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https://github.com/PolarisSS13/Polaris.git
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Merge pull request #8531 from Spookerton/spkrtn/sys/global-agenda
updates all bare globals to use /global/ semantics, and all shared members to /static/
This commit is contained in:
@@ -32,7 +32,7 @@
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var/is_manifest = 0 //If set to 1, the ghost is able to whisper. Usually only set if a cultist drags them through the veil.
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var/ghost_sprite = null
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var/global/list/possible_ghost_sprites = list(
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var/static/list/possible_ghost_sprites = list(
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"Clear" = "blank",
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"Green Blob" = "otherthing",
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"Bland" = "ghost",
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@@ -1,5 +1,5 @@
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/var/list/gender_datums = list()
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var/global/list/gender_datums = list()
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/hook/startup/proc/populate_gender_datum_list()
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for(var/type in typesof(/datum/gender))
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@@ -1,4 +1,4 @@
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var/list/holder_mob_icon_cache = list()
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var/global/list/holder_mob_icon_cache = list()
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//Helper object for picking dionaea (and other creatures) up.
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/obj/item/holder
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@@ -1,5 +1,5 @@
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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var/list/slot_equipment_priority = list( \
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var/global/list/slot_equipment_priority = list( \
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slot_back,\
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slot_wear_id,\
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slot_w_uniform,\
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@@ -34,7 +34,7 @@
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var/turf/home
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var/homeName
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var/global/amount = 0
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var/static/amount = 0
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/mob/living/bot/mulebot/Initialize()
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. = ..()
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@@ -1,4 +1,4 @@
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var/list/_nymph_default_emotes = list(
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var/global/list/_nymph_default_emotes = list(
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/decl/emote/visible,
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/decl/emote/visible/scratch,
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/decl/emote/visible/drool,
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@@ -1,4 +1,4 @@
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var/list/_alien_default_emotes = list(
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var/global/list/_alien_default_emotes = list(
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/decl/emote/visible,
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/decl/emote/visible/scratch,
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/decl/emote/visible/drool,
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@@ -1,4 +1,4 @@
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var/list/_brain_default_emotes = list(
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var/global/list/_brain_default_emotes = list(
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/decl/emote/audible/alarm,
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/decl/emote/audible/alert,
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/decl/emote/audible/notice,
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@@ -1,4 +1,4 @@
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var/list/_human_default_emotes = list(
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var/global/list/_human_default_emotes = list(
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/decl/emote/visible/blink,
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/decl/emote/audible/synth,
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/decl/emote/audible/synth/ping,
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@@ -1,4 +1,4 @@
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var/list/stored_shock_by_ref = list()
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var/global/list/stored_shock_by_ref = list()
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/mob/living/proc/apply_stored_shock_to(var/mob/living/target)
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if(stored_shock_by_ref["\ref[src]"])
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@@ -1,7 +1,7 @@
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// This is something of an intermediary species used for species that
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// need to emulate the appearance of another race. Currently it is only
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// used for slimes but it may be useful for changelings later.
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var/list/wrapped_species_by_ref = list()
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var/global/list/wrapped_species_by_ref = list()
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/datum/species/shapeshifter
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@@ -1,4 +1,4 @@
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var/datum/species/shapeshifter/promethean/prometheans
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var/global/datum/species/shapeshifter/promethean/prometheans
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// Species definition follows.
