Conversion many Globals to Managed Globals (Part 1) (#17121)

* Conversion of some Globals to Managed Globals

* Fix

* for later

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
Selis
2025-04-17 20:16:53 +02:00
committed by GitHub
parent 6a47a779d5
commit 21dcf0555b
229 changed files with 1227 additions and 1220 deletions
+1 -1
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@@ -40,7 +40,7 @@ SUBSYSTEM_DEF(inactivity)
information = " while a silicon."
if(isAI(C.mob))
var/mob/living/silicon/ai/A = C.mob
empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(A.loc)
GLOB.empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(A.loc)
global_announcer.autosay("[A] has been moved to intelligence storage.", "Artificial Intelligence Oversight")
A.clear_client()
information = " while an AI."
+1 -1
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@@ -41,7 +41,7 @@ SUBSYSTEM_DEF(nightshift)
/datum/controller/subsystem/nightshift/proc/check_nightshift(check_canfire=FALSE) //This is called from elsewhere, like setting the alert levels
if(check_canfire && !can_fire)
return
var/emergency = security_level > SEC_LEVEL_GREEN
var/emergency = GLOB.security_level > SEC_LEVEL_GREEN
var/announcing = TRUE
var/night_time = using_map.get_nightshift()
if(high_security_mode != emergency)
+1 -1
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@@ -218,7 +218,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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
game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || GLOB.universe_has_ended
mode_finished = game_finished
if(game_finished && mode_finished)