initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,39 @@
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var/datum/configuration/config = null
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var/datum/protected_configuration/protected_config = null
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var/host = null
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var/join_motd = null
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var/station_name = null
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var/game_version = "/tg/ Station 13"
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var/changelog_hash = ""
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var/ooc_allowed = 1 // used with admin verbs to disable ooc - not a config option apparently
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var/dooc_allowed = 1
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var/abandon_allowed = 1
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var/enter_allowed = 1
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var/guests_allowed = 1
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var/shuttle_frozen = 0
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var/shuttle_left = 0
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var/tinted_weldhelh = 1
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// Debug is used exactly once (in living.dm) but is commented out in a lot of places. It is not set anywhere and only checked.
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// Debug2 is used in conjunction with a lot of admin verbs and therefore is actually legit.
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var/Debug = 0 // global debug switch
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var/Debug2 = 0
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//Server API key
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var/global/comms_key = "default_pwd"
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var/global/comms_allowed = 0 //By default, the server does not allow messages to be sent to it, unless the key is strong enough (this is to prevent misconfigured servers from becoming vulnerable)
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//Cross server communications
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var/global/cross_address = "byond://" //This needs to be global as the message sent contains the comms key.
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var/global/cross_allowed = 0 //Don't bother attempting to send if the address wasn't set.
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//This was a define, but I changed it to a variable so it can be changed in-game.(kept the all-caps definition because... code...) -Errorage
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var/MAX_EX_DEVESTATION_RANGE = 3
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var/MAX_EX_HEAVY_RANGE = 7
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var/MAX_EX_LIGHT_RANGE = 14
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var/MAX_EX_FLASH_RANGE = 14
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var/MAX_EX_FLAME_RANGE = 14
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@@ -0,0 +1,12 @@
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// MySQL configuration
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var/sqladdress = "localhost"
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var/sqlport = "3306"
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var/sqlfdbkdb = "test"
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var/sqlfdbklogin = "root"
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var/sqlfdbkpass = ""
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var/sqlfdbktableprefix = "erro_" //backwords compatibility with downstream server hosts
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//Database connections
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//A connection is established on world creation. Ideally, the connection dies when the server restarts (After feedback logging.).
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var/DBConnection/dbcon = new() //Feedback database (New database)
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@@ -0,0 +1,5 @@
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var/master_mode = "traitor"//"extended"
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var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
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var/wavesecret = 0 // meteor mode, delays wave progression, terrible name
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var/datum/station_state/start_state = null // Used in round-end report
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@@ -0,0 +1,28 @@
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//////////////
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var/NEARSIGHTBLOCK = 0
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var/EPILEPSYBLOCK = 0
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var/COUGHBLOCK = 0
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var/TOURETTESBLOCK = 0
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var/NERVOUSBLOCK = 0
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var/BLINDBLOCK = 0
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var/DEAFBLOCK = 0
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var/HULKBLOCK = 0
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var/TELEBLOCK = 0
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var/FIREBLOCK = 0
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var/XRAYBLOCK = 0
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var/CLUMSYBLOCK = 0
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var/STRANGEBLOCK = 0
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var/RACEBLOCK = 0
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var/list/bad_se_blocks
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var/list/good_se_blocks
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var/list/op_se_blocks
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var/NULLED_SE
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var/NULLED_UI
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var/list/global_mutations = list() // list of hidden mutation things
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var/list/bad_mutations = list()
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var/list/good_mutations = list()
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var/list/not_good_mutations = list()
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@@ -0,0 +1,156 @@
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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_list = 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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//Undershirts
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var/global/list/undershirt_list = list() //stores /datum/sprite_accessory/undershirt indexed by name
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var/global/list/undershirt_m = list() //stores only undershirt name
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var/global/list/undershirt_f = list() //stores only undershirt name
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//Socks
