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:
Atermonera
2022-04-24 19:56:07 -08:00
committed by GitHub
240 changed files with 787 additions and 775 deletions
+1 -1
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@@ -32,7 +32,7 @@
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.
var/ghost_sprite = null
var/global/list/possible_ghost_sprites = list(
var/static/list/possible_ghost_sprites = list(
"Clear" = "blank",
"Green Blob" = "otherthing",
"Bland" = "ghost",
+1 -1
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@@ -1,5 +1,5 @@
/var/list/gender_datums = list()
var/global/list/gender_datums = list()
/hook/startup/proc/populate_gender_datum_list()
for(var/type in typesof(/datum/gender))
+1 -1
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@@ -1,4 +1,4 @@
var/list/holder_mob_icon_cache = list()
var/global/list/holder_mob_icon_cache = list()
//Helper object for picking dionaea (and other creatures) up.
/obj/item/holder
+1 -1
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@@ -1,5 +1,5 @@
//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.
var/list/slot_equipment_priority = list( \
var/global/list/slot_equipment_priority = list( \
slot_back,\
slot_wear_id,\
slot_w_uniform,\
+1 -1
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@@ -34,7 +34,7 @@
var/turf/home
var/homeName
var/global/amount = 0
var/static/amount = 0
/mob/living/bot/mulebot/Initialize()
. = ..()
@@ -1,4 +1,4 @@
var/list/_nymph_default_emotes = list(
var/global/list/_nymph_default_emotes = list(
/decl/emote/visible,
/decl/emote/visible/scratch,
/decl/emote/visible/drool,
@@ -1,4 +1,4 @@
var/list/_alien_default_emotes = list(
var/global/list/_alien_default_emotes = list(
/decl/emote/visible,
/decl/emote/visible/scratch,
/decl/emote/visible/drool,
@@ -1,4 +1,4 @@
var/list/_brain_default_emotes = list(
var/global/list/_brain_default_emotes = list(
/decl/emote/audible/alarm,
/decl/emote/audible/alert,
/decl/emote/audible/notice,
@@ -1,4 +1,4 @@
var/list/_human_default_emotes = list(
var/global/list/_human_default_emotes = list(
/decl/emote/visible/blink,
/decl/emote/audible/synth,
/decl/emote/audible/synth/ping,
@@ -1,4 +1,4 @@
var/list/stored_shock_by_ref = list()
var/global/list/stored_shock_by_ref = list()
/mob/living/proc/apply_stored_shock_to(var/mob/living/target)
if(stored_shock_by_ref["\ref[src]"])
@@ -1,7 +1,7 @@
// This is something of an intermediary species used for species that
// need to emulate the appearance of another race. Currently it is only
// used for slimes but it may be useful for changelings later.
var/list/wrapped_species_by_ref = list()
var/global/list/wrapped_species_by_ref = list()
/datum/species/shapeshifter
@@ -1,4 +1,4 @@
var/datum/species/shapeshifter/promethean/prometheans
var/global/datum/species/shapeshifter/promethean/prometheans
// Species definition follows.
/datum/species/shapeshifter/promethean
@@ -2,11 +2,11 @@
//TODO: Make these simple_animals
/* //Commented out as reference for future reproduction methods, or addition later if needed. - Mech
var/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
var/const/MAX_IMPREGNATION_TIME = 150
var/global/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
var/global/const/MAX_IMPREGNATION_TIME = 150
var/const/MIN_ACTIVE_TIME = 200 //time between being dropped and going idle
var/const/MAX_ACTIVE_TIME = 400
var/global/const/MIN_ACTIVE_TIME = 200 //time between being dropped and going idle
var/global/const/MAX_ACTIVE_TIME = 400
/obj/item/clothing/mask/facehugger
name = "alien"
+2 -2
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@@ -1,4 +1,4 @@
var/list/department_radio_keys = list(
var/global/list/department_radio_keys = list(
":r" = "right ear", ".r" = "right ear",
":l" = "left ear", ".l" = "left ear",
":i" = "intercom", ".i" = "intercom",
@@ -58,7 +58,7 @@ var/list/department_radio_keys = list(
)
var/list/channel_to_radio_key = new
var/global/list/channel_to_radio_key = new
/proc/get_radio_key_from_channel(var/channel)
var/key = channel_to_radio_key[channel]
if(!key)
+1 -1
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@@ -1,7 +1,7 @@
#define AI_CHECK_WIRELESS 1
#define AI_CHECK_RADIO 2
var/list/ai_verbs_default = list(
var/global/list/ai_verbs_default = list(
// /mob/living/silicon/ai/proc/ai_recall_shuttle,
/mob/living/silicon/ai/proc/ai_emergency_message,
/mob/living/silicon/ai/proc/ai_goto_location,
+2 -2
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@@ -1,5 +1,5 @@
var/datum/ai_icon/default_ai_icon = new/datum/ai_icon/blue()
var/list/datum/ai_icon/ai_icons
var/global/datum/ai_icon/default_ai_icon = new/datum/ai_icon/blue()
var/global/list/datum/ai_icon/ai_icons
/datum/ai_icon
var/name
+1 -1
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@@ -1,4 +1,4 @@
var/list/_silicon_default_emotes = list(
var/global/list/_silicon_default_emotes = list(
/decl/emote/audible/synth,
/decl/emote/audible/synth/ping,
/decl/emote/audible/synth/buzz,
+2 -2
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@@ -26,7 +26,7 @@
var/obj/item/communicator/integrated/communicator // Our integrated communicator.
var/chassis = "pai-repairbot" // A record of your chosen chassis.
