mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-20 15:12:57 +00:00
Fixed deaths at the end of nuke rounds, optimised the code a little gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob. Likewise for dust. Awaiting generic dust() and gib() animations. Fixed (hopefully, depends if firewalls block this method) getruntimelog. GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round. Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access. getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins. runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself) ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs. Revision: r3509 Author: elly1...@rocketmail.com
232 lines
7.0 KiB
Plaintext
232 lines
7.0 KiB
Plaintext
var/global
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obj/datacore/data_core = null
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obj/effect/overlay/plmaster = null
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obj/effect/overlay/slmaster = null
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//obj/hud/main_hud1 = null
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list/machines = list()
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list/processing_objects = list()
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list/active_diseases = list()
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//items that ask to be called every cycle
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defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
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//list/global_map = null //Borked, do not touch. DMTG
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//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
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//Resulting sector map looks like
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//|_1_|_4_|
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//|_5_|_3_|
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//
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//1 - SS13
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//4 - Derelict
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//3 - AI satellite
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//5 - empty space
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var
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//////////////
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BLINDBLOCK = 0
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DEAFBLOCK = 0
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HULKBLOCK = 0
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TELEBLOCK = 0
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FIREBLOCK = 0
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XRAYBLOCK = 0
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CLUMSYBLOCK = 0
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FAKEBLOCK = 0
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BLOCKADD = 0
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DIFFMUT = 0
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HEADACHEBLOCK = 0
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COUGHBLOCK = 0
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TWITCHBLOCK = 0
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NERVOUSBLOCK = 0
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NOBREATHBLOCK = 0
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REMOTEVIEWBLOCK = 0
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REGENERATEBLOCK = 0
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INCREASERUNBLOCK = 0
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REMOTETALKBLOCK = 0
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MORPHBLOCK = 0
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BLENDBLOCK = 0
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HALLUCINATIONBLOCK = 0
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NOPRINTSBLOCK = 0
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SHOCKIMMUNITYBLOCK = 0
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SMALLSIZEBLOCK = 0
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GLASSESBLOCK = 0
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MONKEYBLOCK = 27
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skipupdate = 0
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///////////////
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eventchance = 1 //% per 2 mins
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EventsOn = 1
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hadevent = 0
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blobevent = 0
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///////////////
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diary = null
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diaryofmeanpeople = null
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station_name = null
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game_version = "Baystation 12"
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datum/air_tunnel/air_tunnel1/SS13_airtunnel = null
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going = 1.0
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master_mode = "traitor"//"extended"
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secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
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datum/engine_eject/engine_eject_control = null
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host = null
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aliens_allowed = 1
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ooc_allowed = 1
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dooc_allowed = 1
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traitor_scaling = 1
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goonsay_allowed = 0
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dna_ident = 1
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abandon_allowed = 1
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enter_allowed = 1
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// guests_allowed = 1
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shuttle_frozen = 0
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shuttle_left = 0
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tinted_weldhelh = 1
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list/jobMax = list()
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list/bombers = list( )
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list/admin_log = list ( )
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list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
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list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
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list/admins = list( )
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list/shuttles = list( )
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list/reg_dna = list( )
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// list/traitobj = list( )
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CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
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CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
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shuttle_z = 2 //default
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airtunnel_start = 68 // default
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airtunnel_stop = 68 // default
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airtunnel_bottom = 72 // default
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list/monkeystart = list()
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list/wizardstart = list()
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list/newplayer_start = list()
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list/latejoin = list()
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list/prisonwarp = list() //prisoners go to these
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list/holdingfacility = list() //captured people go here
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list/xeno_spawn = list()//Aliens spawn at these.
