diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm
index 7fd6745814..b17640430b 100644
--- a/code/controllers/subsystems/ticker.dm
+++ b/code/controllers/subsystems/ticker.dm
@@ -1,564 +1,564 @@
-//
-// Ticker controls the state of the game, being responsible for round start, game mode, and round end.
-//
-SUBSYSTEM_DEF(ticker)
- name = "Gameticker"
- wait = 2 SECONDS
- init_order = INIT_ORDER_TICKER
- priority = FIRE_PRIORITY_TICKER
- flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
- runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel!
-
- var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds.
- var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE
-
- /* Relies upon the following globals (TODO move those in here) */
- // var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode).
- // Set by SSvote when VOTE_GAMEMODE finishes.
- // var/round_progressing = 1 //Whether the lobby clock is ticking down.
-
- var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
- var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately.
-
- var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret")
- var/datum/game_mode/mode = null // The actual gamemode, if selected.
-
- var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round
- var/restart_timeleft // Time remaining until restart in desiseconds
- var/last_restart_notify // world.time of last restart warning.
- var/delay_end = FALSE // If set, the round will not restart on its own.
-
- var/login_music // music played in pregame lobby
-
- var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking.
-
- // TODO - I am sure there is a better place these can go.
- var/Bible_icon_state // icon_state the chaplain has chosen for his bible
- var/Bible_item_state // item_state the chaplain has chosen for his bible
- var/Bible_name // name of the bible
- var/Bible_deity_name
-
- var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
-
- // TODO - Should this go here or in the job subsystem?
- var/triai = FALSE // Global flag for Triumvirate AI being enabled
-
- //station_explosion used to be a variable for every mob's hud. Which was a waste!
- //Now we have a general cinematic centrally held within the gameticker....far more efficient!
- var/obj/screen/cinematic = null
-
-// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet.
-var/global/datum/controller/subsystem/ticker/ticker
-/datum/controller/subsystem/ticker/PreInit()
- global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead
- login_music = pick(\
- /*'sound/music/halloween/skeletons.ogg',\
- 'sound/music/halloween/halloween.ogg',\
- 'sound/music/halloween/ghosts.ogg'*/
- 'sound/music/space.ogg',\
- 'sound/music/traitor.ogg',\
- 'sound/music/title2.ogg',\
- 'sound/music/clouds.s3m',\
- 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on?
-
-/datum/controller/subsystem/ticker/Initialize()
- pregame_timeleft = config.pregame_time
- send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]")
- return ..()
-
-/datum/controller/subsystem/ticker/fire(resumed = FALSE)
- switch(current_state)
- if(GAME_STATE_INIT)
- pregame_welcome()
- current_state = GAME_STATE_PREGAME
- if(GAME_STATE_PREGAME)
- pregame_tick()
- if(GAME_STATE_SETTING_UP)
- setup_tick()
- if(GAME_STATE_PLAYING)
- playing_tick()
- if(GAME_STATE_FINISHED)
- post_game_tick()
-
-/datum/controller/subsystem/ticker/proc/pregame_welcome()
- to_world("Welcome to the pregame lobby!")
- to_world("Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
-
-// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
-/datum/controller/subsystem/ticker/proc/pregame_tick()
- if(round_progressing && last_fire)
- pregame_timeleft -= (world.time - last_fire) / (1 SECOND)
-
- if(start_immediately)
- pregame_timeleft = 0
- else if(SSvote.time_remaining)
- return // vote still going, wait for it.
-
- // Time to start the game!
- if(pregame_timeleft <= 0)
- current_state = GAME_STATE_SETTING_UP
- Master.SetRunLevel(RUNLEVEL_SETUP)
- if(start_immediately)
- fire() // Don't wait for next tick, do it now!
- return
-
- if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called)
- SSvote.autogamemode() // Start the game mode vote (if we haven't had one already)
-
-// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
-/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
- if(!setup_choose_gamemode())
- // It failed, go back to lobby state and re-send the welcome message
- pregame_timeleft = config.pregame_time
- SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote
- current_state = GAME_STATE_PREGAME
- Master.SetRunLevel(RUNLEVEL_LOBBY)
- pregame_welcome()
- return
- // If we got this far we succeeded in picking a game mode. Punch it!
- setup_startgame()
- return
-
-// Formerly the first half of setup() - The part that chooses the game mode.
-// Returns 0 if failed to pick a mode, otherwise 1
-/datum/controller/subsystem/ticker/proc/setup_choose_gamemode()
- //Create and announce mode
- if(master_mode == "secret")
- src.hide_mode = TRUE
-
- var/list/runnable_modes = config.get_runnable_modes()
- if((master_mode == "random") || (master_mode == "secret"))
- if(!runnable_modes.len)
- to_world("Unable to choose playable game mode. Reverting to pregame lobby.")
- return 0
- if(secret_force_mode != "secret")
- src.mode = config.pick_mode(secret_force_mode)
- if(!src.mode)
- var/list/weighted_modes = list()
- for(var/datum/game_mode/GM in runnable_modes)
- weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag]
- src.mode = gamemode_cache[pickweight(weighted_modes)]
- else
- src.mode = config.pick_mode(master_mode)
-
- if(!src.mode)
- to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
- return 0
-
- job_master.ResetOccupations()
- src.mode.create_antagonists()
- src.mode.pre_setup()
- job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
-
- if(!src.mode.can_start())
- to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.")
