var/global/obj/effect/overlay/plmaster = null var/global/obj/effect/overlay/slmaster = null var/global/obj/effect/overlay/icemaster = null // nanomanager, the manager for Nano UIs var/datum/nanomanager/nanomanager = new() // Event Manager, the manager for events. var/datum/event_manager/event_manager = new() // Announcer intercom, because too much stuff creates an intercom for one message then hard del()s it. var/global/obj/item/device/radio/intercom/global_announcer = create_global_announcer() // Load order issues means this can't be new'd until other code runs // This is probably not the way I should be doing this, but I don't know how to do it right! proc/create_global_announcer() spawn(0) global_announcer = new(null) return var/list/paper_tag_whitelist = list("center","p","div","span","h1","h2","h3","h4","h5","h6","hr","pre", \ "big","small","font","i","u","b","s","sub","sup","tt","br","hr","ol","ul","li","caption","col", \ "table","td","th","tr") var/list/paper_blacklist = list("java","onblur","onchange","onclick","ondblclick","onfocus","onkeydown", \ "onkeypress","onkeyup","onload","onmousedown","onmousemove","onmouseout","onmouseover", \ "onmouseup","onreset","onselect","onsubmit","onunload") //Reverse of dir var/list/reverse_dir = list(2, 1, 3, 8, 10, 9, 11, 4, 6, 5, 7, 12, 14, 13, 15, 32, 34, 33, 35, 40, 42, 41, 43, 36, 38, 37, 39, 44, 46, 45, 47, 16, 18, 17, 19, 24, 26, 25, 27, 20, 22, 21, 23, 28, 30, 29, 31, 48, 50, 49, 51, 56, 58, 57, 59, 52, 54, 53, 55, 60, 62, 61, 63) var/gravity_is_on = 1 //basically unused, just one admin verb.. // Recall time limit: 2 hours var/recall_time_limit=72000 //apparently used for the comm console //////SCORE STUFF //Goonstyle scoreboard var/score_crewscore = 0 // this is the overall var/score for the whole round var/score_stuffshipped = 0 // how many useful items have cargo shipped out? var/score_stuffharvested = 0 // how many harvests have hydroponics done? var/score_oremined = 0 // obvious var/score_researchdone = 0 var/score_eventsendured = 0 // how many random events did the station survive? var/score_powerloss = 0 // how many APCs have poor charge? var/score_escapees = 0 // how many people got out alive? var/score_deadcrew = 0 // dead bodies on the station, oh no var/score_mess = 0 // how much poo, puke, gibs, etc went uncleaned var/score_meals = 0 var/score_disease = 0 // how many rampant, uncured diseases are on board the station var/score_deadcommand = 0 // used during rev, how many command staff perished var/score_arrested = 0 // how many traitors/revs/whatever are alive in the brig var/score_traitorswon = 0 // how many traitors were successful? var/score_allarrested = 0 // did the crew catch all the enemies alive? var/score_opkilled = 0 // used during nuke mode, how many operatives died? var/score_disc = 0 // is the disc safe and secure? var/score_nuked = 0 // was the station blown into little bits? var/score_nuked_penalty = 0 //penalty for getting blown to bits // these ones are mainly for the stat panel var/score_powerbonus = 0 // if all APCs on the station are running optimally, big bonus var/score_messbonus = 0 // if there are no messes on the station anywhere, huge bonus var/score_deadaipenalty = 0 // is the AI dead? if so, big penalty var/score_foodeaten = 0 // nom nom nom var/score_clownabuse = 0 // how many times a clown was punched, struck or otherwise maligned var/score_richestname = null // this is all stuff to show who was the richest alive on the shuttle var/score_richestjob = null // kinda pointless if you dont have a money system i guess var/score_richestcash = 0 var/score_richestkey = null var/score_dmgestname = null // who had the most damage on the shuttle (but was still alive) var/score_dmgestjob = null var/score_dmgestdamage = 0 var/score_dmgestkey = null var/TAB = "    " var/timezoneOffset = 0 // The difference betwen midnight (of the host computer) and 0 world.ticks. // For FTP requests. (i.e. downloading runtime logs.) // However it'd be ok to use for accessing attack logs and such too, which are even laggier. var/fileaccess_timer = 0