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var/global/list/socks_list = list() //stores /datum/sprite_accessory/socks indexed by name
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//Lizard Bits (all datum lists indexed by name)
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var/global/list/body_markings_list = list()
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var/global/list/tails_list_lizard = list()
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var/global/list/animated_tails_list_lizard = list()
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var/global/list/snouts_list = list()
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var/global/list/horns_list = list()
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var/global/list/frills_list = list()
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var/global/list/spines_list = list()
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var/global/list/animated_spines_list = list()
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//Mutant Human bits
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var/global/list/tails_list_human = list()
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var/global/list/animated_tails_list_human = list()
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var/global/list/ears_list = list()
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var/global/list/wings_list = list()
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var/global/list/wings_open_list = list()
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var/global/list/r_wings_list = list()
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var/global/list/ghost_forms_with_directions_list = list("ghost") //stores the ghost forms that support directional sprites
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var/global/list/ghost_forms_with_accessories_list = list("ghost") //stores the ghost forms that support hair and other such things
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//Backpacks
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#define GBACKPACK "Grey Backpack"
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#define GSATCHEL "Grey Satchel"
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#define GDUFFLEBAG "Grey Dufflebag"
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#define LSATCHEL "Leather Satchel"
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#define DBACKPACK "Department Backpack"
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#define DSATCHEL "Department Satchel"
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#define DDUFFLEBAG "Department Dufflebag"
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var/global/list/backbaglist = list(DBACKPACK, DSATCHEL, DDUFFLEBAG, GBACKPACK, GSATCHEL, GDUFFLEBAG, LSATCHEL)
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//Female Uniforms
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var/global/list/female_clothing_icons = list()
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//radical shit
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var/list/hit_appends = list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF")
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var/list/scarySounds = list('sound/weapons/thudswoosh.ogg','sound/weapons/Taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg','sound/items/Welder.ogg','sound/items/Welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
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// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
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// tagged for the Cargo Bay.
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/* List of sortType codes for mapping reference
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0 Waste
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1 Disposals
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2 Cargo Bay
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3 QM Office
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4 Engineering
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5 CE Office
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6 Atmospherics
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7 Security
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8 HoS Office
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9 Medbay
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10 CMO Office
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11 Chemistry
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12 Research
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13 RD Office
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14 Robotics
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15 HoP Office
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16 Library
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17 Chapel
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18 Theatre
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19 Bar
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20 Kitchen
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21 Hydroponics
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22 Janitor
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23 Genetics
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*/
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var/list/TAGGERLOCATIONS = list("Disposals",
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"Cargo Bay", "QM Office", "Engineering", "CE Office",
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"Atmospherics", "Security", "HoS Office", "Medbay",
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"CMO Office", "Chemistry", "Research", "RD Office",
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"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
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"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
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var/global/list/guitar_notes = flist("sound/guitar/")
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var/global/list/station_prefixes = list("", "Imperium", "Heretical", "Cuban",
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"Psychic", "Elegant", "Common", "Uncommon", "Rare", "Unique",
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"Houseruled", "Religious", "Atheist", "Traditional", "Houseruled",
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"Mad", "Super", "Ultra", "Secret", "Top Secret", "Deep", "Death",
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"Zybourne", "Central", "Main", "Government", "Uoi", "Fat",
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"Automated", "Experimental", "Augmented")
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var/global/list/station_names = list("", "Stanford", "Dorf", "Alium",
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"Prefix", "Clowning", "Aegis", "Ishimura", "Scaredy", "Death-World",
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"Mime", "Honk", "Rogue", "MacRagge", "Ultrameens", "Safety", "Paranoia",
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"Explosive", "Neckbear", "Donk", "Muppet", "North", "West", "East",
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"South", "Slant-ways", "Widdershins", "Rimward", "Expensive",
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"Procreatory", "Imperial", "Unidentified", "Immoral", "Carp", "Ork",
