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More globals (#19111)
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@@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(prevent_respawns)
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//Job slot cleanup
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var/job = src.mind.assigned_role
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job_master.FreeRole(job)
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GLOB.job_master.FreeRole(job)
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//Their objectives cleanup
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if(src.mind.objectives.len)
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@@ -575,7 +575,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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if(check_rights_for(src.client, R_ADMIN|R_FUN|R_EVENT))
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return 0
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return (T && T.holy) && (is_manifest || (mind in cult.current_antagonists))
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return (T && T.holy) && (is_manifest || (mind in GLOB.cult.current_antagonists))
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/mob/observer/dead/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
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set category = "Ghost.Game"
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@@ -687,7 +687,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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var/ghosts_can_write
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if(SSticker.mode.name == "cult")
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if(cult.current_antagonists.len > CONFIG_GET(number/cult_ghostwriter_req_cultists))
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if(GLOB.cult.current_antagonists.len > CONFIG_GET(number/cult_ghostwriter_req_cultists))
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ghosts_can_write = 1
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if(!ghosts_can_write && !check_rights(R_ADMIN|R_EVENT|R_FUN, 0)) //Let's allow for admins to write in blood for events and the such.
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@@ -18,7 +18,7 @@
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return seen_turfs_in_range(src, 3)
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/mob/living/carbon/human/seen_cult_turfs()
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if(mind in cult.current_antagonists)
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if(mind in GLOB.cult.current_antagonists)
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return seen_turfs_in_range(src, world.view)
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return ..()
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@@ -36,10 +36,10 @@
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/datum/antagonist/add_antagonist(var/datum/mind/player)
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. = ..()
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if(src == cult)
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if(src == GLOB.cult)
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cultnet.updateVisibility(player.current, 0)
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/datum/antagonist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
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..()
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if(src == cult)
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if(src == GLOB.cult)
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cultnet.updateVisibility(player.current, 0)
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@@ -223,7 +223,7 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
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ooc_notes_style = read_preference(/datum/preference/toggle/living/ooc_notes_style)
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private_notes = client.prefs.read_preference(/datum/preference/text/living/private_notes)
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if (malf && !(mind in malf.current_antagonists))
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if (GLOB.malf && !(mind in GLOB.malf.current_antagonists))
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show_laws()
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to_chat(src, span_filter_notice(span_bold("These laws may be changed by other players, or by you being the traitor.")))
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@@ -221,7 +221,7 @@
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return
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if (syndicate)
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for(var/datum/mind/tra in traitors.current_antagonists)
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for(var/datum/mind/tra in GLOB.traitors.current_antagonists)
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if(tra.current)
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// TODO: Update to new antagonist system.
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var/I = image('icons/mob/mob.dmi', loc = tra.current, icon_state = "traitor")
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@@ -231,7 +231,7 @@
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// TODO: Update to new antagonist system.
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if(!mind.special_role)
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mind.special_role = "traitor"
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traitors.current_antagonists |= mind
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GLOB.traitors.current_antagonists |= mind
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update_cell()
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@@ -381,10 +381,10 @@
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/mob/living/silicon/proc/is_traitor()
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return mind && (mind in traitors.current_antagonists)
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return mind && (mind in GLOB.traitors.current_antagonists)
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/mob/living/silicon/proc/is_malf()
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return mind && (mind in malf.current_antagonists)
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return mind && (mind in GLOB.malf.current_antagonists)
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/mob/living/silicon/proc/is_malf_or_traitor()
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return is_traitor() || is_malf()
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@@ -407,7 +407,7 @@
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//Handle job slot/tater cleanup.
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var/job = mind.assigned_role
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job_master.FreeRole(job)
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GLOB.job_master.FreeRole(job)
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if(mind.objectives.len)
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qdel(mind.objectives)
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@@ -471,7 +471,7 @@
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//Job slot cleanup
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var/job = mind.assigned_role
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job_master.FreeRole(job)
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GLOB.job_master.FreeRole(job)
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//Their objectives cleanup
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if(mind.objectives.len)
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@@ -202,7 +202,7 @@
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return timer - world.time
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/mob/new_player/proc/IsJobAvailable(rank)
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var/datum/job/job = job_master.GetJob(rank)
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var/datum/job/job = GLOB.job_master.GetJob(rank)
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if(!job)
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return 0
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if(!job.is_position_available())
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@@ -237,7 +237,7 @@
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return 0
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//Find our spawning point.
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var/list/join_props = job_master.LateSpawn(client, rank)
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var/list/join_props = GLOB.job_master.LateSpawn(client, rank)
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if(!join_props)
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return
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@@ -276,10 +276,10 @@
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qdel(src)
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return
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job_master.AssignRole(src, rank, 1)
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GLOB.job_master.AssignRole(src, rank, 1)
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var/mob/living/character = create_character(T) //creates the human and transfers vars and mind
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character = job_master.EquipRank(character, rank, 1) //equips the human
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character = GLOB.job_master.EquipRank(character, rank, 1) //equips the human
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UpdateFactionList(character)
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var/datum/job/J = SSjob.get_job(rank)
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@@ -192,11 +192,11 @@
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var/datum/job/previewJob
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// Determine what job is marked as 'High' priority, and dress them up as such.
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if(job_civilian_low & ASSISTANT)
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previewJob = job_master.GetJob(JOB_ALT_VISITOR)
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previewJob = GLOB.job_master.GetJob(JOB_ALT_VISITOR)
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else if(client && ispAI(client.mob))
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pass() //Don't do anything!
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else
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for(var/datum/job/job in job_master.occupations)
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for(var/datum/job/job in GLOB.job_master.occupations)
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var/job_flag
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switch(job.department_flag)
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if(CIVILIAN)
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@@ -257,9 +257,9 @@
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var/datum/job/highJob
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// Determine what job is marked as 'High' priority, and dress them up as such.
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if(job_civilian_low & ASSISTANT)
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highJob = job_master.GetJob(JOB_ALT_ASSISTANT)
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highJob = GLOB.job_master.GetJob(JOB_ALT_ASSISTANT)
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else
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for(var/datum/job/job in job_master.occupations)
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for(var/datum/job/job in GLOB.job_master.occupations)
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var/job_flag
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switch(job.department_flag)
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if(CIVILIAN)
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