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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 05:57:24 +01:00
HOOKS ARE DEAD
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@@ -19,8 +19,18 @@ SUBSYSTEM_DEF(icon_smooth)
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can_fire = 0
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/datum/controller/subsystem/icon_smooth/Initialize()
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smooth_zlevel(1,TRUE)
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smooth_zlevel(2,TRUE)
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log_startup_progress("Smoothing atoms...")
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// Smooth EVERYTHING in the world
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for(var/turf/T in world)
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if(T.smooth)
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smooth_icon(T)
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for(var/A in T)
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var/atom/AA = A
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if(AA.smooth)
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smooth_icon(AA)
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CHECK_TICK
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// Incase any new atoms were added to the smoothing queue for whatever reason
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var/queue = smooth_queue
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smooth_queue = list()
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for(var/V in queue)
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@@ -30,6 +30,27 @@ SUBSYSTEM_DEF(mapping)
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seedRuins(list(level_name_to_num(MINING)), config.lavaland_budget, /area/lavaland/surface/outdoors/unexplored, GLOB.lava_ruins_templates)
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spawn_rivers(list(level_name_to_num(MINING)))
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// Now we make a list of areas for teleport locs
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// TOOD: Make these locs into lists on the SS itself, not globs
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for(var/area/AR in world)
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if(AR.no_teleportlocs) continue
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if(GLOB.teleportlocs.Find(AR.name)) continue
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var/turf/picked = safepick(get_area_turfs(AR.type))
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if(picked && is_station_level(picked.z))
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GLOB.teleportlocs += AR.name
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GLOB.teleportlocs[AR.name] = AR
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GLOB.teleportlocs = sortAssoc(GLOB.teleportlocs)
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for(var/area/AR in world)
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if(GLOB.ghostteleportlocs.Find(AR.name)) continue
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var/list/turfs = get_area_turfs(AR.type)
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if(turfs.len)
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GLOB.ghostteleportlocs += AR.name
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GLOB.ghostteleportlocs[AR.name] = AR
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GLOB.ghostteleportlocs = sortAssoc(GLOB.ghostteleportlocs)
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return ..()
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@@ -188,7 +188,14 @@ SUBSYSTEM_DEF(ticker)
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current_state = GAME_STATE_PLAYING
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Master.SetRunLevel(RUNLEVEL_GAME)
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callHook("roundstart")
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// Generate the list of playable AI cores in the world
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for(var/obj/effect/landmark/start/S in GLOB.landmarks_list)
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if(S.name != "AI")
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continue
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if(locate(/mob/living) in S.loc)
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continue
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GLOB.empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(get_turf(S))
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//here to initialize the random events nicely at round start
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setup_economy()
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@@ -291,7 +298,16 @@ SUBSYSTEM_DEF(ticker)
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if(N.client)
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N.new_player_panel_proc()
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return 1
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// Now that every other piece of the round has initialized, lets setup player job scaling
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var/playercount = length(GLOB.clients)
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var/highpop_trigger = 80
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if(playercount >= highpop_trigger)
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log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - loading highpop job config");
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SSjobs.LoadJobs("config/jobs_highpop.txt")
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else
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log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - keeping standard job config");
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return TRUE
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/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed = 0, override = null)
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if(cinematic)
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@@ -0,0 +1,38 @@
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SUBSYSTEM_DEF(title)
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name = "Title Screen"
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flags = SS_NO_FIRE
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init_order = INIT_ORDER_TITLE
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/datum/controller/subsystem/title/Initialize()
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var/list/provisional_title_screens = flist("config/title_screens/images/")
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var/list/title_screens = list()
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var/use_rare_screens = prob(1)
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for(var/S in provisional_title_screens)
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var/list/L = splittext(S,"+")
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if(L.len == 1 && L[1] != "blank.png")
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title_screens += S
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else if(L.len > 1)
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if(use_rare_screens && lowertext(L[1]) == "rare")
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title_screens += S
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else if(GLOB.using_map && (lowertext(L[1]) == lowertext(GLOB.using_map.name)))
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title_screens += S
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if(!isemptylist(title_screens))
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if(length(title_screens) > 1)
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for(var/S in title_screens)
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var/list/L = splittext(S,".")
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if(L.len != 2 || L[1] != "default")
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continue
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title_screens -= S
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break
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var/file_path = "config/title_screens/images/[pick(title_screens)]"
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var/icon/icon = new(fcopy_rsc(file_path))
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for(var/turf/unsimulated/wall/splashscreen/splash in world)
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splash.icon = icon
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return ..()
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