code/global.dm => code/_global_vars/ (#17244)

* 1

* Full conversion

* .

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
Selis
2025-04-21 05:55:25 -04:00
committed by GitHub
co-authored by Kashargul
parent 5d21a53dfa
commit 28e969778c
448 changed files with 1339 additions and 1346 deletions
@@ -347,8 +347,8 @@
return span_italics("[tt_desc]")
/mob/living/simple_mob/make_hud_overlays()
hud_list[STATUS_HUD] = gen_hud_image(buildmode_hud, src, "ai_0", plane = PLANE_BUILDMODE)
hud_list[LIFE_HUD] = gen_hud_image(buildmode_hud, src, "ais_1", plane = PLANE_BUILDMODE)
hud_list[STATUS_HUD] = gen_hud_image(GLOB.buildmode_hud, src, "ai_0", plane = PLANE_BUILDMODE)
hud_list[LIFE_HUD] = gen_hud_image(GLOB.buildmode_hud, src, "ais_1", plane = PLANE_BUILDMODE)
add_overlay(hud_list)
//Makes it so that simplemobs can understand galcomm without being able to speak it.
@@ -1077,7 +1077,7 @@ GLOBAL_VAR_INIT(teppi_count, 0) // How mant teppi DO we have?
tepholder.lay_down()
return
var/moving_to = 0 // Apparently this is required or it always picks 4, according to the previous developer for simplemob AI.
moving_to = pick(cardinal)
moving_to = pick(GLOB.cardinal)
holder.set_dir(moving_to)
T = get_step(holder,moving_to)
// Finally do move if we actually found somewhere we'd like to go
@@ -172,7 +172,7 @@
else
to_world("Going to move away randomly")
var/turf/move_to = get_turf(L)
move_to = get_step(move_to, pick(cardinal))
move_to = get_step(move_to, pick(GLOB.cardinal))
for(var/i = 1 to vision_range) // Move them this many steps away from where they were before.
move_to = get_step_away(move_to, L, 7)
if(move_to)
@@ -215,7 +215,7 @@
I.attack_hand(holder)
lose_target()
if(isliving(A) && holder.Adjacent(A)) // Not the dumbest tool in the shed. If we're fighting, we're gonna dance around them.
holder.IMove(get_step(holder, pick(alldirs)))
holder.IMove(get_step(holder, pick(GLOB.alldirs)))
holder.face_atom(A)
request_help() // And we're going to call friends, too.
@@ -52,7 +52,7 @@
/datum/ai_holder/simple_mob/siffet/post_melee_attack(atom/A) //Evasive
if(holder.Adjacent(A))
holder.IMove(get_step(holder, pick(alldirs)))
holder.IMove(get_step(holder, pick(GLOB.alldirs)))
holder.face_atom(A)
/mob/living/simple_mob/animal/sif/siffet/IIsAlly(mob/living/L)
@@ -309,7 +309,7 @@
on_engagement(target)
if(firing_lanes && !test_projectile_safety(target))
// Nudge them a bit, maybe they can shoot next time.
var/turf/T = get_step(holder, pick(cardinal))
var/turf/T = get_step(holder, pick(GLOB.cardinal))
if(T)
holder.IMove(T) // IMove() will respect movement cooldown.
holder.face_atom(target)
@@ -370,7 +370,7 @@
on_engagement(target)
if(firing_lanes && !test_projectile_safety(target))
// Nudge them a bit, maybe they can shoot next time.
var/turf/T = get_step(holder, pick(cardinal))
var/turf/T = get_step(holder, pick(GLOB.cardinal))
if(T)
holder.IMove(T) // IMove() will respect movement cooldown.
holder.face_atom(target)
@@ -68,7 +68,7 @@
//Affect nearby lights
var/destroy_lights = 0
for(var/obj/machinery/light/L in machines)
for(var/obj/machinery/light/L in GLOB.machines)
if(L.z != z || get_dist(src,L) > 10)
continue
@@ -254,7 +254,7 @@
on_engagement(target)
if(firing_lanes && !test_projectile_safety(target))
// Nudge them a bit, maybe they can shoot next time.
var/turf/T = get_step(holder, pick(cardinal))
var/turf/T = get_step(holder, pick(GLOB.cardinal))
if(T)
holder.IMove(T) // IMove() will respect movement cooldown.
holder.face_atom(target)
@@ -200,7 +200,7 @@
return
var/moving_to = 0 // Apparently this is required or it always picks 4, according to the previous developer for simplemob AI.
moving_to = pick(cardinal)
moving_to = pick(GLOB.cardinal)
holder.set_dir(moving_to)
holder.IMove(get_step(holder,moving_to))
wander_delay = base_wander_delay
@@ -210,7 +210,7 @@
on_engagement(target)
if(firing_lanes && !test_projectile_safety(target))
// Nudge them a bit, maybe they can shoot next time.
var/turf/T = get_step(holder, pick(cardinal))
var/turf/T = get_step(holder, pick(GLOB.cardinal))
if(T)
holder.IMove(T) // IMove() will respect movement cooldown.
holder.face_atom(target)
@@ -46,7 +46,7 @@
//Affect nearby lights
for(var/obj/machinery/light/L in machines)
for(var/obj/machinery/light/L in GLOB.machines)
if(L.z != z || get_dist(src,L) > 10)
continue
@@ -253,7 +253,7 @@
if(ishuman(prey))
vore_selected.digest_mode = DM_HOLD
if(check_threat(prey) >= 4)
global_announcer.autosay("[src] is detaining suspect <b>[target_name(prey)]</b> in <b>[get_area(src)]</b>.", "SmartCollar oversight", "Security")
GLOB.global_announcer.autosay("[src] is detaining suspect <b>[target_name(prey)]</b> in <b>[get_area(src)]</b>.", "SmartCollar oversight", "Security")
if(istype(prey,/mob/living/simple_mob/animal/passive/mouse))
vore_selected.digest_mode = DM_DIGEST
. = ..()
@@ -83,7 +83,7 @@
if(eye_state == PURPLE_EYES)
destroy_lights = 25
for(var/obj/machinery/light/L in machines)
for(var/obj/machinery/light/L in GLOB.machines)
if(L.z != z || get_dist(src,L) > 10)
continue
@@ -408,7 +408,7 @@
//Random walk
if(!moving_to)
moving_to = pick(cardinal)
moving_to = pick(GLOB.cardinal)
dir = moving_to
var/turf/T = get_step(src,moving_to)
@@ -264,7 +264,7 @@
on_engagement(target)
if(firing_lanes && !test_projectile_safety(target))
// Nudge them a bit, maybe they can shoot next time.
var/turf/T = get_step(holder, pick(cardinal))
var/turf/T = get_step(holder, pick(GLOB.cardinal))
if(T)
holder.IMove(T) // IMove() will respect movement cooldown.
holder.face_atom(target)