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[MIRROR] Conversion many Globals to Managed Globals (Part 1) (#10665)
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -40,7 +40,7 @@ SUBSYSTEM_DEF(inactivity)
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information = " while a silicon."
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if(isAI(C.mob))
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var/mob/living/silicon/ai/A = C.mob
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empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(A.loc)
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GLOB.empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(A.loc)
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global_announcer.autosay("[A] has been moved to intelligence storage.", "Artificial Intelligence Oversight")
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A.clear_client()
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information = " while an AI."
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@@ -44,7 +44,7 @@ SUBSYSTEM_DEF(nightshift)
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/datum/controller/subsystem/nightshift/proc/check_nightshift(check_canfire=FALSE) //This is called from elsewhere, like setting the alert levels
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if(check_canfire && !can_fire)
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return
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var/emergency = security_level > SEC_LEVEL_GREEN
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var/emergency = GLOB.security_level > SEC_LEVEL_GREEN
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var/announcing = TRUE
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var/night_time = using_map.get_nightshift()
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if(high_security_mode != emergency)
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@@ -218,7 +218,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
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mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
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else // Game ends when mode does
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game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
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game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || GLOB.universe_has_ended
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mode_finished = game_finished
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if(game_finished && mode_finished)
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