global_vars

Vars | |
access_state | tgui state: access_state |
---|---|
additional_admin_item_slot_list | List of all additional item slot used by the admin loadout build mode |
admin_activities | All admin related log lines minus their categories |
admin_state | tgui state: admin_state |
ai_damtype_to_heal_list | Assoc list of items to use to treat different damage types |
ai_instances_active | A GLOB of all /datum/component/ai_controller that currently exist |
ai_squad_presets | List of squads that can be spawned, and the roles in them, sorted in spawn order |
alamo_state | tgui state: access_state |
alert_consoles | Station alert consoles, /obj/machinery/computer/station_alert |
all_req_access | Dictionary of all req_access lists. |
all_req_one_access | Dictionary of all one_req_access lists. |
always_state | tgui state: always_state |
ammo_list | List of all ammo types. Used by guns to tell the projectile how to act. |
apcs_list | list of all Area Power Controller machines, separate from machines for powernet speeeeeeed. |
areas | Just a list of all the area objects in the game Note, areas can have duplicate types |
areas_by_type | An association from typepath to area instance. Only includes areas with unique set. |
balance | |
boiler_glob_image_list | List of glob action button images, used for radial selection. |
boiler_glob_list | List of globs, keyed by icon state. Used for radial selection. |
cable_list | Index for all cables, so that powernets don't have to look through the entire world all the time |
cached_maps | List of all the maps that have been cached for /proc/load_map |
cached_storage_typecaches | Almost 100% of the time the lists passed into set_holdable are reused for each instance Just fucking cache it 4head Yes I could generalize this, but I don't want anyone else using it. in fact, DO NOT COPY THIS If you find yourself needing this pattern, you're likely better off using static typecaches I'm not because I do not trust implementers of the storage component to use them, BUT IF I FIND YOU USING THIS PATTERN IN YOUR CODE I WILL BREAK YOU ACROSS MY KNEES ~Lemon |
campaign_default_assets | Default assets a faction starts with |
campaign_default_purchasable_assets | Default assets a faction can purchase |
campaign_jobs | All jobs used in campaign |
campaign_mech_spawners | List of all mech spawners in campaign mode |
campaign_mission_pool | The weighted potential mission pool by faction |
campaign_objectives | List of all objectives in the campaign gamemode loaded in the current mission |
campaign_reward_spawners | Locations for rewards to spawn by faction |
campaign_som_major_loot | Loot table if SOM win a major victory in a campaign mission |
campaign_som_minor_loot | Loot table if SOM win a minor victory in a campaign mission |
campaign_structures | List of non-objective campaign related structures loaded in the current mission |
campaign_tank_spawners | List of all tank spawners in campaign mode |
campaign_tgmc_major_loot | Loot table if Marines win a major victory in a campaign mission |
campaign_tgmc_minor_loot | Loot table if Marines win a minor victory in a campaign mission |
chemical_reactions_list | list of all /datum/chemical_reaction datums index by reactants, Used during chemical reactions |
chemical_reagents_list | list of all /datum/reagent datums instances indexed by reagent typepath. Used by chemistry stuff |
conscious_state | tgui state: conscious_state |
contained_state | tgui state: contained_state |
cooking_recipes | Global list of all cooking related crafting recipes. |
cooking_recipes_atoms | This is a global list of typepaths, these typepaths are atoms or reagents that are associated with cooking recipes. This includes stuff like recipe components and results. |
crafting_recipes | Global list of all non-cooking related crafting recipes. |
crafting_recipes_atoms | This is a global list of typepaths, these typepaths are atoms or reagents that are associated with crafting recipes. This includes stuff like recipe components and results. |
custom_squad_colors | Color_hex = ui_key assoc list |
deep_inventory_state | tgui state: deep_inventory_state |
default_state | tgui state: default_state |
droppod_bays | List of all droppod bays |
dropship_lzs | For remote construction of FOB using a computer on the ship during setup phase |
dropship_state | tgui state: dropship_state |
em_block_color | A globaly cached version of EM_BLOCK_COLOR for quick access. |
em_mask_matrix | A globaly cached version of EM_MASK_MATRIX for quick access. |
emissive_color | A globaly cached version of EMISSIVE_COLOR for quick access. |
evo_panel | Global variable for accessing evolution panel. Does not need to be unique to each xeno as ui_data pulls relevant information based on context. |
faction_stats_datums | List of all faction_stats datums, by faction |
faction_to_acronym | Acronyms for each faction, or the shortest name possible |
faction_to_alignement | Alignement for each faction |
