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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@@ -1,10 +1,9 @@
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var/datum/subsystem/tgui/SStgui
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var/datum/controller/subsystem/tgui/SStgui
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/datum/subsystem/tgui
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/datum/controller/subsystem/tgui
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name = "tgui"
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wait = 9
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init_order = 16
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display_order = 6
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flags = SS_NO_INIT|SS_FIRE_IN_LOBBY
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priority = 110
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@@ -13,18 +12,18 @@ var/datum/subsystem/tgui/SStgui
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var/list/processing_uis = list() // A list of processing UIs, ungrouped.
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var/basehtml // The HTML base used for all UIs.
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/datum/subsystem/tgui/New()
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/datum/controller/subsystem/tgui/New()
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basehtml = file2text('tgui/tgui.html') // Read the HTML from disk.
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NEW_SS_GLOBAL(SStgui)
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/datum/subsystem/tgui/Shutdown()
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/datum/controller/subsystem/tgui/Shutdown()
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close_all_uis()
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/datum/subsystem/tgui/stat_entry()
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/datum/controller/subsystem/tgui/stat_entry()
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..("P:[processing_uis.len]")
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/datum/subsystem/tgui/fire(resumed = 0)
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/datum/controller/subsystem/tgui/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing_uis.Copy()
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//cache for sanic speed (lists are references anyways)
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