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78 lines
4.0 KiB
Plaintext
78 lines
4.0 KiB
Plaintext
var/list/clients = list() //list of all clients
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var/list/admins = list() //list of all clients whom are admins
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var/list/directory = list() //list of all ckeys with associated client
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//Since it didn't really belong in any other category, I'm putting this here
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//This is for procs to replace all the goddamn 'in world's that are chilling around the code
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var/global/list/player_list = list() //List of all mobs **with clients attached**. Excludes /mob/new_player
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var/global/list/mob_list = list() //List of all mobs, including clientless
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var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/new_player
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var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/new_player
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var/global/list/joined_player_list = list() //List of all clients that have joined the game at round-start or as a latejoin.
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var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
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var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
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var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
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var/global/list/landmarks_list = list() //list of all landmarks created
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var/global/list/surgeries_list = list() //list of all surgeries by name, associated with their path.
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var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking.
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var/global/list/shuttle_caller_list = list() //list of all communication consoles and AIs, for automatic shuttle calls when there are none.
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var/global/list/portals = list() //for use by portals
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//Preferences stuff
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//Hairstyles
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var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name
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var/global/list/hair_styles_male_list = list() //stores only hair names
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var/global/list/hair_styles_female_list = list() //stores only hair names
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var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name
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var/global/list/facial_hair_styles_male_list = list() //stores only hair names
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var/global/list/facial_hair_styles_female_list = list() //stores only hair names
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//Underwear
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var/global/list/underwear_all = list() //stores /datum/sprite_accessory/underwear indexed by name
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var/global/list/underwear_m = list() //stores only underwear name
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var/global/list/underwear_f = list() //stores only underwear name
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//Backpacks
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var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel")
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//////////////////////////
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/////Initial Building/////
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//////////////////////////
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/proc/make_datum_references_lists()
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//hair
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init_sprite_accessory_subtypes(/datum/sprite_accessory/hair, hair_styles_list, hair_styles_male_list, hair_styles_female_list)
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//facial hair
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init_sprite_accessory_subtypes(/datum/sprite_accessory/facial_hair, facial_hair_styles_list, facial_hair_styles_male_list, facial_hair_styles_female_list)
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//underwear
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init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear, underwear_all, underwear_m, underwear_f)
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//Surgeries
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for(var/path in typesof(/datum/surgery))
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if(path == /datum/surgery)
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continue
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var/datum/surgery/S = new path()
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surgeries_list[S.name] = S
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/* // Uncomment to debug chemical reaction list.
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/client/verb/debug_chemical_list()
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for (var/reaction in chemical_reactions_list)
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. += "chemical_reactions_list\[\"[reaction]\"\] = \"[chemical_reactions_list[reaction]]\"\n"
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if(islist(chemical_reactions_list[reaction]))
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var/list/L = chemical_reactions_list[reaction]
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for(var/t in L)
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. += " has: [t]\n"
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world << .
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*/
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//creates every subtype of prototype (excluding prototype) and adds it to list L.
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//if no list/L is provided, one is created.
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/proc/init_subtypes(prototype, list/L)
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if(!istype(L)) L = list()
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for(var/path in typesof(prototype))
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if(path == prototype) continue
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L += new path()
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return L
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