Move some stray area defines to the proper location

This commit is contained in:
Mark van Alphen
2019-04-22 19:57:47 +02:00
parent a3bd9e1bb4
commit 2ce1d37086
2 changed files with 33 additions and 37 deletions
+33 -16
View File
@@ -18,51 +18,68 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area
var/fire = null
var/atmosalm = ATMOS_ALARM_NONE
var/poweralm = 1
var/poweralm = TRUE
var/party = null
var/report_alerts = 1 // Should atmos alerts notify the AI/computers
var/report_alerts = TRUE // Should atmos alerts notify the AI/computers
level = null
name = "Space"
icon = 'icons/turf/areas.dmi'
icon_state = "unknown"
layer = AREA_LAYER
plane = BLACKNESS_PLANE //Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
luminosity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
invisibility = INVISIBILITY_LIGHTING
var/valid_territory = TRUE //used for cult summoning areas on station zlevel
var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
var/lightswitch = 1
var/lightswitch = TRUE
var/eject = null
var/debug = 0
var/requires_power = 1
var/requires_power = TRUE
var/always_unpowered = 0 //this gets overriden to 1 for space in area/New()
var/power_equip = 1
var/power_light = 1
var/power_environ = 1
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
var/music = null
var/used_equip = 0
var/used_light = 0
var/used_environ = 0
var/used_equip = FALSE
var/used_light = FALSE
var/used_environ = FALSE
var/static_equip
var/static_light = 0
var/static_light = FALSE
var/static_environ
var/has_gravity = 1
var/has_gravity = TRUE
var/list/apc = list()
var/no_air = null
// var/list/lights // list of all lights on this area
var/air_doors_activated = 0
var/air_doors_activated = FALSE
var/tele_proof = 0
var/no_teleportlocs = 0
var/tele_proof = FALSE
var/no_teleportlocs = FALSE
var/outdoors = 0 //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default?
var/nad_allowed = FALSE //is the station NAD allowed on this area?
// This var is used with the maploader (modules/awaymissions/maploader/reader.dm)
// if this is 1, when used in a map snippet, this will instantiate a unique
// area from any other instances already present (meaning you can have
// separate APCs, and so on)
var/there_can_be_many = 0
var/global/global_uid = 0
var/uid
var/list/ambientsounds = list('sound/ambience/ambigen1.ogg','sound/ambience/ambigen3.ogg',\
'sound/ambience/ambigen4.ogg','sound/ambience/ambigen5.ogg',\
'sound/ambience/ambigen6.ogg','sound/ambience/ambigen7.ogg',\
'sound/ambience/ambigen8.ogg','sound/ambience/ambigen9.ogg',\
'sound/ambience/ambigen10.ogg','sound/ambience/ambigen11.ogg',\
'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
var/list/teleportlocs = list()
-21
View File
@@ -1,24 +1,3 @@
// Areas.dm
// ===
/area
var/global/global_uid = 0
var/uid
var/list/ambientsounds = list('sound/ambience/ambigen1.ogg','sound/ambience/ambigen3.ogg',\
'sound/ambience/ambigen4.ogg','sound/ambience/ambigen5.ogg',\
'sound/ambience/ambigen6.ogg','sound/ambience/ambigen7.ogg',\
'sound/ambience/ambigen8.ogg','sound/ambience/ambigen9.ogg',\
'sound/ambience/ambigen10.ogg','sound/ambience/ambigen11.ogg',\
'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
// This var is used with the maploader (modules/awaymissions/maploader/reader.dm)
// if this is 1, when used in a map snippet, this will instantiate a unique
// area from any other instances already present (meaning you can have
// separate APCs, and so on)
var/there_can_be_many = 0
plane = BLACKNESS_PLANE //Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
/area/New()
..()