faction_to_campaign_door_signal | Faction signals for campaign mode doors |
faction_to_data_hud | List of correspond factions to data hud |
faction_to_iff | Iff for each faction that is able to use iff |
fire_support_types | Assoc list of firesupport types |
focused_tests | A list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead. |
fun_state | tgui state: fun_state |
glass_style_singletons | Global list of all glass style singletons created. See /proc/create_glass_styles for list format. |
glide_size_multiplier | Compensating for time dilation |
hands_state | tgui state: hands_state |
hive_ui_caste_index | Returns the index of the corresponding static caste data given caste typepath. |
hive_ui_state | tgui state: hive_ui_state |
hive_ui_static_data | Contains static data passed to all hive status UI. |
human_adjacent_state | tgui state: human_adjacent_state |
human_heights_to_offsets | Assoc list of all heights, cast to strings, to """"tuples""""" The first """tuple""" index is the upper body offset The second """tuple""" index is the lower body offset |
human_init_actions | The actions given to all humans on init |
intel_computers | All the intel computers for the random events |
inventory_slots_to_string | Inventory slot bits to plain english strings |
inventory_state | tgui state: inventory_state |
job_specific_clothes_vendor | Assoc list linking the job title with their specific clothes vendor |
job_specific_points_vendor | Assoc list linking the job title with their specific points vendor |
jobs_squad_corpsman | Is a corpsman type job |
jobs_squad_engineer | Is a engineer type job |
jobs_squad_leader | Is an SL type job |
jobs_squad_roles | Squad type role, regardless of faction |
jobs_squad_specialist | Is a specialist type job |
jobs_squad_standard | Is a squad standard type job |
key_to_time_of_role_death | Assoc list of key to timeofdeath (last death from an important role) to know if a player can respawn |
language_menu_state | tgui state: language_menu_state |
layers_to_offset | Used for human height overlay adjustments Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE) |
loadout_instantiate_default_contents | Storage items that will always have their default content |
loadout_linked_vendor | All the vendor types which the automated loadout vendor can take items from. |
loadout_variant_keys | saved loadout key = icon_state, AGAIN DO NOT EDIT THE KEYS IT WILL BREAK LOADOUTS |
machines | NOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing ! |
mainship_lights | list of mainship lights, used for altering intensity and color during red and delta security levels |
never_state | tgui state: never_state |
new_player_state | tgui state: new_player_state |
non_ascii_regex | Regex for detecting non-ASCII symbols |
not_incapacitated_state | tgui state: not_incapacitated_state |
not_incapacitated_turf_state | tgui state: not_incapacitated_turf_state |
notcontained_state | tgui state: notcontained_state |
nuke_disk_spawn_locs | list of spawn locations for nuke disk consoles |
nuke_ineligible_site | List of area names where /obj/machinery/nuclearbomb cannot be activated |
nuke_list | list of all /obj/machinery/nuclearbomb |
observer_state | tgui state: observer_state |
physical_obscured_state | tgui state: physical_obscured_state |
physical_state | tgui state: physical_state |
pillars_by_z | List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space) The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1 They are created at transparent turf request, and deleted when no turfs remain |
poll_options | All poll option datums of running polls |
polls | All currently running polls held as datums |
ranked_jobs_by_faction | jobs by faction, ranked by seniority |
reverse_contained_state | tgui state: reverse_contained_state |
roles_allowed_minimap_draw | A player needs to be unbanned from ALL these roles in order to be able to use the minimap drawing tool |
self_state | tgui state: self_state |
ship_alarms | list of shipside alarm effects used for delta level alert sirens |
slot_str_to_slot | Correspondance between slot strings and slot numbers |
sorted_areas | Used by jump-to-area etc. Updated by area/updateName() If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please |
ssd_living_mobs | List of ssd living mobs |
strain_list | basetype = list(strain1, strain2) |
submerge_filter_timer_list | List of all filter removal timers. Glob to avoid an AM level var |
teleporter_arrays | List of all teleporter arrays |
topdown_planes | Whitelist of planes allowed to use TOPDOWN_LAYER |
unit_test_mapping_logs | When unit testing, all logs sent to log_mapping are stored here. |
vox_sounds | If there is no single listener, broadcast to everyone in the same z level Play voice for all mobs in the z level |
xeno_stat_multiplicator_buff | How much xeno stats (health, damage and recov) are buffed |
xeno_state | tgui state: xeno_state |
xeno_tunnels_by_hive | list of all /obj/structure/xeno/tunnel |
z_state | tgui state: z_state |
Var Details
access_state

