//Damage flag defines // /// Involves corrosive substances. #define ACID "acid" /// Involved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin. #define BIO "bio" /// Involves a shockwave, usually from an explosion. #define BOMB "bomb" /// Involves a solid projectile. #define BULLET "bullet" /// Involves being eaten #define CONSUME "consume" /// Involves an EMP or energy-based projectile. #define ENERGY "energy" /// Involves fire or temperature extremes. #define FIRE "fire" /// Involves a laser. #define LASER "laser" /// Involves a melee attack or a thrown object. #define MELEE "melee" /// Involved in checking the likelihood of applying a wound to a mob. #define WOUND "wound" /// Aurora snowflake, radiations #define RAD "rad" #define ARMOR_ALL "all_damage_types" //bullet_act() return values #define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting. #define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting. #define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default. #define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle