overmap - /*
The overmap system allows adding new maps to the big 'galaxy' map.
There's overmap zlevel, that looks like a map. On it, token objects (overmap objects) are moved, representing ship movement etc.
No actual turfs are moved, you would need exploration shuttles or teleports to move atoms between different sectors/ships.
Unless stated otherwise, you just need to place any of things below somewhere on the map and they'll handle the rest.
screenshots - This folder contains the results for screenshot tests. Screenshot tests make sure an icon looks the same as it did before a change to prevent regressions.
namespaced - Namespace'ed assets (for static css and html files)
When sent over a cdn transport, all assets in the same asset datum will exist in the same folder, as their plain names.
Used to ensure css files can reference files by url() without having to generate the css at runtime, both the css file and the files it depends on must exist in the same namespace asset datum. (Also works for html)
For example blah.css with asset blah.png will get loaded as namespaces/a3d..14f/f12..d3c.css and namespaces/a3d..14f/blah.png. allowing the css file to load blah.png by a relative url rather then compute the generated url with get_url_mappings().
The namespace folder's name will change if any of the assets change. (excluding parent assets)
chunk - This subsystem is meant for anything that should not be employing byond view() and is generally very constraining to keep track of
For now it only has mobs and hearers, but it should also include sanity , signal receivers , and anything that is very frequently
click_handler
ai - AI Control
charge - Charge gun click handler
fullauto - Full auto gunfire
client_interface - This should match the interface of /client wherever necessary.
inspiration - Simple data container component containing level up statistics.
This does NOT make something a valid inspiration. It simply holds the data in case it gets used as one!
To actually use it, the typepath of the object has to be contained within the sanity datum valid_inspiration list.
Assign this component to an item specifying which statistics should be levelled up, and the item will be able to be used as an inspiration.
The format of statistics is list(STAT_DEFINE = number) or a proc that returns such a list.
(This would've been better as an element instead of a component, but currently elements don't exist on cev eris. F)
jet - Jetpack Trails
Subtype made to efficiently sync up with a jetpack.
They should always be attached to a jetpack
Does a particle only when the jetpack uses some thrust
element - A holder for simple behaviour that can be attached to many different types
human_breath - Used to test mob breathing in space
log_mapping - Conveys all log_mapping messages as unit test failures, as they all indicate mapping problems.
screenshot_basic - This is an example for screenshot tests, and a meta-test to make sure they work in the success case.
It creates a picture that is red on the left side, green on the other.
step_override - Checks if the override for step doesn't break the actual parent (byond built in) code
tgui_create_message - Test that TGUI_CREATE_MESSAGE is correctly implemented
borgify - Borged hook.
Called in robot_parts.dm when someone gets turned into a cyborg.
Parameters: var/mob/living/silicon/robot
change_account_status - Account suspension hook.
Called in Accounts_DB.dm when someone's account is suspended or unsuspended at the Accounts terminal.
Parameters: var/datum/money_account
clone - Cloning hook.
Called in cloning.dm when someone is brought back by the wonders of modern science.
Parameters: var/mob/living/carbon/human
death - Death hook.
Called in death.dm when someone dies.
Parameters: var/mob/living/carbon/human, var/gibbed
debrain - Debrained hook.
Called in brain_item.dm when someone gets debrained.
Parameters: var/obj/item/organ/internal/vital/brain
reassign_employee - Employee reassignment hook.
Called in card.dm when someone's card is reassigned at the HoP's desk.
Parameters: var/obj/item/card/id
revoke_payroll - Payroll revoked hook.
Called in Accounts_DB.dm when someone's payroll is stolen at the Accounts terminal.
Parameters: var/datum/money_account
roundend - Roundend hook.
Called in gameticker.dm when a round ends.
roundstart - Roundstart hook.
Called in gameticker.dm when a round starts.
sell_crate - Crate sold hook.
Called in supplyshuttle.dm when a crate is sold on the shuttle.
Parameters: var/obj/structure/closet/crate/sold, var/area/shuttle
startup - Startup hook.
Called in world.dm when the server starts.
terminate_employee - Employee terminated hook.
Called in card.dm when someone's card is terminated at the HoP's desk.
Parameters: var/obj/item/card/id
hiborg - hive brings us here to///////////////////////////////////////////////
////////////////////////////////BIG GUYS////////////////////////////
/////////////////////////////////////////////////fright and destroy
/////////////////////////////////HIBORG//////////////////////////////
himan - HIMAN
lobber - Lobber
mechiver - MECHIVER
phaser - PHASER
resurrected - life's/////////////////////////////////////////////
/////////////////////////////RESURRECTION/////////
////////////////////////////////////////////go on
stinger - we live to///////////////////////////////////////////////////////////////
/////////////////////////////////SMALL GUYS/////////////////////////////
///////////////////////////////////////////////////////////die for hive
//////////////////////////////////STINGER////////////////////////////////
automatic/hk - ========================================================== ////
/H & K ROLLER DELAYED WEAPONS //////
Every flavor of CETME based firearms shall belong here.
Includes the MP5, MP5K, MP5SD, MP5GL, HK31/51/G3, HK53, & HK21
These could be considered placeholders, or SOVL, as they provide the majority of niches for self-loading long guns.
MP5: Standard SMG across the board.
MP5K: Zappy little machine pistol.
MP5SD: Suppressed sneaky lad for antags and the HECU medic.
MP5GL: Funni Half-Life HECU gun for chaos, expensive and almost unobtainable.
HK53: Standard "carbine" in every way, the AK or AR currently.
HK51/G3KA4: Heavy battle rifle for defeating armor and meat.
HK21K: Sawn off GPMG that replaces the Eris PKM. Very loud.
========================================================== ////
shield_generator - Yes this also drains power from blocking halloss
Yes i justify it cause it stops by kinetic power and not by lethality / material hardness