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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@@ -1,5 +1,4 @@
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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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@@ -26,10 +25,6 @@ var/Debug2 = 0
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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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var/global/medal_hub = null
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var/global/medal_pass = " "
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var/global/medals_enabled = TRUE //will be auto set to false if the game fails contacting the medal hub to prevent unneeded calls.
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@@ -7,10 +7,10 @@ var/list/stealthminID = list() //reference list with IDs that store ckeys,
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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() //all mobs **with clients attached**. Excludes /mob/new_player
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var/global/list/player_list = list() //all mobs **with clients attached**. Excludes /mob/dead/new_player
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var/global/list/mob_list = list() //all mobs, including clientless
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var/global/list/living_mob_list = list() //all alive mobs, including clientless. Excludes /mob/new_player
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var/global/list/dead_mob_list = list() //all dead mobs, including clientless. Excludes /mob/new_player
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var/global/list/living_mob_list = list() //all alive mobs, including clientless. Excludes /mob/dead/new_player
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var/global/list/dead_mob_list = list() //all dead mobs, including clientless. Excludes /mob/dead/new_player
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var/global/list/joined_player_list = list() //all clients that have joined the game at round-start or as a latejoin.
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var/global/list/silicon_mobs = list() //all silicon mobs
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var/global/list/pai_list = list()
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@@ -27,3 +27,4 @@ var/global/list/poi_list = list() //list of points of interest for observe/f
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var/global/list/pinpointer_list = list() //list of all pinpointers. Used to change stuff they are pointing to all at once.
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var/global/list/zombie_infection_list = list() // A list of all zombie_infection organs, for any mass "animation"
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var/global/list/meteor_list = list() // List of all meteors.
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var/global/list/active_jammers = list() // List of active radio jammers
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@@ -3,5 +3,6 @@
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#define POLL_IGNORE_PAI "pai"
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#define POLL_IGNORE_SENTIENCE_POTION "sentience_potion"
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#define POLL_IGNORE_POSSESSED_BLADE "possessed_blade"
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#define POLL_IGNORE_ALIEN_LARVA "alien_larva"
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var/list/poll_ignore = list()
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var/list/poll_ignore = list()
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@@ -6,17 +6,4 @@ var/timezoneOffset = 0 // The difference betwen midnight (of the host computer)
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// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
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var/fileaccess_timer = 0
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var/TAB = " "
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var/map_ready = 0
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/*
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basically, this will be used to avoid initialize() being called twice for objects
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initialize() is necessary because the map is instanced on a turf-by-turf basis
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i.e. all obj on a turf are instanced, then all mobs on that turf, before moving to the next turf (starting bottom-left)
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This means if we want to say, get any neighbouring objects in New(), only objects to the south and west will exist yet.
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Therefore, we'd need to use spawn inside New() to wait for the surrounding turf contents to be instanced
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However, using lots of spawn has a severe performance impact, and often results in spaghetti-code
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map_ready will be set to 1 when world/New() is called (which happens just after the map is instanced)
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*/
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var/TAB = " "
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@@ -5,6 +5,4 @@ var/global/datum/datacore/data_core = null
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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)
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var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
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var/list/powernets = list()
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var/map_name = "Unknown" //The name of the map that is loaded. Assigned in world/New()
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var/list/powernets = list()
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