// Defines for barricade states #define BARRICADE_DMG_NONE 0 #define BARRICADE_DMG_SLIGHT 1 #define BARRICADE_DMG_MODERATE 2 #define BARRICADE_DMG_HEAVY 3 #define BARRICADE_BSTATE_FORTIFIED 3 // Used by handrails to indicate reinforcing #define BARRICADE_BSTATE_SECURED 2 // fresh barricade #define BARRICADE_BSTATE_UNSECURED 1 // intermediate state before cade is movable (no apparent effect on health) #define BARRICADE_BSTATE_MOVABLE 0 // ready to be deconstructed and can be moved // Defines for liquidbag tresholds #define BARRICADE_LIQUIDBAG_TRESHOLD_1 75 #define BARRICADE_LIQUIDBAG_TRESHOLD_2 150 #define BARRICADE_LIQUIDBAG_TRESHOLD_3 225 #define BARRICADE_LIQUIDBAG_TRESHOLD_4 300 #define BARRICADE_LIQUIDBAG_TRESHOLD_5 350 // Defines for liquidbag build stages #define BARRICADE_LIQUIDBAG_1 1 #define BARRICADE_LIQUIDBAG_2 2 #define BARRICADE_LIQUIDBAG_3 3 #define BARRICADE_LIQUIDBAG_4 4 #define BARRICADE_LIQUIDBAG_5 5 #define HELMET_GARB_PASS_ICON "pass_icon" /// Defines for object maxhealth. #define OBJECT_HEALTH_FRAGILE 15 #define OBJECT_HEALTH_EXTREMELY_LOW 25 #define OBJECT_HEALTH_VERY_LOW 50 #define OBJECT_HEALTH_LOW 100 #define OBJECT_HEALTH_MEDIUM 150 #define OBJECT_HEALTH_HIGH 200 #define OBJECT_HEALTH_VERY_HIGH 300 #define OBJECT_HEALTH_EXTREMELY_HIGH 600