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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This is a REALLY hot proc, takes up to like 2% of total cpu at highpop Let's micro it then First, clients do not go null at random. It's not predictable per say but it is consistent. We can use this understanding to remove a bunch of null checks here For loops are expensive. So rather then doing one each keyLoop, let's cache the client's intended move direction on the client. Simplifies some other code too There is no sense running a turn call if it would have no effect, let's be more intelligent about this ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Fucks with how movement keys are handled. Please report any bugs /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
269 lines
10 KiB
Plaintext
269 lines
10 KiB
Plaintext
/**
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* Client datum
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*
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* A datum that is created whenever a user joins a BYOND world, one will exist for every active connected
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* player
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*
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* when they first connect, this client object is created and [/client/New] is called
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*
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* When they disconnect, this client object is deleted and [/client/Del] is called
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*
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* All client topic calls go through [/client/Topic] first, so a lot of our specialised
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* topic handling starts here
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*/
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/client
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/**
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* This line makes clients parent type be a datum
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*
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* By default in byond if you define a proc on datums, that proc will exist on nearly every single type
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* from icons to images to atoms to mobs to objs to turfs to areas, it won't however, appear on client
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*
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* instead by default they act like their own independent type so while you can do isdatum(icon)
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* and have it return true, you can't do isdatum(client), it will always return false.
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*
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* This makes writing oo code hard, when you have to consider this extra special case
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*
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* This line prevents that, and has never appeared to cause any ill effects, while saving us an extra
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* pain to think about
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*
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* This line is widely considered black fucking magic, and the fact it works is a puzzle to everyone
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* involved, including the current engine developer, lummox
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*
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* If you are a future developer and the engine source is now available and you can explain why this
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* is the way it is, please do update this comment
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*/
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parent_type = /datum
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////////////////
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//ADMIN THINGS//
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////////////////
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/// hides the byond verb panel as we use our own custom version
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show_verb_panel = FALSE
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///Contains admin info. Null if client is not an admin.
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var/datum/admins/holder = null
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///Needs to implement InterceptClickOn(user,params,atom) proc
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var/datum/click_intercept = null
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///Time when the click was intercepted
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var/click_intercept_time = 0
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///Used for admin AI interaction
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var/AI_Interact = FALSE
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///Used to cache this client's bans to save on DB queries
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var/ban_cache = null
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///If we are currently building this client's ban cache, this var stores the timeofday we started at
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var/ban_cache_start = 0
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///Contains the last message sent by this client - used to protect against copy-paste spamming.
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var/last_message = ""
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///contins a number of how many times a message identical to last_message was sent.
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var/last_message_count = 0
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///How many messages sent in the last 10 seconds
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var/total_message_count = 0
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///Next tick to reset the total message counter
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var/total_count_reset = 0
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///Internal counter for clients sending external (IRC/Discord) relay messages via ahelp to prevent spamming. Set to a number every time an admin reply is sent, decremented for every client send.
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var/externalreplyamount = 0
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///Tracks say() usage for ic/dchat while slowmode is enabled
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COOLDOWN_DECLARE(say_slowmode)
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/// The last urgent ahelp that this player sent
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COOLDOWN_DECLARE(urgent_ahelp_cooldown)
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/////////
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//OTHER//
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/////////
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///Player preferences datum for the client
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var/datum/preferences/prefs = null
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///Move delay of controlled mob, any keypresses inside this period will persist until the next proper move
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var/move_delay = 0
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///The visual delay to use for the current client.Move(), mostly used for making a client based move look like it came from some other slower source
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var/visual_delay = 0
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///////////////
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//SOUND STUFF//
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///////////////
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////////////
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//SECURITY//
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////////////
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// comment out the line below when debugging locally to enable the options & messages menu
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control_freak = 1
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////////////////////////////////////
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//things that require the database//
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////////////////////////////////////
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///Used to determine how old the account is - in days.
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var/player_age = -1
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///Date that this account was first seen in the server
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var/player_join_date = null
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///So admins know why it isn't working - Used to determine what other accounts previously logged in from this ip
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var/related_accounts_ip = "Requires database"
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///So admins know why it isn't working - Used to determine what other accounts previously logged in from this computer id
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var/related_accounts_cid = "Requires database"
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///Date of byond account creation in ISO 8601 format
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var/account_join_date = null
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///Age of byond account in days
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var/account_age = -1
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preload_rsc = PRELOAD_RSC
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var/atom/movable/screen/click_catcher/void
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///used to make a special mouse cursor, this one for mouse up icon
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var/mouse_up_icon = null
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///used to make a special mouse cursor, this one for mouse up icon
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var/mouse_down_icon = null
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///used to override the mouse cursor so it doesnt get reset
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var/mouse_override_icon = null
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///Used for ip intel checking to identify evaders, disabled because of issues with traffic
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var/ip_intel = "Disabled"
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///datum that controls the displaying and hiding of tooltips
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var/datum/tooltip/tooltips
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///Last ping of the client
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var/lastping = 0
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///Average ping of the client
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var/avgping = 0
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///world.time they connected
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var/connection_time
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///world.realtime they connected
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var/connection_realtime
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///world.timeofday they connected
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var/connection_timeofday
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///Used for limiting the rate of topic sends by the client to avoid abuse
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var/list/topiclimiter
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///Used for limiting the rate of clicks sends by the client to avoid abuse
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var/list/clicklimiter
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///lazy list of all credit object bound to this client
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var/list/credits
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///these persist between logins/logouts during the same round.