- mode.fail_setup()
- mode = null
- job_master.ResetOccupations()
- return 0
-
- if(hide_mode)
- to_world("The current game mode is - Secret!")
- if(runnable_modes.len)
- var/list/tmpmodes = new
- for (var/datum/game_mode/M in runnable_modes)
- tmpmodes+=M.name
- tmpmodes = sortList(tmpmodes)
- if(tmpmodes.len)
- to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]")
- else
- src.mode.announce()
- return 1
-
-// Formerly the second half of setup() - The part that actually initializes everything and starts the game.
-/datum/controller/subsystem/ticker/proc/setup_startgame()
- setup_economy()
- create_characters() //Create player characters and transfer them.
- collect_minds()
- equip_characters()
- data_core.manifest()
-
- callHook("roundstart")
-
- spawn(0)//Forking here so we dont have to wait for this to finish
- mode.post_setup()
- //Cleanup some stuff
- for(var/obj/effect/landmark/start/S in landmarks_list)
- //Deleting Startpoints but we need the ai point to AI-ize people later
- if (S.name != "AI")
- qdel(S)
- to_world("Enjoy the game!")
- world << sound('sound/AI/welcome.ogg') // Skie
- //Holiday Round-start stuff ~Carn
- Holiday_Game_Start()
-
- var/list/adm = get_admin_counts()
- if(adm["total"] == 0)
- send2adminirc("A round has started with no admins online.")
-
-/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
- master_controller.process() //Start master_controller.process()
- lighting_controller.process() //Start processing DynamicAreaLighting updates
- */
-
- processScheduler.start()
- current_state = GAME_STATE_PLAYING
- Master.SetRunLevel(RUNLEVEL_GAME)
-
- if(config.sql_enabled)
- statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
-
- return 1
-
-
-// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME)
-/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE)
- mode.process() // So THIS is where we run mode.process() huh? Okay
-
- if(mode.explosion_in_progress)
- return // wait until explosion is done.
-
- // Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option)
- var/game_finished = FALSE
- var/mode_finished = FALSE
- if (config.continous_rounds) // Game keeps going after mode ends.
- game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
- mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
- else // Game ends when mode does
- game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
- mode_finished = game_finished
-
- if(game_finished && mode_finished)
- end_game_state = END_GAME_READY_TO_END
- current_state = GAME_STATE_FINISHED
- Master.SetRunLevel(RUNLEVEL_POSTGAME)
- INVOKE_ASYNC(src, .proc/declare_completion)
- else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED))
- end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
- mode.cleanup()
- //call a transfer shuttle vote
- to_world("The round has ended!")
- SSvote.autotransfer()
-
-// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
-/datum/controller/subsystem/ticker/proc/post_game_tick()
- switch(end_game_state)
- if(END_GAME_READY_TO_END)
- callHook("roundend")
-
- if (mode.station_was_nuked)
- feedback_set_details("end_proper", "nuke")
- restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
- if(!delay_end)
- to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.")
- last_restart_notify = world.time
- else
- feedback_set_details("end_proper", "proper completion")
- restart_timeleft = restart_timeout
-
- if(blackbox)
- blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem
-
- end_game_state = END_GAME_ENDING
- return
- if(END_GAME_ENDING)
- restart_timeleft -= (world.time - last_fire)
- if(delay_end)
- to_world("An admin has delayed the round end.")
- end_game_state = END_GAME_DELAYED
- else if(restart_timeleft <= 0)
- world.Reboot()
- else if (world.time - last_restart_notify >= 1 MINUTE)
- to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.")
- last_restart_notify = world.time
- return
- if(END_GAME_DELAYED)
- restart_timeleft -= (world.time - last_fire)
- if(!delay_end)
- end_game_state = END_GAME_ENDING
- else
- log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.")
- end_game_state = END_GAME_READY_TO_END
-
-
-// ----------------------------------------------------------------------
-// These two below are not used! But they could be
-
-// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
-
-/datum/controller/subsystem/ticker/proc/PreRoundStart()
- return (current_state < GAME_STATE_PLAYING)
-
-/datum/controller/subsystem/ticker/proc/IsSettingUp()
- return (current_state == GAME_STATE_SETTING_UP)
-
-/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
- return (current_state == GAME_STATE_PLAYING)
-
-/datum/controller/subsystem/ticker/proc/HasRoundStarted()
- return (current_state >= GAME_STATE_PLAYING)
-
-// ------------------------------------------------------------------------
-// HELPER PROCS!
-// ------------------------------------------------------------------------
-
-//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
-/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
- if( cinematic ) return //already a cinematic in progress!