var/global/list/possible_chassis = list(
var/static/list/possible_chassis = list(
"Drone" = "pai-repairbot",
"Cat" = "pai-cat",
"Mouse" = "pai-mouse",
@@ -41,7 +41,7 @@
"Rabbit" = "pai-rabbit",
)
var/global/list/possible_say_verbs = list(
var/static/list/possible_say_verbs = list(
"Robotic" = list("states","declares","queries"),
"Natural" = list("says","yells","asks"),
"Beep" = list("beeps","beeps loudly","boops"),
@@ -2,7 +2,7 @@
// Recruiting observers to play as pAIs
var/datum/paiController/paiController // Global handler for pAI candidates
var/global/datum/paiController/paiController // Global handler for pAI candidates
/datum/paiCandidate
var/name
@@ -1,4 +1,4 @@
var/list/pai_emotions = list(
var/global/list/pai_emotions = list(
"Happy" = 1,
"Cat" = 2,
"Extremely Happy" = 3,
@@ -1,4 +1,4 @@
var/list/mob_hat_cache = list()
var/global/list/mob_hat_cache = list()
/proc/get_hat_icon(var/obj/item/hat, var/offset_x = 0, var/offset_y = 0)
var/t_state = hat.icon_state
if(hat.item_state_slots && hat.item_state_slots[slot_head_str])
@@ -1,4 +1,4 @@
var/list/_robot_default_emotes = list(
var/global/list/_robot_default_emotes = list(
/decl/emote/audible/clap,
/decl/emote/visible/bow,
/decl/emote/visible/salute,
@@ -25,7 +25,7 @@
meat_type = /obj/item/reagent_containers/food/snacks/carpmeat/fish
// By default they can be in any water turf. Subtypes might restrict to deep/shallow etc
var/global/list/suitable_turf_types = list(
var/static/list/suitable_turf_types = list(
/turf/simulated/floor/beach/water,
/turf/simulated/floor/beach/coastline,
/turf/simulated/floor/holofloor/beach/water,
@@ -1,4 +1,4 @@
var/list/_cat_default_emotes = list(
var/global/list/_cat_default_emotes = list(
/decl/emote/visible,
/decl/emote/visible/scratch,
/decl/emote/visible/drool,
@@ -1,4 +1,4 @@
var/list/_slime_default_emotes = list(
var/global/list/_slime_default_emotes = list(
/decl/emote/audible/moan,
/decl/emote/visible/twitch,
/decl/emote/visible/sway,
+3 -3
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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
return 0
//converts intent-strings into numbers and back
var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
var/global/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
/proc/intent_numeric(argument)
if(istext(argument))
switch(argument)
@@ -597,7 +597,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
//The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
var/global/list/base_miss_chance = list(
"head" = 40,
"chest" = 10,
"groin" = 20,
@@ -613,7 +613,7 @@ var/list/global/base_miss_chance = list(
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
var/global/list/organ_rel_size = list(
"head" = 25,
"chest" = 70,
"groin" = 30,
+15 -16
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@@ -1,22 +1,21 @@
var/global/const
SKILL_NONE = 0
SKILL_BASIC = 1
SKILL_ADEPT = 2
SKILL_EXPERT = 3
SKILL_PROF = 4
var/global/const/SKILL_NONE = 0
var/global/const/SKILL_BASIC = 1
var/global/const/SKILL_ADEPT = 2
var/global/const/SKILL_EXPERT = 3
var/global/const/SKILL_PROF = 4
/datum/skill/var
ID = "none" // ID of the skill, used in code
name = "None" // name of the skill
desc = "Placeholder skill" // detailed description of the skill
field = "Misc" // the field under which the skill will be listed
secondary = 0 // secondary skills only have two levels and cost significantly less
/datum/skill
var/ID = "none" // ID of the skill, used in code
var/name = "None" // name of the skill
var/desc = "Placeholder skill" // detailed description of the skill
var/field = "Misc" // the field under which the skill will be listed
var/secondary = 0 // secondary skills only have two levels and cost significantly less
var/global/list/SKILLS = null
var/list/SKILL_ENGINEER = list("field" = "Engineering", "EVA" = SKILL_BASIC, "construction" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "engines" = SKILL_ADEPT)
var/list/SKILL_ORGAN_ROBOTICIST = list("field" = "Science", "devices" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "computer" = SKILL_ADEPT, "anatomy" = SKILL_BASIC)
var/list/SKILL_SECURITY_OFFICER = list("field" = "Security", "combat" = SKILL_BASIC, "weapons" = SKILL_ADEPT, "law" = SKILL_ADEPT, "forensics" = SKILL_BASIC)
var/list/SKILL_CHEMIST = list("field" = "Science", "chemistry" = SKILL_ADEPT, "science" = SKILL_ADEPT, "medical" = SKILL_BASIC, "devices" = SKILL_BASIC)
var/global/list/SKILL_ENGINEER = list("field" = "Engineering", "EVA" = SKILL_BASIC, "construction" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "engines" = SKILL_ADEPT)
var/global/list/SKILL_ORGAN_ROBOTICIST = list("field" = "Science", "devices" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "computer" = SKILL_ADEPT, "anatomy" = SKILL_BASIC)
var/global/list/SKILL_SECURITY_OFFICER = list("field" = "Security", "combat" = SKILL_BASIC, "weapons" = SKILL_ADEPT, "law" = SKILL_ADEPT, "forensics" = SKILL_BASIC)
var/global/list/SKILL_CHEMIST = list("field" = "Science", "chemistry" = SKILL_ADEPT, "science" = SKILL_ADEPT, "medical" = SKILL_BASIC, "devices" = SKILL_BASIC)
var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKILL_ORGAN_ROBOTICIST, "Security Officer" = SKILL_SECURITY_OFFICER, "Chemist" = SKILL_CHEMIST)
/datum/skill/management