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/datum/species/shapeshifter/promethean
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@@ -2,11 +2,11 @@
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//TODO: Make these simple_animals
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/* //Commented out as reference for future reproduction methods, or addition later if needed. - Mech
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var/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
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var/const/MAX_IMPREGNATION_TIME = 150
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var/global/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
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var/global/const/MAX_IMPREGNATION_TIME = 150
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var/const/MIN_ACTIVE_TIME = 200 //time between being dropped and going idle
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var/const/MAX_ACTIVE_TIME = 400
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var/global/const/MIN_ACTIVE_TIME = 200 //time between being dropped and going idle
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var/global/const/MAX_ACTIVE_TIME = 400
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/obj/item/clothing/mask/facehugger
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name = "alien"
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@@ -1,4 +1,4 @@
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var/list/department_radio_keys = list(
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var/global/list/department_radio_keys = list(
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":r" = "right ear", ".r" = "right ear",
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":l" = "left ear", ".l" = "left ear",
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":i" = "intercom", ".i" = "intercom",
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@@ -58,7 +58,7 @@ var/list/department_radio_keys = list(
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)
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var/list/channel_to_radio_key = new
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var/global/list/channel_to_radio_key = new
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/proc/get_radio_key_from_channel(var/channel)
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var/key = channel_to_radio_key[channel]
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if(!key)
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@@ -1,7 +1,7 @@
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#define AI_CHECK_WIRELESS 1
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#define AI_CHECK_RADIO 2
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var/list/ai_verbs_default = list(
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var/global/list/ai_verbs_default = list(
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// /mob/living/silicon/ai/proc/ai_recall_shuttle,
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/mob/living/silicon/ai/proc/ai_emergency_message,
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/mob/living/silicon/ai/proc/ai_goto_location,
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@@ -1,5 +1,5 @@
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var/datum/ai_icon/default_ai_icon = new/datum/ai_icon/blue()
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var/list/datum/ai_icon/ai_icons
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var/global/datum/ai_icon/default_ai_icon = new/datum/ai_icon/blue()
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var/global/list/datum/ai_icon/ai_icons
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/datum/ai_icon
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var/name
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@@ -1,4 +1,4 @@
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var/list/_silicon_default_emotes = list(
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var/global/list/_silicon_default_emotes = list(
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/decl/emote/audible/synth,
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/decl/emote/audible/synth/ping,
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/decl/emote/audible/synth/buzz,
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@@ -26,7 +26,7 @@
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var/obj/item/communicator/integrated/communicator // Our integrated communicator.
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var/chassis = "pai-repairbot" // A record of your chosen chassis.
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var/global/list/possible_chassis = list(
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var/static/list/possible_chassis = list(
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"Drone" = "pai-repairbot",
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"Cat" = "pai-cat",
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"Mouse" = "pai-mouse",
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@@ -41,7 +41,7 @@
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"Rabbit" = "pai-rabbit",
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)
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var/global/list/possible_say_verbs = list(
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var/static/list/possible_say_verbs = list(
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"Robotic" = list("states","declares","queries"),
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"Natural" = list("says","yells","asks"),
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"Beep" = list("beeps","beeps loudly","boops"),
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@@ -2,7 +2,7 @@
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// Recruiting observers to play as pAIs
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var/datum/paiController/paiController // Global handler for pAI candidates
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var/global/datum/paiController/paiController // Global handler for pAI candidates
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/datum/paiCandidate
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var/name
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@@ -1,4 +1,4 @@
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var/list/pai_emotions = list(
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var/global/list/pai_emotions = list(
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"Happy" = 1,
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"Cat" = 2,
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"Extremely Happy" = 3,
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@@ -1,4 +1,4 @@
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var/list/mob_hat_cache = list()
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var/global/list/mob_hat_cache = list()
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/proc/get_hat_icon(var/obj/item/hat, var/offset_x = 0, var/offset_y = 0)
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var/t_state = hat.icon_state
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if(hat.item_state_slots && hat.item_state_slots[slot_head_str])
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@@ -1,4 +1,4 @@
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var/list/_robot_default_emotes = list(
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var/global/list/_robot_default_emotes = list(
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/decl/emote/audible/clap,
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/decl/emote/visible/bow,
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/decl/emote/visible/salute,
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@@ -25,7 +25,7 @@