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// list/mazewarp = list()
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list/tdome1 = list()
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list/tdome2 = list()
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list/tdomeobserve = list()
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list/tdomeadmin = list()
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list/prisonsecuritywarp = list() //prison security goes to these
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list/prisonwarped = list() //list of players already warped
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list/blobstart = list()
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// list/traitors = list() //traitor list
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list/cardinal = list( NORTH, SOUTH, EAST, WEST )
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list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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list/emclosets = list() //random emergency closets woo
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datum/station_state/start_state = null
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datum/configuration/config = null
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datum/vote/vote = null
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datum/sun/sun = null
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list/combatlog = list()
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list/IClog = list()
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list/OOClog = list()
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list/adminlog = list()
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list/powernets = null
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Debug = 0 // global debug switch
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Debug2 = 0
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datum/debug/debugobj
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datum/moduletypes/mods = new()
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wavesecret = 0
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shuttlecoming = 0
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join_motd = null
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rules = null
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forceblob = 0
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custom_event_msg = null
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//airlockWireColorToIndex takes a number representing the wire color, e.g. the orange wire is always 1, the dark red wire is always 2, etc. It returns the index for whatever that wire does.
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//airlockIndexToWireColor does the opposite thing - it takes the index for what the wire does, for example AIRLOCK_WIRE_IDSCAN is 1, AIRLOCK_WIRE_POWER1 is 2, etc. It returns the wire color number.
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//airlockWireColorToFlag takes the wire color number and returns the flag for it (1, 2, 4, 8, 16, etc)
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list/airlockWireColorToFlag = RandomAirlockWires()
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list/airlockIndexToFlag
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list/airlockIndexToWireColor
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list/airlockWireColorToIndex
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list/APCWireColorToFlag = RandomAPCWires()
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list/APCIndexToFlag
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list/APCIndexToWireColor
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list/APCWireColorToIndex
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list/BorgWireColorToFlag = RandomBorgWires()
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list/BorgIndexToFlag
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list/BorgIndexToWireColor
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list/BorgWireColorToIndex
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list/ScrambledFrequencies = list( ) //These are used for electrical storms, and anything else that jams radios.
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list/UnscrambledFrequencies = list( )
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list/AAlarmWireColorToFlag = RandomAAlarmWires() // Air Alarm hacking wires.
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list/AAlarmIndexToFlag
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list/AAlarmIndexToWireColor
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list/AAlarmWireColorToIndex
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const/SPEED_OF_LIGHT = 3e8 //not exact but hey!
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const/SPEED_OF_LIGHT_SQ = 9e+16
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const/FIRE_DAMAGE_MODIFIER = 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
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const/AIR_DAMAGE_MODIFIER = 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
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const/INFINITY = 1e31 //closer then enough
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//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
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const/MAX_MESSAGE_LEN = 1024
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const/MAX_PAPER_MESSAGE_LEN = 3072
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const/MAX_BOOK_MESSAGE_LEN = 9216
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list/paper_blacklist = list("script","frame","iframe","input","button","a","embed","object")
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const/shuttle_time_in_station = 1800 // 3 minutes in the station
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const/shuttle_time_to_arrive = 6000 // 10 minutes to arrive
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// MySQL configuration. You can also use the config/dbconfig.txt file.
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sqladdress = "localhost"
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sqlport = "3306"
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sqldb = "tgstation"
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sqllogin = "root"
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sqlpass = ""
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// Feedback gathering sql connection
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sqlfdbkdb = "test"
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sqlfdbklogin = "root"
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sqlfdbkpass = ""
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sqllogging = 0 // Should we log deaths, population stats, etc?
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// Forum MySQL configuration (for use with forum account/key authentication)
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// These are all default values that will load should the forumdbconfig.txt
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// file fail to read for whatever reason.
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/* forumsqladdress = "localhost"
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forumsqlport = "3306"
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forumsqldb = "tgstation"
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forumsqllogin = "root"
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forumsqlpass = ""
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forum_activated_group = "2"
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forum_authenticated_group = "10"*/
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// For FTP requests. (i.e. downloading runtime logs.)
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// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
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fileaccess_timer = 1800 //Cannot access files by ftp until the game is finished setting up and stuff.
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