-
- //initialise our cinematic screen object
- cinematic = new(src)
- cinematic.icon = 'icons/effects/station_explosion.dmi'
- cinematic.icon_state = "station_intact"
- cinematic.layer = 100
- cinematic.plane = PLANE_PLAYER_HUD
- cinematic.mouse_opacity = 0
- cinematic.screen_loc = "1,0"
-
- var/obj/structure/bed/temp_buckle = new(src)
- //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
- if(station_missed)
- for(var/mob/living/M in living_mob_list)
- M.buckled = temp_buckle //buckles the mob so it can't do anything
- if(M.client)
- M.client.screen += cinematic //show every client the cinematic
- else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
- for(var/mob/living/M in living_mob_list)
- M.buckled = temp_buckle
- if(M.client)
- M.client.screen += cinematic
-
- switch(M.z)
- if(0) //inside a crate or something
- var/turf/T = get_turf(M)
- if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and
- M.health = 0
- M.set_stat(DEAD)
- if(1) //on a z-level 1 turf.
- M.health = 0
- M.set_stat(DEAD)
-
- //Now animate the cinematic
- switch(station_missed)
- if(1) //nuke was nearby but (mostly) missed
- if( mode && !override )
- override = mode.name
- switch( override )
- if("mercenary") //Nuke wasn't on station when it blew up
- flick("intro_nuke",cinematic)
- sleep(35)
- world << sound('sound/effects/explosionfar.ogg')
- flick("station_intact_fade_red",cinematic)
- cinematic.icon_state = "summary_nukefail"
- else
- flick("intro_nuke",cinematic)
- sleep(35)
- world << sound('sound/effects/explosionfar.ogg')
- //flick("end",cinematic)
-
-
- if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
- sleep(50)
- world << sound('sound/effects/explosionfar.ogg')
-
-
- else //station was destroyed
- if( mode && !override )
- override = mode.name
- switch( override )
- if("mercenary") //Nuke Ops successfully bombed the station
- flick("intro_nuke",cinematic)
- sleep(35)
- flick("station_explode_fade_red",cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_nukewin"
- if("AI malfunction") //Malf (screen,explosion,summary)
- flick("intro_malf",cinematic)
- sleep(76)
- flick("station_explode_fade_red",cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_malf"
- if("blob") //Station nuked (nuke,explosion,summary)
- flick("intro_nuke",cinematic)
- sleep(35)
- flick("station_explode_fade_red",cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_selfdes"
- else //Station nuked (nuke,explosion,summary)
- flick("intro_nuke",cinematic)
- sleep(35)
- flick("station_explode_fade_red", cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_selfdes"
- for(var/mob/living/M in living_mob_list)
- if(M.loc.z in using_map.station_levels)
- M.death()//No mercy
- //If its actually the end of the round, wait for it to end.
- //Otherwise if its a verb it will continue on afterwards.
- sleep(300)
-
- if(cinematic) qdel(cinematic) //end the cinematic
- if(temp_buckle) qdel(temp_buckle) //release everybody
- return
-
-
-/datum/controller/subsystem/ticker/proc/create_characters()
- for(var/mob/new_player/player in player_list)
- if(player && player.ready && player.mind)
- if(player.mind.assigned_role=="AI")
- player.close_spawn_windows()
- player.AIize()
- else if(!player.mind.assigned_role)
- continue
- else
- player.create_character()
- qdel(player)
-
-
-/datum/controller/subsystem/ticker/proc/collect_minds()
- for(var/mob/living/player in player_list)
- if(player.mind)
- minds += player.mind
-
-
-/datum/controller/subsystem/ticker/proc/equip_characters()
- var/captainless=1
- for(var/mob/living/carbon/human/player in player_list)
- if(player && player.mind && player.mind.assigned_role)
- if(player.mind.assigned_role == "Colony Director")
- captainless=0
- if(!player_is_antag(player.mind, only_offstation_roles = 1))
- job_master.EquipRank(player, player.mind.assigned_role, 0)
- UpdateFactionList(player)
- equip_custom_items(player)
- player.apply_traits()
- if(captainless)
- for(var/mob/M in player_list)
- if(!istype(M,/mob/new_player))
- to_chat(M, "Colony Directorship not forced on anyone.")
-
-
-/datum/controller/subsystem/ticker/proc/declare_completion()
- to_world("
A round of [mode.name] has ended!
")
- for(var/mob/Player in player_list)
- if(Player.mind && !isnewplayer(Player))
- if(Player.stat != DEAD)
- var/turf/playerTurf = get_turf(Player)
- if(emergency_shuttle.departed && emergency_shuttle.evac)
- if(isNotAdminLevel(playerTurf.z))
- to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].")
- else
- to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].")
- else if(isAdminLevel(playerTurf.z))
- to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].")
- else if(issilicon(Player))
- to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].")
- else
- to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].")
- else
- if(istype(Player,/mob/observer/dead))
- var/mob/observer/dead/O = Player
- if(!O.started_as_observer)
- to_chat(Player, "You did not survive the events on [station_name()]...")
- else
- to_chat(Player, "You did not survive the events on [station_name()]...")
- to_world("
")
-
- for (var/mob/living/silicon/ai/aiPlayer in mob_list)
- if (aiPlayer.stat != 2)
- to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:")
- else
- to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:")
- aiPlayer.show_laws(1)
-
- if (aiPlayer.connected_robots.len)
- var/robolist = "The AI's loyal minions were: "
- for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
- robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]"
- to_world("[robolist]")
-
- var/dronecount = 0
-
- for (var/mob/living/silicon/robot/robo in mob_list)
-
- if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm))
- dronecount++
- continue
-
- if (!robo.connected_ai)
- if (robo.stat != 2)
- to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:")
- else
- to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:")
-
- if(robo) //How the hell do we lose robo between here and the world messages directly above this?