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"Pete", "Control", "Nettle", "Aspie", "Class", "Crab", "Fist",
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"Corrogated","Skeleton","Race", "Fatguy", "Gentleman", "Capitalist",
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"Communist", "Bear", "Beard", "Derp", "Space", "Spess", "Star", "Moon",
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"System", "Mining", "Neckbeard", "Research", "Supply", "Military",
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"Orbital", "Battle", "Science", "Asteroid", "Home", "Production",
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"Transport", "Delivery", "Extraplanetary", "Orbital", "Correctional",
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"Robot", "Hats", "Pizza")
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var/global/list/station_suffixes = list("Station", "Frontier",
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"Suffix", "Death-trap", "Space-hulk", "Lab", "Hazard","Spess Junk",
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"Fishery", "No-Moon", "Tomb", "Crypt", "Hut", "Monkey", "Bomb",
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"Trade Post", "Fortress", "Village", "Town", "City", "Edition", "Hive",
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"Complex", "Base", "Facility", "Depot", "Outpost", "Installation",
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"Drydock", "Observatory", "Array", "Relay", "Monitor", "Platform",
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"Construct", "Hangar", "Prison", "Center", "Port", "Waystation",
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"Factory", "Waypoint", "Stopover", "Hub", "HQ", "Office", "Object",
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"Fortification", "Colony", "Planet-Cracker", "Roost", "Fat Camp",
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"Airstrip")
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var/global/list/greek_letters = list("Alpha", "Beta", "Gamma", "Delta",
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"Epsilon", "Zeta", "Eta", "Theta", "Iota", "Kappa", "Lambda", "Mu",
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"Nu", "Xi", "Omicron", "Pi", "Rho", "Sigma", "Tau", "Upsilon", "Phi",
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"Chi", "Psi", "Omega")
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var/global/list/roman_numerals = list("I", "II", "III", "IV", "V", "VI",
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"VII", "VIII", "IX", "X", "XI", "XII", "XIII", "XIV", "XV", "XVI",
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"XVII", "XVIII", "XIX", "XX")
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var/global/list/phonetic_alphabet = list("Alpha", "Bravo", "Charlie",
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"Delta", "Echo", "Foxtrot", "Golf", "Hotel", "India", "Juliet",
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"Kilo", "Lima", "Mike", "November", "Oscar", "Papa", "Quebec",
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"Romeo", "Sierra", "Tango", "Uniform", "Victor", "Whiskey", "X-ray",
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"Yankee", "Zulu")
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var/global/list/numbers_as_words = list("One", "Two", "Three", "Four",
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"Five", "Six", "Seven", "Eight", "Nine", "Ten", "Eleven", "Twelve",
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"Thirteen", "Fourteen", "Fifteen", "Sixteen", "Seventeen",
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"Eighteen", "Nineteen")
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/proc/generate_number_strings()
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var/list/L
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for(var/i in 1 to 99)
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L += "[i]"
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return L
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var/global/list/station_numerals = greek_letters + roman_numerals + phonetic_alphabet + numbers_as_words + generate_number_strings()
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@@ -0,0 +1,66 @@
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#define Z_NORTH 1
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#define Z_EAST 2
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#define Z_SOUTH 3
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#define Z_WEST 4
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var/list/cardinal = list( NORTH, SOUTH, EAST, WEST )
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var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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var/list/diagonals = list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
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//(Exceptions: extended, sandbox and nuke) -Errorage
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//Was list("3" = 30, "4" = 70).
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//Spacing should be a reliable method of getting rid of a body -- Urist.
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//Go away Urist, I'm restoring this to the longer list. ~Errorage
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var/list/accessable_z_levels = list(1,3,4,5,6,7) //Keep this to six maps, repeating z-levels is ok if needed
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var/global/list/global_map = null
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//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
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//Resulting sector map looks like
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//|_1_|_4_|
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//|_5_|_3_|
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//
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//1 - SS13
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//4 - Derelict
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//3 - AI satellite
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//5 - empty space
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var/list/landmarks_list = list() //list of all landmarks created
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var/list/start_landmarks_list = list() //list of all spawn points created
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var/list/department_security_spawns = list() //list of all department security spawns
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var/list/generic_event_spawns = list() //list of all spawns for events
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var/list/monkeystart = list()
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var/list/wizardstart = list()
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var/list/newplayer_start = list()
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var/list/latejoin = list()
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var/list/prisonwarp = list() //prisoners go to these
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var/list/holdingfacility = list() //captured people go here
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var/list/xeno_spawn = list()//Aliens spawn at these.
