Files
Polaris/code/global.dm
elly1989@rocketmail.com c81c70bd86 Replaced var/netnum for cables and powered machines with a direct reference to their powernet. The bug which was causing cutting and merging powernets to fail was due to my attempts to fix the powernets slowly becoming filled with null entries. Removing those null entries messed up the indexes and essentially jumbled up the powernets. :( sorry
Fixed the failsafe misreporting how long the MC has been dead.

Lighting initialization no longer 'interrupts' the master_controller setup().

Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.

Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.

Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back  just PM me and I'll fix them.

Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 16:14:24 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
var/global/obj/effect/datacore/data_core = null
var/global/obj/effect/overlay/plmaster = null
var/global/obj/effect/overlay/slmaster = null
//obj/hud/main_hud1 = null
var/global/list/machines = list()
var/global/list/processing_objects = list()
var/global/list/active_diseases = list()
//items that ask to be called every cycle
var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
var/global/list/global_map = null
//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
//Resulting sector map looks like
//|_1_|_4_|
//|_5_|_3_|
//
//1 - SS13
//4 - Derelict
//3 - AI satellite
//5 - empty space
//////////////
var/BLINDBLOCK = 0
var/DEAFBLOCK = 0
var/HULKBLOCK = 0
var/TELEBLOCK = 0
var/FIREBLOCK = 0
var/XRAYBLOCK = 0
var/CLUMSYBLOCK = 0
var/FAKEBLOCK = 0
var/BLOCKADD = 0
var/DIFFMUT = 0
var/skipupdate = 0
///////////////
var/eventchance = 3 //% per 5 mins
var/event = 0
var/hadevent = 0
var/blobevent = 0
///////////////
var/diary = null
var/diaryofmeanpeople = null
var/href_logfile = null
var/station_name = null
var/game_version = "/tg/ Station 13"
var/datum/air_tunnel/air_tunnel1/SS13_airtunnel = null
var/going = 1.0
var/master_mode = "traitor"//"extended"
var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
var/datum/engine_eject/engine_eject_control = null
var/host = null
var/aliens_allowed = 1
var/ooc_allowed = 1
var/dooc_allowed = 1
var/traitor_scaling = 1
//var/goonsay_allowed = 0
var/dna_ident = 1
var/abandon_allowed = 1
var/enter_allowed = 1
var/guests_allowed = 1
var/shuttle_frozen = 0
var/shuttle_left = 0
var/tinted_weldhelh = 1
var/list/jobMax = list()
var/list/bombers = list( )
var/list/admin_log = list ( )
var/list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
var/list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
var/list/admins = list( )
var/list/shuttles = list( )
var/list/reg_dna = list( )
// list/traitobj = list( )
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)
var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
var/shuttle_z = 2 //default
var/airtunnel_start = 68 // default
var/airtunnel_stop = 68 // default
var/airtunnel_bottom = 72 // default
var/list/monkeystart = list()
var/list/wizardstart = list()
var/list/newplayer_start = list()
var/list/latejoin = list()
var/list/prisonwarp = list() //prisoners go to these
var/list/holdingfacility = list() //captured people go here
var/list/xeno_spawn = list()//Aliens spawn at these.
// list/mazewarp = list()
var/list/tdome1 = list()
var/list/tdome2 = list()
var/list/tdomeobserve = list()
var/list/tdomeadmin = list()
var/list/prisonsecuritywarp = list() //prison security goes to these
var/list/prisonwarped = list() //list of players already warped
var/list/blobstart = list()
// list/traitors = list() //traitor list
var/list/cardinal = list( NORTH, SOUTH, EAST, WEST )
var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
var/datum/station_state/start_state = null
var/datum/configuration/config = null
var/datum/vote/vote = null
var/datum/sun/sun = null
var/list/combatlog = list()
var/list/IClog = list()
var/list/OOClog = list()
var/list/adminlog = list()
var/list/powernets = list()
var/Debug = 0 // global debug switch
var/Debug2 = 0
var/datum/debug/debugobj
var/datum/moduletypes/mods = new()
var/wavesecret = 0
var/shuttlecoming = 0
var/join_motd = null
var/forceblob = 0
//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.
//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.
//airlockWireColorToFlag takes the wire color number and returns the flag for it (1, 2, 4, 8, 16, etc)
var/list/airlockWireColorToFlag = RandomAirlockWires()
var/list/airlockIndexToFlag
var/list/airlockIndexToWireColor
var/list/airlockWireColorToIndex
var/list/APCWireColorToFlag = RandomAPCWires()
var/list/APCIndexToFlag
var/list/APCIndexToWireColor
var/list/APCWireColorToIndex
var/list/BorgWireColorToFlag = RandomBorgWires()
var/list/BorgIndexToFlag
var/list/BorgIndexToWireColor
var/list/BorgWireColorToIndex
var/list/AAlarmWireColorToFlag = RandomAAlarmWires()
var/list/AAlarmIndexToFlag
var/list/AAlarmIndexToWireColor
var/list/AAlarmWireColorToIndex
#define SPEED_OF_LIGHT 3e8 //not exact but hey!
#define SPEED_OF_LIGHT_SQ 9e+16
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define INFINITY 1e31 //closer then enough
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
#define MAX_MESSAGE_LEN 1024
#define MAX_NAME_LEN 26
#define shuttle_time_in_station 1800 // 3 minutes in the station
#define shuttle_time_to_arrive 6000 // 10 minutes to arrive
//away missions
var/list/awaydestinations = list()
// MySQL configuration
var/sqladdress = "localhost"
var/sqlport = "3306"
var/sqldb = "tgstation"
var/sqllogin = "root"
var/sqlpass = ""
// Feedback gathering sql connection
var/sqlfdbkdb = "test"
var/sqlfdbklogin = "root"
var/sqlfdbkpass = ""
var/sqllogging = 0 // Should we log deaths, population stats, etc?
// Forum MySQL configuration (for use with forum account/key authentication)
// These are all default values that will load should the forumdbconfig.txt
// file fail to read for whatever reason.
var/forumsqladdress = "localhost"
var/forumsqlport = "3306"
var/forumsqldb = "tgstation"
var/forumsqllogin = "root"
var/forumsqlpass = ""
var/forum_activated_group = "2"
var/forum_authenticated_group = "10"
// For FTP requests. (i.e. downloading runtime logs.)
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
var/fileaccess_timer = 1800 //Cannot access files by ftp until the game is finished setting up and stuff.