tgui state: access_state
Humans need to have access and be adjacent to use it. Silicons and other lifeforms get their default ui_state pass.
additional_admin_item_slot_list

List of all additional item slot used by the admin loadout build mode
admin_activities

All admin related log lines minus their categories
admin_state

tgui state: admin_state
Checks that the user is an admin, end-of-story.
ai_damtype_to_heal_list

Assoc list of items to use to treat different damage types
ai_instances_active

A GLOB of all /datum/component/ai_controller that currently exist
ai_squad_presets

List of squads that can be spawned, and the roles in them, sorted in spawn order
alamo_state

tgui state: access_state
Humans need to have access and be adjacent to use it. Silicons and other lifeforms get their default ui_state pass. Xenomorphs need to be intelligent & hive lead
alert_consoles

Station alert consoles, /obj/machinery/computer/station_alert
all_req_access

Dictionary of all req_access lists.
all_req_one_access

Dictionary of all one_req_access lists.
always_state

tgui state: always_state
Always grants the user UI_INTERACTIVE. Period.
ammo_list

List of all ammo types. Used by guns to tell the projectile how to act.
apcs_list

list of all Area Power Controller machines, separate from machines for powernet speeeeeeed.
areas

Just a list of all the area objects in the game Note, areas can have duplicate types
areas_by_type

An association from typepath to area instance. Only includes areas with unique
set.
balance

- Balance datum
This is for tracking and storing balance values that are automatically added to the database on edit.
boiler_glob_image_list

List of glob action button images, used for radial selection.
boiler_glob_list

List of globs, keyed by icon state. Used for radial selection.
cable_list

Index for all cables, so that powernets don't have to look through the entire world all the time
cached_maps

List of all the maps that have been cached for /proc/load_map
cached_storage_typecaches

Almost 100% of the time the lists passed into set_holdable are reused for each instance Just fucking cache it 4head Yes I could generalize this, but I don't want anyone else using it. in fact, DO NOT COPY THIS If you find yourself needing this pattern, you're likely better off using static typecaches I'm not because I do not trust implementers of the storage component to use them, BUT IF I FIND YOU USING THIS PATTERN IN YOUR CODE I WILL BREAK YOU ACROSS MY KNEES ~Lemon
campaign_default_assets

Default assets a faction starts with
campaign_default_purchasable_assets

Default assets a faction can purchase
campaign_jobs

All jobs used in campaign
campaign_mech_spawners

List of all mech spawners in campaign mode
campaign_mission_pool

The weighted potential mission pool by faction
campaign_objectives

List of all objectives in the campaign gamemode loaded in the current mission
campaign_reward_spawners

Locations for rewards to spawn by faction
campaign_som_major_loot

Loot table if SOM win a major victory in a campaign mission
campaign_som_minor_loot

Loot table if SOM win a minor victory in a campaign mission
campaign_structures

List of non-objective campaign related structures loaded in the current mission
campaign_tank_spawners

List of all tank spawners in campaign mode
campaign_tgmc_major_loot

Loot table if Marines win a major victory in a campaign mission
campaign_tgmc_minor_loot

Loot table if Marines win a minor victory in a campaign mission
chemical_reactions_list

list of all /datum/chemical_reaction datums index by reactants, Used during chemical reactions
chemical_reagents_list

list of all /datum/reagent datums instances indexed by reagent typepath. Used by chemistry stuff
conscious_state

tgui state: conscious_state
Only checks if the user is conscious.
contained_state

tgui state: contained_state
Checks that the user is inside the src_object.
cooking_recipes

Global list of all cooking related crafting recipes.
cooking_recipes_atoms

This is a global list of typepaths, these typepaths are atoms or reagents that are associated with cooking recipes. This includes stuff like recipe components and results.
crafting_recipes

Global list of all non-cooking related crafting recipes.
crafting_recipes_atoms

This is a global list of typepaths, these typepaths are atoms or reagents that are associated with crafting recipes. This includes stuff like recipe components and results.
custom_squad_colors

Color_hex = ui_key assoc list
deep_inventory_state

tgui state: deep_inventory_state
Checks that the src_object is in the user's deep (backpack, box, toolbox, etc) inventory.
default_state

tgui state: default_state
Checks a number of things -- mostly physical distance for humans and view for robots.
droppod_bays

List of all droppod bays
dropship_lzs

For remote construction of FOB using a computer on the ship during setup phase
dropship_state

tgui state: dropship_state
Checks that the user is next to the src object
em_block_color

A globaly cached version of EM_BLOCK_COLOR for quick access.
em_mask_matrix

A globaly cached version of EM_MASK_MATRIX for quick access.
emissive_color

A globaly cached version of EMISSIVE_COLOR for quick access.
evo_panel

Global variable for accessing evolution panel. Does not need to be unique to each xeno as ui_data pulls relevant information based on context.
faction_stats_datums

List of all faction_stats datums, by faction
faction_to_acronym

Acronyms for each faction, or the shortest name possible
faction_to_alignement

Alignement for each faction
faction_to_campaign_door_signal

Faction signals for campaign mode doors
faction_to_data_hud

List of correspond factions to data hud
faction_to_iff

Iff for each faction that is able to use iff
fire_support_types

Assoc list of firesupport types
focused_tests

A list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.
fun_state

tgui state: fun_state
Checks that the user has the fun privilige.
glass_style_singletons

