April sync (#360)
* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
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-15
@@ -5,17 +5,17 @@
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#define REPLICANT_ALLOY "replicant_alloy"
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#define HIEROPHANT_ANSIBLE "hierophant_ansible"
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var/global/clockwork_construction_value = 0 //The total value of all structures built by the clockwork cult
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var/global/clockwork_caches = 0 //How many clockwork caches exist in the world (not each individual)
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var/global/clockwork_daemons = 0 //How many daemons exist in the world
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var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE) //How many generals have been recently invoked
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var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
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var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
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var/global/list/clockwork_component_cache = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //The pool of components that caches draw from
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var/global/ratvar_awakens = 0 //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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var/global/nezbere_invoked = 0 //If Nezbere has been invoked; not a boolean, for proper handling of multiple Nezberes
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var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
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var/global/list/all_scripture = list() //a list containing scripture instances; not used to track existing scripture
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GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
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GLOBAL_VAR_INIT(clockwork_caches, 0) //How many clockwork caches exist in the world (not each individual)
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GLOBAL_VAR_INIT(clockwork_daemons, 0) //How many daemons exist in the world
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GLOBAL_LIST_INIT(clockwork_generals_invoked, list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE)) //How many generals have been recently invoked
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GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
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GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
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GLOBAL_LIST_INIT(clockwork_component_cache, list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)) //The pool of components that caches draw from
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GLOBAL_VAR_INIT(ratvar_awakens, 0) //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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GLOBAL_VAR_INIT(nezbere_invoked, 0) //If Nezbere has been invoked; not a boolean, for proper handling of multiple Nezberes
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GLOBAL_VAR_INIT(clockwork_gateway_activated, FALSE) //if a gateway to the celestial derelict has ever been successfully activated
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GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture
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//Scripture tiers and requirements; peripherals should never be used
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#define SCRIPTURE_PERIPHERAL "Peripheral"
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@@ -43,7 +43,9 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
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#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
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#define CACHE_PRODUCTION_TIME 900 //how long(deciseconds) caches require to produce a component; defaults to 1 minute 30 seconds
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#define CACHE_PRODUCTION_TIME 600 //how long(deciseconds) caches require to produce a component; defaults to 1 minute
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#define ACTIVE_CACHE_SLOWDOWN 100 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 10 seconds
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#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
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@@ -85,10 +87,12 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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//Objective defines
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#define CLOCKCULT_GATEWAY "summon ratvar"
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#define ARK_SUMMON_COST 3 //how many of each component an Ark costs to summon
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#define CLOCKCULT_ESCAPE "proselytize the station"
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#define ARK_CONSUME_COST 7 //how many of each component an Ark needs to consume to activate
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//Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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//misc clockcult stuff
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#define MARAUDER_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health
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