- robo.laws.show_laws(world)
-
- if(dronecount)
- to_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.")
-
- mode.declare_completion()//To declare normal completion.
-
- //Ask the event manager to print round end information
- SSevents.RoundEnd()
-
- //Print a list of antagonists to the server log
- var/list/total_antagonists = list()
- //Look into all mobs in world, dead or alive
- for(var/datum/mind/Mind in minds)
- var/temprole = Mind.special_role
- if(temprole) //if they are an antagonist of some sort.
- if(temprole in total_antagonists) //If the role exists already, add the name to it
- total_antagonists[temprole] += ", [Mind.name]([Mind.key])"
- else
- total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob
- total_antagonists[temprole] += ": [Mind.name]([Mind.key])"
-
- //Now print them all into the log!
- log_game("Antagonists at round end were...")
- for(var/i in total_antagonists)
- log_game("[i]s[total_antagonists[i]].")
-
- return 1
-
-/datum/controller/subsystem/ticker/stat_entry()
- switch(current_state)
- if(GAME_STATE_INIT)
- ..()
- if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY
- ..("START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]")
- if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP
- ..("SETUP")
- if(GAME_STATE_PLAYING) // RUNLEVEL_GAME
- ..("GAME")
- if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME
- switch(end_game_state)
- if(END_GAME_MODE_FINISHED)
- ..("MODE OVER, WAITING")
- if(END_GAME_READY_TO_END)
- ..("ENDGAME PROCESSING")
- if(END_GAME_ENDING)
- ..("END IN [round(restart_timeleft/10)]s")
- if(END_GAME_DELAYED)
- ..("END PAUSED")
- else
- ..("ENDGAME ERROR:[end_game_state]")
-
-/datum/controller/subsystem/ticker/Recover()
- flags |= SS_NO_INIT // Don't initialize again
-
- current_state = SSticker.current_state
- mode = SSticker.mode
- pregame_timeleft = SSticker.pregame_timeleft
-
- end_game_state = SSticker.end_game_state
- delay_end = SSticker.delay_end
- restart_timeleft = SSticker.restart_timeleft
-
- minds = SSticker.minds
-
- Bible_icon_state = SSticker.Bible_icon_state
- Bible_item_state = SSticker.Bible_item_state
- Bible_name = SSticker.Bible_name
- Bible_deity_name = SSticker.Bible_deity_name
- random_players = SSticker.random_players
+//
+// Ticker controls the state of the game, being responsible for round start, game mode, and round end.
+//
+SUBSYSTEM_DEF(ticker)
+ name = "Gameticker"
+ wait = 2 SECONDS
+ init_order = INIT_ORDER_TICKER
+ priority = FIRE_PRIORITY_TICKER
+ flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
+ runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel!
+
+ var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds.
+ var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE
+
+ /* Relies upon the following globals (TODO move those in here) */
+ // var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode).
+ // Set by SSvote when VOTE_GAMEMODE finishes.
+ // var/round_progressing = 1 //Whether the lobby clock is ticking down.
+
+ var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
+ var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately.
+
+ var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret")
+ var/datum/game_mode/mode = null // The actual gamemode, if selected.
+
+ var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round
+ var/restart_timeleft // Time remaining until restart in desiseconds
+ var/last_restart_notify // world.time of last restart warning.
+ var/delay_end = FALSE // If set, the round will not restart on its own.
+
+ var/login_music // music played in pregame lobby
+
+ var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking.
+
+ // TODO - I am sure there is a better place these can go.
+ var/Bible_icon_state // icon_state the chaplain has chosen for his bible
+ var/Bible_item_state // item_state the chaplain has chosen for his bible
+ var/Bible_name // name of the bible
+ var/Bible_deity_name
+
+ var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
+
+ // TODO - Should this go here or in the job subsystem?
+ var/triai = FALSE // Global flag for Triumvirate AI being enabled
+
+ //station_explosion used to be a variable for every mob's hud. Which was a waste!
+ //Now we have a general cinematic centrally held within the gameticker....far more efficient!
+ var/obj/screen/cinematic = null
+
+// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet.
+var/global/datum/controller/subsystem/ticker/ticker
+/datum/controller/subsystem/ticker/PreInit()
+ global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead
+ login_music = pick(\
+ /*'sound/music/halloween/skeletons.ogg',\
+ 'sound/music/halloween/halloween.ogg',\
+ 'sound/music/halloween/ghosts.ogg'*/
+ 'sound/music/space.ogg',\
+ 'sound/music/traitor.ogg',\
+ 'sound/music/title2.ogg',\
+ 'sound/music/clouds.s3m',\
+ 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on?
