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
+1 -14
View File
@@ -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 = "    "