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var/list/tdome1 = list()
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var/list/tdome2 = list()
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var/list/tdomeobserve = list()
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var/list/tdomeadmin = list()
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var/list/prisonsecuritywarp = list() //prison security goes to these
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var/list/prisonwarped = list() //list of players already warped
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var/list/blobstart = list()
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var/list/secequipment = list()
|
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var/list/deathsquadspawn = list()
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var/list/emergencyresponseteamspawn = list()
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var/list/ruin_landmarks = list()
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//away missions
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var/list/awaydestinations = list() //a list of landmarks that the warpgate can take you to
|
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|
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//used by jump-to-area etc. Updated by area/updateName()
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var/list/sortedAreas = list()
|
||||
|
||||
//List of preloaded templates
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var/list/datum/map_template/map_templates = list()
|
||||
|
||||
var/list/datum/map_template/ruins_templates = list()
|
||||
var/list/datum/map_template/space_ruins_templates = list()
|
||||
var/list/datum/map_template/lava_ruins_templates = list()
|
||||
|
||||
var/list/datum/map_template/shuttle_templates = list()
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||||
var/list/datum/map_template/shelter_templates = list()
|
||||
@@ -0,0 +1,15 @@
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var/list/clients = list() //all clients
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||||
var/list/admins = list() //all clients whom are admins
|
||||
var/list/deadmins = list() //all clients who have used the de-admin verb.
|
||||
var/list/directory = list() //all ckeys with associated client
|
||||
var/list/stealthminID = list() //reference list with IDs that store ckeys, for stealthmins
|
||||
|
||||
//Since it didn't really belong in any other category, I'm putting this here
|
||||
//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() //all mobs **with clients attached**. Excludes /mob/new_player
|
||||
var/global/list/mob_list = list() //all mobs, including clientless
|
||||
var/global/list/living_mob_list = list() //all alive mobs, including clientless. Excludes /mob/new_player
|
||||
var/global/list/dead_mob_list = list() //all dead mobs, including clientless. Excludes /mob/new_player
|
||||
var/global/list/joined_player_list = list() //all clients that have joined the game at round-start or as a latejoin.
|
||||
var/global/list/silicon_mobs = list() //all silicon mobs
|
||||
@@ -0,0 +1,21 @@
|
||||
var/list/ai_names = file2list("config/names/ai.txt")
|
||||
var/list/wizard_first = file2list("config/names/wizardfirst.txt")
|
||||
var/list/wizard_second = file2list("config/names/wizardsecond.txt")
|
||||
var/list/ninja_titles = file2list("config/names/ninjatitle.txt")
|
||||
var/list/ninja_names = file2list("config/names/ninjaname.txt")
|
||||
var/list/commando_names = file2list("config/names/death_commando.txt")
|
||||
var/list/first_names_male = file2list("config/names/first_male.txt")
|
||||
var/list/first_names_female = file2list("config/names/first_female.txt")
|
||||
var/list/last_names = file2list("config/names/last.txt")
|
||||
var/list/lizard_names_male = file2list("config/names/lizard_male.txt")
|
||||
var/list/lizard_names_female = file2list("config/names/lizard_female.txt")
|
||||
var/list/clown_names = file2list("config/names/clown.txt")
|
||||
var/list/mime_names = file2list("config/names/mime.txt")
|
||||
var/list/carp_names = file2list("config/names/carp.txt")
|
||||
var/list/golem_names = file2list("config/names/golem.txt")
|
||||
|
||||
|
||||
var/list/verbs = file2list("config/names/verbs.txt")
|
||||
var/list/adjectives = file2list("config/names/adjectives.txt")
|
||||
//loaded on startup because of "
|
||||
//would include in rsc if ' was used
|
||||
@@ -0,0 +1,26 @@
|
||||
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
|
||||
var/global/list/portals = list() //list of all /obj/effect/portal
|
||||
var/global/list/airlocks = list() //list of all airlocks
|
||||
var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking.
|
||||
var/global/list/shuttle_caller_list = list() //list of all communication consoles and AIs, for automatic shuttle calls when there are none.