+
+/datum/controller/subsystem/ticker/Initialize()
+ pregame_timeleft = config.pregame_time
+ send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]")
+ return ..()
+
+/datum/controller/subsystem/ticker/fire(resumed = FALSE)
+ switch(current_state)
+ if(GAME_STATE_INIT)
+ pregame_welcome()
+ current_state = GAME_STATE_PREGAME
+ if(GAME_STATE_PREGAME)
+ pregame_tick()
+ if(GAME_STATE_SETTING_UP)
+ setup_tick()
+ if(GAME_STATE_PLAYING)
+ playing_tick()
+ if(GAME_STATE_FINISHED)
+ post_game_tick()
+
+/datum/controller/subsystem/ticker/proc/pregame_welcome()
+ to_world("Welcome to the pregame lobby!")
+ to_world("Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
+
+// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
+/datum/controller/subsystem/ticker/proc/pregame_tick()
+ if(round_progressing && last_fire)
+ pregame_timeleft -= (world.time - last_fire) / (1 SECOND)
+
+ if(start_immediately)
+ pregame_timeleft = 0
+ else if(SSvote.time_remaining)
+ return // vote still going, wait for it.
+
+ // Time to start the game!
+ if(pregame_timeleft <= 0)
+ current_state = GAME_STATE_SETTING_UP
+ Master.SetRunLevel(RUNLEVEL_SETUP)
+ if(start_immediately)
+ fire() // Don't wait for next tick, do it now!
+ return
+
+ if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called)
+ SSvote.autogamemode() // Start the game mode vote (if we haven't had one already)
+
+// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
+/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
+ if(!setup_choose_gamemode())
+ // It failed, go back to lobby state and re-send the welcome message
+ pregame_timeleft = config.pregame_time
+ SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote
+ current_state = GAME_STATE_PREGAME
+ Master.SetRunLevel(RUNLEVEL_LOBBY)
+ pregame_welcome()
+ return
+ // If we got this far we succeeded in picking a game mode. Punch it!
+ setup_startgame()
+ return
+
+// Formerly the first half of setup() - The part that chooses the game mode.
+// Returns 0 if failed to pick a mode, otherwise 1
+/datum/controller/subsystem/ticker/proc/setup_choose_gamemode()
+ //Create and announce mode
+ if(master_mode == "secret")
+ src.hide_mode = TRUE
+
+ var/list/runnable_modes = config.get_runnable_modes()
+ if((master_mode == "random") || (master_mode == "secret"))
+ if(!runnable_modes.len)
+ to_world("Unable to choose playable game mode. Reverting to pregame lobby.")
+ return 0
+ if(secret_force_mode != "secret")
+ src.mode = config.pick_mode(secret_force_mode)
+ if(!src.mode)
+ var/list/weighted_modes = list()
+ for(var/datum/game_mode/GM in runnable_modes)
+ weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag]
+ src.mode = gamemode_cache[pickweight(weighted_modes)]
+ else
+ src.mode = config.pick_mode(master_mode)
+
+ if(!src.mode)
+ to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
+ return 0
+
+ job_master.ResetOccupations()
+ src.mode.create_antagonists()
+ src.mode.pre_setup()
+ job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
+
+ if(!src.mode.can_start())
+ to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.")
+ mode.fail_setup()
+ mode = null
+ job_master.ResetOccupations()
+ return 0
+
+ if(hide_mode)
+ to_world("The current game mode is - Secret!")
+ if(runnable_modes.len)
+ var/list/tmpmodes = new
+ for (var/datum/game_mode/M in runnable_modes)
+ tmpmodes+=M.name
+ tmpmodes = sortList(tmpmodes)
+ if(tmpmodes.len)
+ to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]")
+ else
+ src.mode.announce()
+ return 1
+
+// Formerly the second half of setup() - The part that actually initializes everything and starts the game.
+/datum/controller/subsystem/ticker/proc/setup_startgame()
+ setup_economy()
+ create_characters() //Create player characters and transfer them.
+ collect_minds()
+ equip_characters()
+ data_core.manifest()
+
+ callHook("roundstart")
+
+ spawn(0)//Forking here so we dont have to wait for this to finish
+ mode.post_setup()
+ //Cleanup some stuff
+ for(var/obj/effect/landmark/start/S in landmarks_list)
+ //Deleting Startpoints but we need the ai point to AI-ize people later
+ if (S.name != "AI")
+ qdel(S)
+ to_world("Enjoy the game!")
+ world << sound('sound/AI/welcome.ogg') // Skie
+ //Holiday Round-start stuff ~Carn
+ Holiday_Game_Start()
+
+ var/list/adm = get_admin_counts()
+ if(adm["total"] == 0)
+ send2adminirc("A round has started with no admins online.")
+
+/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
+ master_controller.process() //Start master_controller.process()
+ lighting_controller.process() //Start processing DynamicAreaLighting updates
+ */
+
+ processScheduler.start()
+ current_state = GAME_STATE_PLAYING
+ Master.SetRunLevel(RUNLEVEL_GAME)
+
+ if(config.sql_enabled)
+ statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
+
+ return 1
+
+
+// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME)
+/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE)
+ mode.process() // So THIS is where we run mode.process() huh? Okay
+
+ if(mode.explosion_in_progress)
+ return // wait until explosion is done.