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meat_type = /obj/item/reagent_containers/food/snacks/carpmeat/fish
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// By default they can be in any water turf. Subtypes might restrict to deep/shallow etc
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var/global/list/suitable_turf_types = list(
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var/static/list/suitable_turf_types = list(
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/turf/simulated/floor/beach/water,
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/turf/simulated/floor/beach/coastline,
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/turf/simulated/floor/holofloor/beach/water,
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@@ -1,4 +1,4 @@
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var/list/_cat_default_emotes = list(
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var/global/list/_cat_default_emotes = list(
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/decl/emote/visible,
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/decl/emote/visible/scratch,
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/decl/emote/visible/drool,
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@@ -1,4 +1,4 @@
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var/list/_slime_default_emotes = list(
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var/global/list/_slime_default_emotes = list(
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/decl/emote/audible/moan,
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/decl/emote/visible/twitch,
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/decl/emote/visible/sway,
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@@ -315,7 +315,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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return 0
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//converts intent-strings into numbers and back
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var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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var/global/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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@@ -597,7 +597,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
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//The base miss chance for the different defence zones
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var/list/global/base_miss_chance = list(
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var/global/list/base_miss_chance = list(
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"head" = 40,
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"chest" = 10,
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"groin" = 20,
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@@ -613,7 +613,7 @@ var/list/global/base_miss_chance = list(
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//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
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//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
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var/list/global/organ_rel_size = list(
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var/global/list/organ_rel_size = list(
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"head" = 25,
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"chest" = 70,
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"groin" = 30,
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@@ -1,22 +1,21 @@
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var/global/const
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SKILL_NONE = 0
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SKILL_BASIC = 1
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SKILL_ADEPT = 2
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SKILL_EXPERT = 3
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SKILL_PROF = 4
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var/global/const/SKILL_NONE = 0
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var/global/const/SKILL_BASIC = 1
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var/global/const/SKILL_ADEPT = 2
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var/global/const/SKILL_EXPERT = 3
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var/global/const/SKILL_PROF = 4
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/datum/skill/var
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ID = "none" // ID of the skill, used in code
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name = "None" // name of the skill
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desc = "Placeholder skill" // detailed description of the skill
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field = "Misc" // the field under which the skill will be listed
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secondary = 0 // secondary skills only have two levels and cost significantly less
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/datum/skill
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var/ID = "none" // ID of the skill, used in code
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var/name = "None" // name of the skill
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var/desc = "Placeholder skill" // detailed description of the skill
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var/field = "Misc" // the field under which the skill will be listed
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var/secondary = 0 // secondary skills only have two levels and cost significantly less
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var/global/list/SKILLS = null
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var/list/SKILL_ENGINEER = list("field" = "Engineering", "EVA" = SKILL_BASIC, "construction" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "engines" = SKILL_ADEPT)
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var/list/SKILL_ORGAN_ROBOTICIST = list("field" = "Science", "devices" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "computer" = SKILL_ADEPT, "anatomy" = SKILL_BASIC)
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var/list/SKILL_SECURITY_OFFICER = list("field" = "Security", "combat" = SKILL_BASIC, "weapons" = SKILL_ADEPT, "law" = SKILL_ADEPT, "forensics" = SKILL_BASIC)
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var/list/SKILL_CHEMIST = list("field" = "Science", "chemistry" = SKILL_ADEPT, "science" = SKILL_ADEPT, "medical" = SKILL_BASIC, "devices" = SKILL_BASIC)
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var/global/list/SKILL_ENGINEER = list("field" = "Engineering", "EVA" = SKILL_BASIC, "construction" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "engines" = SKILL_ADEPT)
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var/global/list/SKILL_ORGAN_ROBOTICIST = list("field" = "Science", "devices" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "computer" = SKILL_ADEPT, "anatomy" = SKILL_BASIC)
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var/global/list/SKILL_SECURITY_OFFICER = list("field" = "Security", "combat" = SKILL_BASIC, "weapons" = SKILL_ADEPT, "law" = SKILL_ADEPT, "forensics" = SKILL_BASIC)
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var/global/list/SKILL_CHEMIST = list("field" = "Science", "chemistry" = SKILL_ADEPT, "science" = SKILL_ADEPT, "medical" = SKILL_BASIC, "devices" = SKILL_BASIC)
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var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKILL_ORGAN_ROBOTICIST, "Security Officer" = SKILL_SECURITY_OFFICER, "Chemist" = SKILL_CHEMIST)
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/datum/skill/management
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