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var/datum/player_details/player_details
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///Should only be a key-value list of north/south/east/west = atom/movable/screen.
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var/list/char_render_holders
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///Amount of keydowns in the last keysend checking interval
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var/client_keysend_amount = 0
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///World tick time where client_keysend_amount will reset
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var/next_keysend_reset = 0
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///World tick time where keysend_tripped will reset back to false
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var/next_keysend_trip_reset = 0
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///When set to true, user will be autokicked if they trip the keysends in a second limit again
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var/keysend_tripped = FALSE
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///custom movement keys for this client
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var/list/movement_keys = list()
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///Autoclick list of two elements, first being the clicked thing, second being the parameters.
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var/list/atom/selected_target[2]
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///Used in MouseDrag to preserve the original mouse click parameters
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var/mouseParams = ""
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///Used in MouseDrag to preserve the last mouse-entered location. Weakref
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var/datum/weakref/mouse_location_ref = null
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///Used in MouseDrag to preserve the last mouse-entered object. Weakref
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var/datum/weakref/mouse_object_ref
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//Middle-mouse-button click dragtime control for aimbot exploit detection.
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var/middragtime = 0
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//Middle-mouse-button clicked object control for aimbot exploit detection. Weakref
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var/datum/weakref/middle_drag_atom_ref
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//When we started the currently active drag
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var/drag_start = 0
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//The params we were passed at the start of the drag, in list form
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var/list/drag_details
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/// Messages currently seen by this client
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var/list/seen_messages
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//Hide top bars
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var/fullscreen = FALSE
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//Hide status bar (bottom left)
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var/show_status_bar = TRUE
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/// datum wrapper for client view
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var/datum/view_data/view_size
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/// our current tab
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var/stat_tab
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/// list of all tabs
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var/list/panel_tabs = list()
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/// list of tabs containing spells and abilities
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var/list/spell_tabs = list()
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///A lazy list of atoms we've examined in the last RECENT_EXAMINE_MAX_WINDOW (default 2) seconds, so that we will call [/atom/proc/examine_more] instead of [/atom/proc/examine] on them when examining
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var/list/recent_examines
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///Our object window datum. It stores info about and handles behavior for the object tab
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var/datum/object_window_info/obj_window
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var/list/parallax_layers
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var/list/parallax_layers_cached
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///this is the last recorded client eye by SSparallax/fire()
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var/atom/movable/movingmob
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var/turf/previous_turf
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///world.time of when we can state animate()ing parallax again
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var/dont_animate_parallax
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/// Direction our current area wants to move parallax
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var/parallax_movedir = 0
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/// How many parallax layers to show our client
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var/parallax_layers_max = 4
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/// Timer for the area directional animation
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var/parallax_animate_timer
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/// Do we want to do parallax animations at all?
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/// Exists to prevent laptop fires
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var/do_parallax_animations = TRUE
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///Are we locking our movement input?
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var/movement_locked = FALSE
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/**
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* Assoc list with all the active maps - when a screen obj is added to
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* a map, it's put in here as well.
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*
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* Format: list(<mapname> = list(/atom/movable/screen))
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*/
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var/list/screen_maps = list()
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// List of all asset filenames sent to this client by the asset cache, along with their assoicated md5s
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var/list/sent_assets = list()
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/// List of all completed blocking send jobs awaiting acknowledgement by send_asset
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var/list/completed_asset_jobs = list()
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/// Last asset send job id.
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var/last_asset_job = 0
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var/last_completed_asset_job = 0
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/// rate limiting for the crew manifest
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var/crew_manifest_delay
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/// A buffer of currently held keys.
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var/list/keys_held = list()
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/// A buffer for combinations such of modifiers + keys (ex: CtrlD, AltE, ShiftT). Format: `"key"` -> `"combo"` (ex: `"D"` -> `"CtrlD"`)
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var/list/key_combos_held = list()
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/// The direction we WANT to move, based off our keybinds
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/// Will be udpated to be the actual direction later on
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var/intended_direction = NONE
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/*
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** These next two vars are to apply movement for keypresses and releases made while move delayed.
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** Because discarding that input makes the game less responsive.
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*/
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/// On next move, add this dir to the move that would otherwise be done
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var/next_move_dir_add
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/// On next move, subtract this dir from the move that would otherwise be done
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var/next_move_dir_sub
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/// If the client is currently under the restrictions of the interview system
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var/interviewee = FALSE
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/// Whether or not this client has standard hotkeys enabled
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var/hotkeys = TRUE
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/// Whether or not this client has the combo HUD enabled
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var/combo_hud_enabled = FALSE
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/// If this client has been fully initialized or not
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var/fully_created = FALSE
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/// Does this client have typing indicators enabled?
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var/typing_indicators = FALSE
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