them for a HUD item. This is to make it easier to expand. - Security HUD messages can now be received by any mob using a SecHUD.
17 lines
1.3 KiB
Plaintext
17 lines
1.3 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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//items that ask to be called every cycle
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var/global/list/machines = list()
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var/global/list/processing_objects = list()
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var/global/list/active_diseases = list()
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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/table_recipes = list() //list of all table craft recipes
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var/global/list/med_hud_users = list() //list of all entities using a medical HUD.
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var/global/list/sec_hud_users = list() //list of all entities using a security HUD. |