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Load order changes mean globals used in the initialization of intercoms aren't created before the global_announcer intercom is created, which causes its creation to runtime. I have picked an effective but probably incredibly sloppy way to fix this runtime, because I'm not actually sure where this initialization code belongs
65 lines
3.6 KiB
Plaintext
65 lines
3.6 KiB
Plaintext
var/global/obj/effect/overlay/plmaster = null
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var/global/obj/effect/overlay/slmaster = null
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// nanomanager, the manager for Nano UIs
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var/datum/nanomanager/nanomanager = new()
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// event manager, the manager for events
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var/datum/event_manager/event_manager = new()
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// Announcer intercom, because too much stuff creates an intercom for one message then hard del()s it.
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var/global/obj/item/device/radio/intercom/global_announcer = create_global_announcer()
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// Load order issues means this can't be new'd until other code runs
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// This is probably not the way I should be doing this, but I don't know how to do it right!
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proc/create_global_announcer()
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spawn(0)
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global_announcer = new(null)
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return
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var/list/paper_tag_whitelist = list("center","p","div","span","h1","h2","h3","h4","h5","h6","hr","pre", \
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"big","small","font","i","u","b","s","sub","sup","tt","br","hr","ol","ul","li","caption","col", \
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"table","td","th","tr")
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var/list/paper_blacklist = list("java","onblur","onchange","onclick","ondblclick","onfocus","onkeydown", \
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"onkeypress","onkeyup","onload","onmousedown","onmousemove","onmouseout","onmouseover", \
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"onmouseup","onreset","onselect","onsubmit","onunload")
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//Reverse of dir
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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)
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var/gravity_is_on = 1 //basically unused, just one admin verb..
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// Recall time limit: 2 hours
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var/recall_time_limit=72000 //apparently used for the comm console
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//////SCORE STUFF
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//Goonstyle scoreboard
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var/score_crewscore = 0 // this is the overall var/score for the whole round
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var/score_stuffshipped = 0 // how many useful items have cargo shipped out?
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var/score_stuffharvested = 0 // how many harvests have hydroponics done?
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var/score_oremined = 0 // obvious
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var/score_researchdone = 0
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var/score_eventsendured = 0 // how many random events did the station survive?
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var/score_powerloss = 0 // how many APCs have poor charge?
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var/score_escapees = 0 // how many people got out alive?
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var/score_deadcrew = 0 // dead bodies on the station, oh no
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var/score_mess = 0 // how much poo, puke, gibs, etc went uncleaned
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var/score_meals = 0
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var/score_disease = 0 // how many rampant, uncured diseases are on board the station
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var/score_deadcommand = 0 // used during rev, how many command staff perished
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var/score_arrested = 0 // how many traitors/revs/whatever are alive in the brig
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var/score_traitorswon = 0 // how many traitors were successful?
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var/score_allarrested = 0 // did the crew catch all the enemies alive?
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var/score_opkilled = 0 // used during nuke mode, how many operatives died?
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var/score_disc = 0 // is the disc safe and secure?
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var/score_nuked = 0 // was the station blown into little bits?
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// these ones are mainly for the stat panel
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var/score_powerbonus = 0 // if all APCs on the station are running optimally, big bonus
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var/score_messbonus = 0 // if there are no messes on the station anywhere, huge bonus
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var/score_deadaipenalty = 0 // is the AI dead? if so, big penalty
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var/score_foodeaten = 0 // nom nom nom
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var/score_clownabuse = 0 // how many times a clown was punched, struck or otherwise maligned
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var/score_richestname = null // this is all stuff to show who was the richest alive on the shuttle
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var/score_richestjob = null // kinda pointless if you dont have a money system i guess
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var/score_richestcash = 0
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var/score_richestkey = null
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var/score_dmgestname = null // who had the most damage on the shuttle (but was still alive)
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var/score_dmgestjob = null
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var/score_dmgestdamage = 0
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var/score_dmgestkey = null |