Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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/*
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The /tg/ codebase currently requires you to have 11 z-levels of the same size dimensions.
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z-level order is important, the order you put them in inside the map config.dm will determine what z level number they are assigned ingame.
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Names of z-level do not matter, but order does greatly, for instances such as checking alive status of revheads on z1
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current as of 2016/6/2
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z1 = station
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z2 = centcomm
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z5 = mining
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Everything else = randomized space
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Last space-z level = empty
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*/
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#define CROSSLINKED 2
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#define SELFLOOPING 1
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#define UNAFFECTED 0
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#define MAIN_STATION "Main Station"
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#define CENTCOMM "CentComm"
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#define EMPTY_AREA_1 "Empty Area 1"
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#define EMPTY_AREA_2 "Empty Area 2"
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#define MINING "Mining Asteroid"
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#define EMPTY_AREA_3 "Empty Area 3"
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#define EMPTY_AREA_4 "Empty Area 4"
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#define EMPTY_AREA_5 "Empty Area 5"
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#define EMPTY_AREA_6 "Empty Area 6"
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#define EMPTY_AREA_7 "Empty Area 7"
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#define EMPTY_AREA_8 "Empty Area 8"
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#define AWAY_MISSION "Away Mission"
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//for modifying jobs
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#define MAP_JOB_CHECK if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return; }
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#define MAP_JOB_CHECK_BASE if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return ..(); }
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#define MAP_REMOVE_JOB(jobpath) /datum/job/##jobpath/map_check() { return (SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) && ..() }
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//zlevel defines, can be overridden for different maps in the appropriate _maps file.
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#define ZLEVEL_STATION 1
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#define ZLEVEL_CENTCOM 2
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#define ZLEVEL_MINING 5
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#define ZLEVEL_LAVALAND 5
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#define ZLEVEL_EMPTY_SPACE 11
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#define ZLEVEL_SPACEMIN 3
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#define ZLEVEL_SPACEMAX 11
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