+
+ // Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option)
+ var/game_finished = FALSE
+ var/mode_finished = FALSE
+ if (config.continous_rounds) // Game keeps going after mode ends.
+ game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
+ mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
+ else // Game ends when mode does
+ game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
+ mode_finished = game_finished
+
+ if(game_finished && mode_finished)
+ end_game_state = END_GAME_READY_TO_END
+ current_state = GAME_STATE_FINISHED
+ Master.SetRunLevel(RUNLEVEL_POSTGAME)
+ INVOKE_ASYNC(src, .proc/declare_completion)
+ else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED))
+ end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
+ mode.cleanup()
+ //call a transfer shuttle vote
+ to_world("The round has ended!")
+ SSvote.autotransfer()
+
+// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
+/datum/controller/subsystem/ticker/proc/post_game_tick()
+ switch(end_game_state)
+ if(END_GAME_READY_TO_END)
+ callHook("roundend")
+
+ if (mode.station_was_nuked)
+ feedback_set_details("end_proper", "nuke")
+ restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
+ if(!delay_end)
+ to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.")
+ last_restart_notify = world.time
+ else
+ feedback_set_details("end_proper", "proper completion")
+ restart_timeleft = restart_timeout
+
+ if(blackbox)
+ blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem
+
+ end_game_state = END_GAME_ENDING
+ return
+ if(END_GAME_ENDING)
+ restart_timeleft -= (world.time - last_fire)
+ if(delay_end)
+ to_world("An admin has delayed the round end.")
+ end_game_state = END_GAME_DELAYED
+ else if(restart_timeleft <= 0)
+ world.Reboot()
+ else if (world.time - last_restart_notify >= 1 MINUTE)
+ to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.")
+ last_restart_notify = world.time
+ return
+ if(END_GAME_DELAYED)
+ restart_timeleft -= (world.time - last_fire)
+ if(!delay_end)
+ end_game_state = END_GAME_ENDING
+ else
+ log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.")
+ end_game_state = END_GAME_READY_TO_END
+
+
+// ----------------------------------------------------------------------
+// These two below are not used! But they could be
+
+// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
+
+/datum/controller/subsystem/ticker/proc/PreRoundStart()
+ return (current_state < GAME_STATE_PLAYING)
+
+/datum/controller/subsystem/ticker/proc/IsSettingUp()
+ return (current_state == GAME_STATE_SETTING_UP)
+
+/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
+ return (current_state == GAME_STATE_PLAYING)
+
+/datum/controller/subsystem/ticker/proc/HasRoundStarted()
+ return (current_state >= GAME_STATE_PLAYING)
+
+// ------------------------------------------------------------------------
+// HELPER PROCS!
+// ------------------------------------------------------------------------
+
+//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
+/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
+ if( cinematic ) return //already a cinematic in progress!
+
+ //initialise our cinematic screen object
+ cinematic = new(src)
+ cinematic.icon = 'icons/effects/station_explosion.dmi'
+ cinematic.icon_state = "station_intact"
+ cinematic.layer = 100
+ cinematic.plane = PLANE_PLAYER_HUD
+ cinematic.mouse_opacity = 0
+ cinematic.screen_loc = "1,0"
+
+ var/obj/structure/bed/temp_buckle = new(src)
+ //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
+ if(station_missed)
+ for(var/mob/living/M in living_mob_list)
+ M.buckled = temp_buckle //buckles the mob so it can't do anything
+ if(M.client)
+ M.client.screen += cinematic //show every client the cinematic
+ else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
+ for(var/mob/living/M in living_mob_list)
+ M.buckled = temp_buckle
+ if(M.client)
+ M.client.screen += cinematic
+
+ switch(M.z)
+ if(0) //inside a crate or something
+ var/turf/T = get_turf(M)
+ if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and
+ M.health = 0
+ M.set_stat(DEAD)
+ if(1) //on a z-level 1 turf.
+ M.health = 0
+ M.set_stat(DEAD)
+
+ //Now animate the cinematic
+ switch(station_missed)
+ if(1) //nuke was nearby but (mostly) missed
+ if( mode && !override )
+ override = mode.name
+ switch( override )
+ if("mercenary") //Nuke wasn't on station when it blew up
+ flick("intro_nuke",cinematic)
+ sleep(35)
+ world << sound('sound/effects/explosionfar.ogg')
+ flick("station_intact_fade_red",cinematic)
+ cinematic.icon_state = "summary_nukefail"
+ else
+ flick("intro_nuke",cinematic)
+ sleep(35)
+ world << sound('sound/effects/explosionfar.ogg')
+ //flick("end",cinematic)
+
+
+ if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
+ sleep(50)
+ world << sound('sound/effects/explosionfar.ogg')
+
+
+ else //station was destroyed
+ if( mode && !override )
+ override = mode.name
+ switch( override )
+ if("mercenary") //Nuke Ops successfully bombed the station
+ flick("intro_nuke",cinematic)
+ sleep(35)
+ flick("station_explode_fade_red",cinematic)
+ world << sound('sound/effects/explosionfar.ogg')
+ cinematic.icon_state = "summary_nukewin"
+ if("AI malfunction") //Malf (screen,explosion,summary)
+ flick("intro_malf",cinematic)
+ sleep(76)
+ flick("station_explode_fade_red",cinematic)
+ world << sound('sound/effects/explosionfar.ogg')
+ cinematic.icon_state = "summary_malf"
+ if("blob") //Station nuked (nuke,explosion,summary)
+ flick("intro_nuke",cinematic)
+ sleep(35)
+ flick("station_explode_fade_red",cinematic)
+ world << sound('sound/effects/explosionfar.ogg')
+ cinematic.icon_state = "summary_selfdes"
+ else //Station nuked (nuke,explosion,summary)
+ flick("intro_nuke",cinematic)
+ sleep(35)
+ flick("station_explode_fade_red", cinematic)
+ world << sound('sound/effects/explosionfar.ogg')
+ cinematic.icon_state = "summary_selfdes"
+ for(var/mob/living/M in living_mob_list)
+ if(M.loc.z in using_map.station_levels)
+ M.death()//No mercy
+ //If its actually the end of the round, wait for it to end.
