Files
VOREStation/maps/submaps/admin_use_vr/fun.dm
T
Cameron Lennox 84dc5535dc var/global/list -> GLOB. conversion (#17928)
* These two are easy

* !!!runlevel_flags

the fact it was global.runlevel_flags.len has me a bit...iffy on this.

* !!!json_cache

Same as above. used global.

* player_list & observer_mob_list

* mechas_list

* this wasn't even used

* surgery_steps

* event_triggers

* landmarks_list

* dead_mob_list

* living_mob_list

* ai_list

* cable_list

* cleanbot_reserved_turfs

* listening_objects

* silicon_mob_list

* human_mob_list

* Update global_lists.dm

* joblist

* mob_list

* Update global_lists.dm

* holomap_markers

* mapping_units

* mapping_beacons

* hair_styles_list

* facial_hair_styles_list

* Update global_lists.dm

* facial_hair_styles_male_list

* facial_hair_styles_female_list

* body_marking_styles_list

* body_marking_nopersist_list

* ear_styles_list

* hair_styles_male_list

* tail_styles_list

* wing_styles_list

* escape_list & rune_list & endgame_exits

these were all really small

* endgame_safespawns

* stool_cache

* emotes_by_key

* random_maps & map_count

* item_tf_spawnpoints

* narsie_list

* active_radio_jammers

* unused

* paikeys

* pai_software_by_key & default_pai_software

* plant_seed_sprites

* magazine_icondata_keys  & magazine_icondata_states

* unused

* ashtray_cache

* light_type_cache

* HOLIDAY!!!

this one was annoying

* faction stuff (red?!)

* Update preferences_factions.dm

* vs edit removal

* backbaglist, pdachoicelist, exclude_jobs

* item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access

* string_slot_flags and hexdigits->hexNums

* possible_changeling_IDs

* vr_mob_tf_options

* vr_mob_spawner_options

* pipe_colors

* vr_mob_spawner_options

* common_tools

* newscaster_standard_feeds

* Update periodic_news.dm

* changeling_fabricated_clothing

* semirandom_mob_spawner_decisions

* id_card_states

* Update syndicate_ids.dm

* overlay_cache & gear_distributed_to

* more

* radio_channels_by_freq

* Update global_lists.dm

* proper

* default_medbay_channels & default_internal_channels

default_internal_channels is weird as it has a mapbased proc() but that proc is never called...

* valid_ringtones

* move this

* possible_plants

* more

* separate these

moves xeno2chemlist from a hook to a new global list.

* tube_dir_list

* valid_bloodreagents & monitor_states

* Junk

* valid_bloodtypes

* breach_burn_descriptors & burn

* more!!

appliance_available_recipes seems uber cursed, re-look at later

* Appliance code is cursed

* wide_chassis & flying_chassis

* allows_eye_color

* all_tooltip_styles

* direction_table

* gun_choices

* severity_to_string

* old event_viruses

* description_icons

* MOVE_KEY_MAPPINGS

* more more

* pai & robot modules

* Update global_lists.dm

* GEOSAMPLES

Also swaps a .len to LAZYLEN()

