mirror of
https://github.com/PolarisSS13/Polaris.git
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The away gate doesn't require power to make away mission mapping possible in unpowered areas like caves, the station gate requires less power than it did (for the time being, it'd be nice if people could actually use the gate. Makes no sense to make new content so hard to use. If it becomes a problem, I can up the power requirement again). Added a "calibrated" var to the away gate. If it's uncalibrated, you'll warp to the destination landmarks. Hitting the gate with a multitool with calibrate it, and any more warping to the gate will be on target. It defaults to calibrated, so remember to set it to 0 if you want people to appear somehwere other than at the gate. Updated Cheridans map with the new gate type (and made it uncalibrated) Updated the example map to use the new gate type Updated the station to use the new gate type Changed the gateway description to reflect it's unknown origin To do: Make gates able to block sending from the other gate (so you can exile people), make damaging gates so they can't send/recieve (and still do the other) possible. Give the station gateway unique sprites (for Nanotrasens own prototype gate, with appropriate description) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4718 316c924e-a436-60f5-8080-3fe189b3f50e
209 lines
6.9 KiB
Plaintext
209 lines
6.9 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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var/global/obj/effect/datacore/data_core = null
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var/global/obj/effect/overlay/plmaster = null
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var/global/obj/effect/overlay/slmaster = null
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//obj/hud/main_hud1 = null
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var/global/list/machines = list()
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var/global/list/processing_objects = list()
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var/global/list/active_diseases = list()
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//items that ask to be called every cycle
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var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
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var/global/list/global_map = null
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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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//////////////
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var/BLINDBLOCK = 0
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var/DEAFBLOCK = 0
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var/HULKBLOCK = 0
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var/TELEBLOCK = 0
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var/FIREBLOCK = 0
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var/XRAYBLOCK = 0
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var/CLUMSYBLOCK = 0
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var/FAKEBLOCK = 0
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var/BLOCKADD = 0
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var/DIFFMUT = 0
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var/skipupdate = 0
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///////////////
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var/eventchance = 3 //% per 5 mins
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var/event = 0
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var/hadevent = 0
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var/blobevent = 0
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///////////////
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var/diary = null
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var/diaryofmeanpeople = null
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var/href_logfile = null
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var/station_name = null
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var/game_version = "/tg/ Station 13"
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var/datum/air_tunnel/air_tunnel1/SS13_airtunnel = null
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var/going = 1.0
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var/master_mode = "traitor"//"extended"
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var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
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var/datum/engine_eject/engine_eject_control = null
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var/host = null
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var/aliens_allowed = 1
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var/ooc_allowed = 1
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var/dooc_allowed = 1
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var/traitor_scaling = 1
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//var/goonsay_allowed = 0
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var/dna_ident = 1
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var/abandon_allowed = 1
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var/enter_allowed = 1
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var/guests_allowed = 1
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var/shuttle_frozen = 0
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var/shuttle_left = 0
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var/tinted_weldhelh = 1
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var/list/jobMax = list()
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var/list/bombers = list( )
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var/list/admin_log = list ( )
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var/list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
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var/list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
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var/list/admins = list( )
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var/list/shuttles = list( )
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var/list/reg_dna = list( )
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// list/traitobj = list( )
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var/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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var/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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var/shuttle_z = 2 //default
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var/airtunnel_start = 68 // default
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var/airtunnel_stop = 68 // default
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var/airtunnel_bottom = 72 // default
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var/list/monkeystart = list()
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var/list/wizardstart = list()
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var/list/newplayer_start = list()
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var/list/latejoin = list()
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var/list/prisonwarp = list() //prisoners go to these
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var/list/holdingfacility = list() //captured people go here
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var/list/xeno_spawn = list()//Aliens spawn at these.
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// list/mazewarp = list()
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var/list/tdome1 = list()
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var/list/tdome2 = list()
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var/list/tdomeobserve = list()
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var/list/tdomeadmin = list()
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var/list/prisonsecuritywarp = list() //prison security goes to these
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var/list/prisonwarped = list() //list of players already warped
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var/list/blobstart = list()
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// list/traitors = list() //traitor list
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var/list/cardinal = list( NORTH, SOUTH, EAST, WEST )
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var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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var/datum/station_state/start_state = null
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var/datum/configuration/config = null
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var/datum/sun/sun = null
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var/list/combatlog = list()
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var/list/IClog = list()
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var/list/OOClog = list()
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var/list/adminlog = list()
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var/list/powernets = list()
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var/Debug = 0 // global debug switch
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var/Debug2 = 0
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var/datum/debug/debugobj
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var/datum/moduletypes/mods = new()
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var/wavesecret = 0
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var/shuttlecoming = 0
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var/join_motd = null
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var/forceblob = 0
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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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var/list/airlockWireColorToFlag = RandomAirlockWires()
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var/list/airlockIndexToFlag
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var/list/airlockIndexToWireColor
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var/list/airlockWireColorToIndex
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var/list/APCWireColorToFlag = RandomAPCWires()
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var/list/APCIndexToFlag
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var/list/APCIndexToWireColor
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var/list/APCWireColorToIndex
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var/list/BorgWireColorToFlag = RandomBorgWires()
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var/list/BorgIndexToFlag
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var/list/BorgIndexToWireColor
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var/list/BorgWireColorToIndex
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var/list/AAlarmWireColorToFlag = RandomAAlarmWires()
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var/list/AAlarmIndexToFlag
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var/list/AAlarmIndexToWireColor
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var/list/AAlarmWireColorToIndex
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#define SPEED_OF_LIGHT 3e8 //not exact but hey!
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#define SPEED_OF_LIGHT_SQ 9e+16
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#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
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#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
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#define 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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#define MAX_MESSAGE_LEN 1024
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#define MAX_NAME_LEN 26
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#define shuttle_time_in_station 1800 // 3 minutes in the station
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#define shuttle_time_to_arrive 6000 // 10 minutes to arrive
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//away missions
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var/list/awaydestinations = list() //a list of landmarks that the warpgate can take you to
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var/returndestination //the location immediately south of the station gateway
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var/calibrateddestination //If you actually arrive at the away gate
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// MySQL configuration
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var/sqladdress = "localhost"
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var/sqlport = "3306"
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var/sqldb = "tgstation"
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var/sqllogin = "root"
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var/sqlpass = ""
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// Feedback gathering sql connection
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var/sqlfdbkdb = "test"
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var/sqlfdbklogin = "root"
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var/sqlfdbkpass = ""
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var/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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var/forumsqladdress = "localhost"
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var/forumsqlport = "3306"
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var/forumsqldb = "tgstation"
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var/forumsqllogin = "root"
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var/forumsqlpass = ""
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var/forum_activated_group = "2"
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var/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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var/fileaccess_timer = 1800 //Cannot access files by ftp until the game is finished setting up and stuff.
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