+ //Otherwise if its a verb it will continue on afterwards.
+ sleep(300)
+
+ if(cinematic) qdel(cinematic) //end the cinematic
+ if(temp_buckle) qdel(temp_buckle) //release everybody
+ return
+
+
+/datum/controller/subsystem/ticker/proc/create_characters()
+ for(var/mob/new_player/player in player_list)
+ if(player && player.ready && player.mind)
+ if(player.mind.assigned_role=="AI")
+ player.close_spawn_windows()
+ player.AIize()
+ else if(!player.mind.assigned_role)
+ continue
+ else
+ player.create_character()
+ qdel(player)
+
+
+/datum/controller/subsystem/ticker/proc/collect_minds()
+ for(var/mob/living/player in player_list)
+ if(player.mind)
+ minds += player.mind
+
+
+/datum/controller/subsystem/ticker/proc/equip_characters()
+ var/captainless=1
+ for(var/mob/living/carbon/human/player in player_list)
+ if(player && player.mind && player.mind.assigned_role)
+ if(player.mind.assigned_role == "Colony Director")
+ captainless=0
+ if(!player_is_antag(player.mind, only_offstation_roles = 1))
+ job_master.EquipRank(player, player.mind.assigned_role, 0)
+ UpdateFactionList(player)
+ equip_custom_items(player)
+ player.apply_traits()
+ if(captainless)
+ for(var/mob/M in player_list)
+ if(!istype(M,/mob/new_player))
+ to_chat(M, "Colony Directorship not forced on anyone.")
+
+
+/datum/controller/subsystem/ticker/proc/declare_completion()
+ to_world("
A round of [mode.name] has ended!
")
+ for(var/mob/Player in player_list)
+ if(Player.mind && !isnewplayer(Player))
+ if(Player.stat != DEAD)
+ var/turf/playerTurf = get_turf(Player)
+ if(emergency_shuttle.departed && emergency_shuttle.evac)
+ if(isNotAdminLevel(playerTurf.z))
+ to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].")
+ else
+ to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].")
+ else if(isAdminLevel(playerTurf.z))
+ to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].")
+ else if(issilicon(Player))
+ to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].")
+ else
+ to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].")
+ else
+ if(istype(Player,/mob/observer/dead))
+ var/mob/observer/dead/O = Player
+ if(!O.started_as_observer)
+ to_chat(Player, "You did not survive the events on [station_name()]...")
+ else
+ to_chat(Player, "You did not survive the events on [station_name()]...")
+ to_world("
")
+
+ for (var/mob/living/silicon/ai/aiPlayer in mob_list)
+ if (aiPlayer.stat != 2)
+ to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:")
+ else
+ to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:")
+ aiPlayer.show_laws(1)
+
+ if (aiPlayer.connected_robots.len)
+ var/robolist = "The AI's loyal minions were: "
+ for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
+ robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]"
+ to_world("[robolist]")
+
+ var/dronecount = 0
+
+ for (var/mob/living/silicon/robot/robo in mob_list)
+
+ if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm))
+ dronecount++
+ continue
+
+ if (!robo.connected_ai)
+ if (robo.stat != 2)
+ to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:")
+ else
+ to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:")
+
+ if(robo) //How the hell do we lose robo between here and the world messages directly above this?
+ robo.laws.show_laws(world)
+
+ if(dronecount)
+ to_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.")
+
+ mode.declare_completion()//To declare normal completion.
+
+ //Ask the event manager to print round end information
+ SSevents.RoundEnd()
+
+ //Print a list of antagonists to the server log
+ var/list/total_antagonists = list()
+ //Look into all mobs in world, dead or alive
+ for(var/datum/mind/Mind in minds)
+ var/temprole = Mind.special_role
+ if(temprole) //if they are an antagonist of some sort.
+ if(temprole in total_antagonists) //If the role exists already, add the name to it
+ total_antagonists[temprole] += ", [Mind.name]([Mind.key])"
+ else
+ total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob
+ total_antagonists[temprole] += ": [Mind.name]([Mind.key])"
+
+ //Now print them all into the log!
+ log_game("Antagonists at round end were...")
+ for(var/i in total_antagonists)
+ log_game("[i]s[total_antagonists[i]].")