|
||||
var/global/list/machines = list() //NOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing !
|
||||
var/global/list/syndicate_shuttle_boards = list() //important to keep track of for managing nukeops war declarations.
|
||||
var/global/list/navbeacons = list() //list of all bot nagivation beacons, used for patrolling.
|
||||
var/global/list/deliverybeacons = list() //list of all MULEbot delivery beacons.
|
||||
var/global/list/deliverybeacontags = list() //list of all tags associated with delivery beacons.
|
||||
var/global/list/nuke_list = list()
|
||||
var/global/list/nuke_tiles = list() //list of all turfs that turn to animated red grids when a nuke is triggered
|
||||
|
||||
var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
|
||||
var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
|
||||
var/global/list/materials_list = list() //list of all /datum/material datums indexed by material id.
|
||||
var/global/list/tech_list = list() //list of all /datum/tech datums indexed by id.
|
||||
var/global/list/surgeries_list = list() //list of all surgeries by name, associated with their path.
|
||||
var/global/list/crafting_recipes = list() //list of all table craft recipes
|
||||
var/global/list/rcd_list = list() //list of Rapid Construction Devices.
|
||||
var/global/list/apcs_list = list() //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
|
||||
var/global/list/tracked_implants = list() //list of all current implants that are tracked to work out what sort of trek everyone is on. Sadly not on lavaworld not implemented...
|
||||
var/global/list/poi_list = list() //list of points of interest for observe/follow
|
||||
var/global/list/pinpointer_list = list() //list of all pinpointers. Used to change stuff they are pointing to all at once.
|
||||
// A list of all zombie_infection organs, for any mass "animation"
|
||||
var/global/list/zombie_infection_list = list()
|
||||
@@ -0,0 +1,15 @@
|
||||
var/diary = null
|
||||
var/diaryofmeanpeople = null
|
||||
var/href_logfile = null
|
||||
|
||||
var/list/bombers = list( )
|
||||
var/list/admin_log = list ( )
|
||||
var/list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
|
||||
var/list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
|
||||
|
||||
var/list/combatlog = list()
|
||||
var/list/IClog = list()
|
||||
var/list/OOClog = list()
|
||||
var/list/adminlog = list()
|
||||
|
||||
var/list/active_turfs_startlist = list()
|
||||
@@ -0,0 +1,22 @@
|
||||
var/admin_notice = "" // Admin notice that all clients see when joining the server
|
||||
|
||||
var/timezoneOffset = 0 // The difference betwen midnight (of the host computer) and 0 world.ticks.
|
||||
|
||||
// For FTP requests. (i.e. downloading runtime logs.)
|
||||
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
|
||||
var/fileaccess_timer = 0
|
||||
|
||||
var/TAB = " "
|
||||
|
||||
|
||||
|
||||
var/map_ready = 0
|
||||
/*
|
||||
basically, this will be used to avoid initialize() being called twice for objects
|
||||
initialize() is necessary because the map is instanced on a turf-by-turf basis
|
||||
i.e. all obj on a turf are instanced, then all mobs on that turf, before moving to the next turf (starting bottom-left)
|
||||
This means if we want to say, get any neighbouring objects in New(), only objects to the south and west will exist yet.
|
||||
Therefore, we'd need to use spawn() inside New() to wait for the surrounding turf contents to be instanced
|
||||
However, using lots of spawn() has a severe performance impact, and often results in spaghetti-code
|
||||
map_ready will be set to 1 when world/New() is called (which happens just after the map is instanced)
|
||||
*/
|
||||
@@ -0,0 +1,10 @@
|
||||
var/global/datum/datacore/data_core = null
|
||||
//var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
|
||||
//Noble idea, but doing this made GC fail. The gains from waiting on deffering are lost by using del()
|
||||
|
||||
var/CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
|
||||
var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
|
||||
|
||||
var/list/powernets = list()
|
||||
|
||||
var/map_name = "Unknown" //The name of the map that is loaded. Assigned in world/New()
|
||||
Reference in New Issue
Block a user