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Global variable wrappers (#25325)
* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
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duncathan salt
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commit
9e1ef0ffe2
@@ -2,10 +2,10 @@
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#define LING_DEAD_GENETICDAMAGE_HEAL_CAP 50 //The lowest value of geneticdamage handle_changeling() can take it to while dead.
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#define LING_ABSORB_RECENT_SPEECH 8 //The amount of recent spoken lines to gain on absorbing a mob
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var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon","Zeta","Eta","Theta","Iota","Kappa","Lambda","Mu","Nu","Xi","Omicron","Pi","Rho","Sigma","Tau","Upsilon","Phi","Chi","Psi","Omega")
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var/list/slots = list("head", "wear_mask", "back", "wear_suit", "w_uniform", "shoes", "belt", "gloves", "glasses", "ears", "wear_id", "s_store")
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var/list/slot2slot = list("head" = slot_head, "wear_mask" = slot_wear_mask, "neck" = slot_neck, "back" = slot_back, "wear_suit" = slot_wear_suit, "w_uniform" = slot_w_uniform, "shoes" = slot_shoes, "belt" = slot_belt, "gloves" = slot_gloves, "glasses" = slot_glasses, "ears" = slot_ears, "wear_id" = slot_wear_id, "s_store" = slot_s_store)
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var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mask" = /obj/item/clothing/mask/changeling, "back" = /obj/item/changeling, "wear_suit" = /obj/item/clothing/suit/changeling, "w_uniform" = /obj/item/clothing/under/changeling, "shoes" = /obj/item/clothing/shoes/changeling, "belt" = /obj/item/changeling, "gloves" = /obj/item/clothing/gloves/changeling, "glasses" = /obj/item/clothing/glasses/changeling, "ears" = /obj/item/changeling, "wear_id" = /obj/item/changeling, "s_store" = /obj/item/changeling)
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GLOBAL_LIST_INIT(possible_changeling_IDs, list("Alpha","Beta","Gamma","Delta","Epsilon","Zeta","Eta","Theta","Iota","Kappa","Lambda","Mu","Nu","Xi","Omicron","Pi","Rho","Sigma","Tau","Upsilon","Phi","Chi","Psi","Omega"))
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GLOBAL_LIST_INIT(slots, list("head", "wear_mask", "back", "wear_suit", "w_uniform", "shoes", "belt", "gloves", "glasses", "ears", "wear_id", "s_store"))
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GLOBAL_LIST_INIT(slot2slot, list("head" = slot_head, "wear_mask" = slot_wear_mask, "neck" = slot_neck, "back" = slot_back, "wear_suit" = slot_wear_suit, "w_uniform" = slot_w_uniform, "shoes" = slot_shoes, "belt" = slot_belt, "gloves" = slot_gloves, "glasses" = slot_glasses, "ears" = slot_ears, "wear_id" = slot_wear_id, "s_store" = slot_s_store))
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GLOBAL_LIST_INIT(slot2type, list("head" = /obj/item/clothing/head/changeling, "wear_mask" = /obj/item/clothing/mask/changeling, "back" = /obj/item/changeling, "wear_suit" = /obj/item/clothing/suit/changeling, "w_uniform" = /obj/item/clothing/under/changeling, "shoes" = /obj/item/clothing/shoes/changeling, "belt" = /obj/item/changeling, "gloves" = /obj/item/clothing/gloves/changeling, "glasses" = /obj/item/clothing/glasses/changeling, "ears" = /obj/item/changeling, "wear_id" = /obj/item/changeling, "s_store" = /obj/item/changeling))
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/datum/game_mode
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@@ -101,7 +101,7 @@ var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mas
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..()
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/datum/game_mode/changeling/make_antag_chance(mob/living/carbon/human/character) //Assigns changeling to latejoiners
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var/changelingcap = min( round(joined_player_list.len/(config.changeling_scaling_coeff*2))+2, round(joined_player_list.len/config.changeling_scaling_coeff) )
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var/changelingcap = min( round(GLOB.joined_player_list.len/(config.changeling_scaling_coeff*2))+2, round(GLOB.joined_player_list.len/config.changeling_scaling_coeff) )
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if(SSticker.mode.changelings.len >= changelingcap) //Caps number of latejoin antagonists
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return
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if(SSticker.mode.changelings.len <= (changelingcap - 2) || prob(100 - (config.changeling_scaling_coeff*2)))
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@@ -136,7 +136,7 @@ var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mas
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changeling.objectives += steal_objective
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var/list/active_ais = active_ais()
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if(active_ais.len && prob(100/joined_player_list.len))
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if(active_ais.len && prob(100/GLOB.joined_player_list.len))
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var/datum/objective/destroy/destroy_objective = new
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destroy_objective.owner = changeling
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destroy_objective.find_target()
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@@ -307,9 +307,9 @@ var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mas
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honorific = "Ms."