+
+ return 1
+
+/datum/controller/subsystem/ticker/stat_entry()
+ switch(current_state)
+ if(GAME_STATE_INIT)
+ ..()
+ if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY
+ ..("START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]")
+ if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP
+ ..("SETUP")
+ if(GAME_STATE_PLAYING) // RUNLEVEL_GAME
+ ..("GAME")
+ if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME
+ switch(end_game_state)
+ if(END_GAME_MODE_FINISHED)
+ ..("MODE OVER, WAITING")
+ if(END_GAME_READY_TO_END)
+ ..("ENDGAME PROCESSING")
+ if(END_GAME_ENDING)
+ ..("END IN [round(restart_timeleft/10)]s")
+ if(END_GAME_DELAYED)
+ ..("END PAUSED")
+ else
+ ..("ENDGAME ERROR:[end_game_state]")
+
+/datum/controller/subsystem/ticker/Recover()
+ flags |= SS_NO_INIT // Don't initialize again
+
+ current_state = SSticker.current_state
+ mode = SSticker.mode
+ pregame_timeleft = SSticker.pregame_timeleft
+
+ end_game_state = SSticker.end_game_state
+ delay_end = SSticker.delay_end
+ restart_timeleft = SSticker.restart_timeleft
+
+ minds = SSticker.minds
+
+ Bible_icon_state = SSticker.Bible_icon_state
+ Bible_item_state = SSticker.Bible_item_state
+ Bible_name = SSticker.Bible_name
+ Bible_deity_name = SSticker.Bible_deity_name
+ random_players = SSticker.random_players
diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm
index 706d72455f..679b03bb5b 100644
--- a/code/game/objects/items/devices/radio/radio.dm
+++ b/code/game/objects/items/devices/radio/radio.dm
@@ -361,6 +361,7 @@ var/global/list/default_medbay_channels = list(
var/datum/radio_frequency/connection = message_mode
var/pos_z = get_z(src)
+ var/datum/radio_frequency/connection = message_mode
//#### Tagging the signal with all appropriate identity values ####//
@@ -475,7 +476,6 @@ var/global/list/default_medbay_channels = list(
signal.transmission_method = TRANSMISSION_SUBSPACE
//#### Sending the signal to all subspace receivers ####//
-
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
@@ -523,8 +523,13 @@ var/global/list/default_medbay_channels = list(
//Nothing handled any sort of remote radio-ing and returned before now, just squawk on this zlevel.
return Broadcast_Message(connection, M, voicemask, pick(M.speak_emote),
+<<<<<<< refs/remotes/origin/master
src, message_pieces, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"], using_map.get_map_levels(pos_z), connection.frequency, verb)
+=======
+ src, message_pieces, displayname, jobname, real_name, M.voice_name,
+ filter_type, signal.data["compression"], using_map.get_map_levels(pos_z), connection.frequency, verb)
+>>>>>>> Various fixes while waiting on PR
/obj/item/device/radio/hear_talk(mob/M, list/message_pieces, verb)
diff --git a/code/modules/alarm/atmosphere_alarm.dm b/code/modules/alarm/atmosphere_alarm.dm
index 60e0529956..84302f1b65 100644
--- a/code/modules/alarm/atmosphere_alarm.dm
+++ b/code/modules/alarm/atmosphere_alarm.dm
@@ -5,7 +5,7 @@
var/list/major_alarms = new()
var/list/map_levels = using_map.get_map_levels(z)
for(var/datum/alarm/A in visible_alarms())
- if(z && (z && !(A.origin?.z in map_levels)))
+ if(z && !(A.origin?.z in map_levels))
continue
if(A.max_severity() > 1)
major_alarms.Add(A)
@@ -15,7 +15,7 @@
var/list/minor_alarms = new()
var/list/map_levels = using_map.get_map_levels(z)
for(var/datum/alarm/A in visible_alarms())
- if(z && (z && !(A.origin?.z in map_levels)))
+ if(z && !(A.origin?.z in map_levels))
continue
if(A.max_severity() == 1)
minor_alarms.Add(A)
diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm
index 58ecb4a31b..064f6f9e99 100644
--- a/code/modules/mob/new_player/new_player.dm
+++ b/code/modules/mob/new_player/new_player.dm
@@ -364,6 +364,7 @@
var/turf/T = join_props["turf"]
var/join_message = join_props["msg"]
+ var/announce_channel = join_props["channel"] || "Common"
if(!T || !join_message)
return 0
diff --git a/code/modules/modular_computers/file_system/programs/generic/camera.dm b/code/modules/modular_computers/file_system/programs/generic/camera.dm
index e07d9ec293..9f0cade5e9 100644
--- a/code/modules/modular_computers/file_system/programs/generic/camera.dm
+++ b/code/modules/modular_computers/file_system/programs/generic/camera.dm
@@ -15,12 +15,6 @@
return access_research
if(NETWORK_ERT)
return access_cent_specops
- //VOREStation Add Start
- if(NETWORK_TALON_SHIP)
- return access_talon
- if(NETWORK_TALON_HELMETS)
- return access_talon
- //VOREStation Add End
if(network in using_map.station_networks)
return access_security // Default for all other station networks