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
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
-5
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@@ -1,5 +1,4 @@
var/datum/configuration/config = null
var/datum/protected_configuration/protected_config = null
var/host = null
var/join_motd = null
@@ -26,10 +25,6 @@ var/Debug2 = 0
var/global/comms_key = "default_pwd"
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)
//Cross server communications
var/global/cross_address = "byond://" //This needs to be global as the message sent contains the comms key.
var/global/cross_allowed = 0 //Don't bother attempting to send if the address wasn't set.
var/global/medal_hub = null
var/global/medal_pass = " "
var/global/medals_enabled = TRUE //will be auto set to false if the game fails contacting the medal hub to prevent unneeded calls.
+3 -3
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@@ -7,10 +7,10 @@ var/list/stealthminID = list() //reference list with IDs that store ckeys,
//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
var/global/list/player_list = list() //all mobs **with clients attached**. Excludes /mob/new_player
var/global/list/player_list = list() //all mobs **with clients attached**. Excludes /mob/dead/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/living_mob_list = list() //all alive mobs, including clientless. Excludes /mob/dead/new_player
var/global/list/dead_mob_list = list() //all dead mobs, including clientless. Excludes /mob/dead/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
var/global/list/pai_list = list()
+1
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@@ -27,3 +27,4 @@ var/global/list/poi_list = list() //list of points of interest for observe/f
var/global/list/pinpointer_list = list() //list of all pinpointers. Used to change stuff they are pointing to all at once.
var/global/list/zombie_infection_list = list() // A list of all zombie_infection organs, for any mass "animation"
var/global/list/meteor_list = list() // List of all meteors.
var/global/list/active_jammers = list() // List of active radio jammers
+2 -1
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@@ -3,5 +3,6 @@
#define POLL_IGNORE_PAI "pai"
#define POLL_IGNORE_SENTIENCE_POTION "sentience_potion"
#define POLL_IGNORE_POSSESSED_BLADE "possessed_blade"
#define POLL_IGNORE_ALIEN_LARVA "alien_larva"
var/list/poll_ignore = list()
var/list/poll_ignore = list()
+1 -14
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@@ -6,17 +6,4 @@ var/timezoneOffset = 0 // The difference betwen midnight (of the host computer)
// 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)
*/
var/TAB = "    "
+1 -3
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@@ -5,6 +5,4 @@ var/global/datum/datacore/data_core = null
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()
var/list/powernets = list()