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else
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honorific = "Mr."
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if(possible_changeling_IDs.len)
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changelingID = pick(possible_changeling_IDs)
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possible_changeling_IDs -= changelingID
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if(GLOB.possible_changeling_IDs.len)
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changelingID = pick(GLOB.possible_changeling_IDs)
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GLOB.possible_changeling_IDs -= changelingID
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changelingID = "[honorific] [changelingID]"
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else
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changelingID = "[honorific] [rand(1,999)]"
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@@ -450,22 +450,22 @@ var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mas
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user.domutcheck()
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//vars hackery. not pretty, but better than the alternative.
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for(var/slot in slots)
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if(istype(user.vars[slot], slot2type[slot]) && !(chosen_prof.exists_list[slot])) //remove unnecessary flesh items
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for(var/slot in GLOB.slots)
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if(istype(user.vars[slot], GLOB.slot2type[slot]) && !(chosen_prof.exists_list[slot])) //remove unnecessary flesh items
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qdel(user.vars[slot])
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continue
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if((user.vars[slot] && !istype(user.vars[slot], slot2type[slot])) || !(chosen_prof.exists_list[slot]))
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if((user.vars[slot] && !istype(user.vars[slot], GLOB.slot2type[slot])) || !(chosen_prof.exists_list[slot]))
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continue
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var/obj/item/C
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var/equip = 0
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if(!user.vars[slot])
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var/thetype = slot2type[slot]
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var/thetype = GLOB.slot2type[slot]
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equip = 1
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C = new thetype(user)
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else if(istype(user.vars[slot], slot2type[slot]))
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else if(istype(user.vars[slot], GLOB.slot2type[slot]))
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C = user.vars[slot]
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C.appearance = chosen_prof.appearance_list[slot]
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@@ -474,7 +474,7 @@ var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mas
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C.item_color = chosen_prof.item_color_list[slot]
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C.item_state = chosen_prof.item_state_list[slot]
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if(equip)
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user.equip_to_slot_or_del(C, slot2slot[slot])
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user.equip_to_slot_or_del(C, GLOB.slot2slot[slot])
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user.regenerate_icons()
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@@ -515,11 +515,11 @@ var/list/slot2type = list("head" = /obj/item/clothing/head/changeling, "wear_mas
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newprofile.socks = socks
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/datum/game_mode/proc/update_changeling_icons_added(datum/mind/changling_mind)
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var/datum/atom_hud/antag/hud = huds[ANTAG_HUD_CHANGELING]
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var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_CHANGELING]
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hud.join_hud(changling_mind.current)
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set_antag_hud(changling_mind.current, "changling")
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/datum/game_mode/proc/update_changeling_icons_removed(datum/mind/changling_mind)
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var/datum/atom_hud/antag/hud = huds[ANTAG_HUD_CHANGELING]
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var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_CHANGELING]
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hud.leave_hud(changling_mind.current)
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set_antag_hud(changling_mind.current, null)
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