* shieldgens

* reagent recipies

* global ammo types

* rad collector

* old file and unused global

* nif_look_messages

* FESH

* nifsoft

* chamelion

* the death of sortAtom

* globulins

* lazylen that

* Update global_lists.dm

* LAZY

* Theese too

* quick fix

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-07-14 20:14:31 +02:00

320 lines
8.7 KiB
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/area/submap/spa
name = "\improper Space Spa"
requires_power = 0
dynamic_lighting = 0
/area/submap/casino_event
name = "\improper Space Casino"
requires_power = 0
dynamic_lighting = 0
/datum/map_template/admin_use/casino
name = "Lucky 7 Casino"
desc = "A casino to gamble your life away."
mappath = "maps/submaps/admin_use_vr/lucky_7.dmm"
// NEVER EVER use these on an actual included map.
// These are for admins to use when they make quick maps and upload the .dmm files for loading
// during a round. They're just generic areas so they can use them and have them exist without
// using real map areas.
/area/submap/admin_upload
name = "\improper Unknown Area AU" //Nobody will know what this means if they see it, anyway.
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
base_turf = /turf/simulated/mineral/floor/cave
/area/submap/admin_upload/pow
name = "\improper Unknown Area AU+P"
requires_power = 0
/area/submap/admin_upload/lit
name = "\improper Unknown Area AU+L"
requires_power = 1
dynamic_lighting = 0
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/powlit
name = "\improper Unknown Area AU+PL"
requires_power = 0
dynamic_lighting = 0
/area/submap/admin_upload/AU2
name = "\improper Unknown Area A"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU2/req_no_power
requires_power = 0
/area/submap/admin_upload/AU3
name = "\improper Unknown Area B"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU4
name = "\improper Unknown Area C"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU5
name = "\improper Unknown Area D"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU6
name = "\improper Unknown Area E"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU7
name = "\improper Unknown Area F"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU8
name = "\improper Unknown Area G"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU9
name = "\improper Unknown Area H"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU10
name = "\improper Unknown Area I"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU11
name = "\improper Unknown Area J"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU12
name = "\improper Unknown Area K"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU13
name = "\improper Unknown Area L"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU14
name = "\improper Unknown Area M"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU15
name = "\improper Unknown Area N"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/AU16
name = "\improper Unknown Area O"
requires_power = 1
dynamic_lighting = 1
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/lo
name = "\improper Unknown Area AA"
requires_power = 1
dynamic_lighting = 1
lightswitch = 0
power_equip = FALSE
power_environ = FALSE
power_light = FALSE
/area/submap/admin_upload/lo/one
name = "\improper Unknown Area AB"
/area/submap/admin_upload/lo/two
name = "\improper Unknown Area AC"
/area/submap/admin_upload/lo/three
name = "\improper Unknown Area AD"
/area/submap/admin_upload/lo/four
name = "\improper Unknown Area AE"
/area/submap/admin_upload/lo/pow
name = "\improper Unknown Area AF"
requires_power = 0
/area/submap/admin_upload/lo/pow/one
name = "\improper Unknown Area AG"
/area/submap/admin_upload/lo/pow/two
name = "\improper Unknown Area AH"
/area/submap/admin_upload/lo/pow/three
name = "\improper Unknown Area AI"
/area/submap/admin_upload/lo/pow/four
name = "\improper Unknown Area AJ"
// Adminbuse things for overmap sectors
// This is a stationary overmap sector, you can spawn it in any zlevel and it will pop onto the overmap to represent those zlevels. It always moves to 2,2 on the overmap and you can move it elsewhere.
/obj/effect/overmap/visitable/admin_use
name = "REPLACE ME"
desc = "Some space destination!"
scanner_desc = @{"[i]Registration[/i]: REPLACE ME
[i]Class[/i]: REPLACE ME
[i]Transponder[/i]: REPLACE ME
[b]Notice[/b]: REPLACE ME"} //Uses the paper/book syntax
start_x = 2
start_y = 2
known = FALSE
// It notifies admins when you spawn it and gives you a 'JMP' and 'VV' link in the message so you can find it easily.
/obj/effect/overmap/visitable/admin_use/Initialize(mapload)
. = ..()
message_admins("An uploaded sector [ADMIN_JMP(src)][ADMIN_VV(src)] has been placed on the overmap. Don't forget to rename and set cool scanner info on it!")
/obj/effect/overmap/visitable/admin_use/dark
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "dark"
skybox_pixel_x = 0
skybox_pixel_y = 0
/obj/effect/overmap/visitable/admin_use/dark_star
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "dark_star"
skybox_pixel_x = 0
skybox_pixel_y = 0
/obj/effect/overmap/visitable/admin_use/seven
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "seven"
skybox_pixel_x = 0
skybox_pixel_y = 0
/obj/effect/overmap/visitable/admin_use/bluespace_shimmer
name = "Bluespace Shimmer"
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "shimmer_b"
skybox_pixel_x = 0
skybox_pixel_y = 0
/obj/effect/overmap/visitable/admin_use/redspace_shimmer
name = "Redspace Shimmer"
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "shimmer_r"
skybox_pixel_x = 0
skybox_pixel_y = 0
// This is the same, but makes a whole spaceship!
/obj/effect/overmap/visitable/ship/admin_use
name = "REPLACE ME"
desc = "Spacefaring vessel."
scanner_desc = @{"[i]Registration[/i]: REPLACE ME
[i]Class[/i]: REPLACE ME
[i]Transponder[/i]: REPLACE ME
[b]Notice[/b]: REPLACE ME"}
vessel_mass = 8000
vessel_size = SHIP_SIZE_LARGE //Mostly so it's obviously visible on the map.
fore_dir = NORTH //You may need to edit this ingame if you want your ship to fly correctly!
start_x = 2
start_y = 2
known = FALSE
/obj/effect/overmap/visitable/ship/admin_use/rascal_pass
name = "Rascal Pass-Central Shuttle";
scanner_desc = @"[i]Registration[/i]: NTS Blueline[i]Class[/i]: Transport shuttle[i]Transponder[/i]: INACTIVE[b]Notice[/b]: High amounts of space carp detected near the shuttle."
// Similarly notifies you
/obj/effect/overmap/visitable/ship/admin_use/Initialize(mapload)
. = ..()
message_admins("An uploaded ship [ADMIN_JMP(src)][ADMIN_VV(src)] has been placed on the overmap. Don't forget to rename and set cool scanner info on it!")
/obj/effect/overmap/visitable/ship/admin_use/space_dog
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "space_dog"
skybox_pixel_x = 0
skybox_pixel_y = 0
/obj/effect/overmap/visitable/ship/admin_use/space_dog/Crossed(var/obj/effect/overmap/visitable/ship/enterer)
. = ..()
if(istype(enterer))
for(var/mob/potential_mob as anything in GLOB.player_list)
if(potential_mob.z in enterer.map_z)
SEND_SOUND(potential_mob, 'sound/ambience/boy.ogg')
/obj/effect/overmap/visitable/ship/admin_use/space_whale
skybox_icon = 'icons/skybox/anomaly.dmi'
skybox_icon_state = "space_whale"
skybox_pixel_x = 0
skybox_pixel_y = 0
// These landmarks, placed in any map that is being represented by an overmap sector, will add themselves to landable destinations in that map!
// Note the names, pick whichever makes the most sense for your map. No need to use them in any particular order or use any/all of them.
/obj/effect/shuttle_landmark/automatic/admin_use1
name = "Landing Zone"
landmark_tag = "adminuse_lz_alpha"
/obj/effect/shuttle_landmark/automatic/admin_use2
name = "Parking Area"
landmark_tag = "adminuse_lz_beta"
/obj/effect/shuttle_landmark/automatic/admin_use3
name = "Docking Node"
landmark_tag = "adminuse_lz_gamma"