Global list of all glass style singletons created. See /proc/create_glass_styles for list format.
glide_size_multiplier

Compensating for time dilation
hands_state

tgui state: hands_state
Checks that the src_object is in the user's hands.
hive_ui_caste_index

Returns the index of the corresponding static caste data given caste typepath.
hive_ui_state

tgui state: hive_ui_state
Givens the UI state of hive status page.
hive_ui_static_data

Contains static data passed to all hive status UI.
human_adjacent_state

tgui state: human_adjacent_state
In addition to default checks, only allows interaction for a human adjacent user.
human_heights_to_offsets

Assoc list of all heights, cast to strings, to """"tuples""""" The first """tuple""" index is the upper body offset The second """tuple""" index is the lower body offset
human_init_actions

The actions given to all humans on init
intel_computers

All the intel computers for the random events
inventory_slots_to_string

Inventory slot bits to plain english strings
inventory_state

tgui state: inventory_state
Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.
job_specific_clothes_vendor

Assoc list linking the job title with their specific clothes vendor
job_specific_points_vendor

Assoc list linking the job title with their specific points vendor
jobs_squad_corpsman

Is a corpsman type job
jobs_squad_engineer

Is a engineer type job
jobs_squad_leader

Is an SL type job
jobs_squad_roles

Squad type role, regardless of faction
jobs_squad_specialist

Is a specialist type job
jobs_squad_standard

Is a squad standard type job
key_to_time_of_role_death

Assoc list of key to timeofdeath (last death from an important role) to know if a player can respawn
language_menu_state

tgui state: language_menu_state
layers_to_offset

Used for human height overlay adjustments Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE)
loadout_instantiate_default_contents

Storage items that will always have their default content
loadout_linked_vendor

All the vendor types which the automated loadout vendor can take items from.
loadout_variant_keys

saved loadout key = icon_state, AGAIN DO NOT EDIT THE KEYS IT WILL BREAK LOADOUTS
machines

NOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing !
mainship_lights

list of mainship lights, used for altering intensity and color during red and delta security levels
never_state

tgui state: never_state
Always closes the UI, no matter what. See the ui_state in religious_tool.dm to see an example
new_player_state

tgui state: new_player_state
Checks that the user is a /mob/dead/new_player
non_ascii_regex

Regex for detecting non-ASCII symbols
not_incapacitated_state

tgui state: not_incapacitated_state
Checks that the user isn't incapacitated
not_incapacitated_turf_state

tgui state: not_incapacitated_turf_state
Checks that the user isn't incapacitated and that their loc is a turf
notcontained_state

tgui state: notcontained_state
Checks that the user is not inside src_object, and then makes the default checks.
nuke_disk_spawn_locs

list of spawn locations for nuke disk consoles
nuke_ineligible_site

List of area names where /obj/machinery/nuclearbomb cannot be activated
nuke_list

list of all /obj/machinery/nuclearbomb
observer_state

tgui state: observer_state
Checks that the user is an observer/ghost.
physical_obscured_state

tgui state: physical_obscured_state
Short-circuits the default state to only check physical distance, being in view doesn't matter
physical_state

tgui state: physical_state
Short-circuits the default state to only check physical distance.
pillars_by_z

List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space) The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1 They are created at transparent turf request, and deleted when no turfs remain
poll_options

All poll option datums of running polls
polls

All currently running polls held as datums
ranked_jobs_by_faction

jobs by faction, ranked by seniority
reverse_contained_state

tgui state: reverse_contained_state
Checks if src_object is inside of user.
roles_allowed_minimap_draw

A player needs to be unbanned from ALL these roles in order to be able to use the minimap drawing tool
self_state

tgui state: self_state
Only checks that the user and src_object are the same.
ship_alarms

list of shipside alarm effects used for delta level alert sirens
slot_str_to_slot

Correspondance between slot strings and slot numbers
sorted_areas

Used by jump-to-area etc. Updated by area/updateName() If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please
ssd_living_mobs

List of ssd living mobs
strain_list

basetype = list(strain1, strain2)
submerge_filter_timer_list

List of all filter removal timers. Glob to avoid an AM level var
teleporter_arrays

List of all teleporter arrays
topdown_planes

Whitelist of planes allowed to use TOPDOWN_LAYER
unit_test_mapping_logs

When unit testing, all logs sent to log_mapping are stored here.
vox_sounds

If there is no single listener, broadcast to everyone in the same z level Play voice for all mobs in the z level
xeno_stat_multiplicator_buff

How much xeno stats (health, damage and recov) are buffed
xeno_state

tgui state: xeno_state
Checks that the user is a xeno, ezpz.
xeno_tunnels_by_hive

list of all /obj/structure/xeno/tunnel
z_state

tgui state: z_state
Only checks that the Z-level of the user and src_object are the same.