#define SHIP_CALIBER_NONE "none" #define SHIP_CALIBER_406MM "406mm" #define SHIP_CALIBER_40MM "40mm" #define SHIP_CALIBER_60MM "60mm" #define SHIP_CALIBER_90MM "90mm" #define SHIP_CALIBER_ZAT "zero-point warp beam" #define SHIP_CALIBER_BLASTERREPEATER "blaster burst" #define SHIP_CALIBER_178MM "178mm" #define SHIP_CALIBER_COILGUN "tungsten rod" #define SHIP_CALIBER_200MM "200mm" #define SHIP_CALIBER_BLASTER "blaster charge" #define SHIP_GUN_FIRING_SUCCESSFUL "firing sequence completed" #define SHIP_GUN_ERROR_NO_AMMO "no ammunition loaded" #define NO_PROJECTILE "no projectile" #define SHIP_HAZARD_TARGET "Automatic Hazard Targeting" #define SHIP_AMMO_CAN_HIT_HAZARDS 1 #define SHIP_AMMO_CAN_HIT_VISITABLES 2 #define SHIP_AMMO_CAN_HIT_PLANETS 4 #define SHIP_AMMO_IMPACT_HE "high explosive" #define SHIP_AMMO_IMPACT_PROBE "sensor probe" #define SHIP_AMMO_IMPACT_FMJ "full metal jacket" #define SHIP_AMMO_IMPACT_AP "armour-piercing" #define SHIP_AMMO_IMPACT_LASER "laser" #define SHIP_AMMO_IMPACT_BUNKERBUSTER "bunker-buster" #define SHIP_AMMO_IMPACT_PLASMA "plasma" #define SHIP_AMMO_IMPACT_ZAT "zero-point warp beam" #define SHIP_AMMO_IMPACT_BLASTER "blaster charge" #define FIRING_EFFECT_FLAG_THROW_MOBS 1 #define FIRING_EFFECT_FLAG_EXTREMELY_LOUD 2 //Play the heavy firing sound to all mobs on connected zlevels. #define FIRING_EFFECT_FLAG_SILENT 4 //Only play the heavy firing sound to nearby mobs, don't play the light sound. #define SHIP_GUN_SCREENSHAKE_SCREEN 1 #define SHIP_GUN_SCREENSHAKE_ALL_MOBS 2 #define SHIP_AMMO_STATUS_RUPTURED 0 #define SHIP_AMMO_STATUS_GOOD 1 #define SHIP_AMMO_BEHAVIOUR_DUMBFIRE 1 //These are not flags! Dumbfire shells proceed along a straight path. #define SHIP_AMMO_BEHAVIOUR_GUIDED 2 //Guided towards the target. #define SHIP_AMMO_FLAG_INFLAMMABLE 1 //Rupture when exposed to fire. #define SHIP_AMMO_FLAG_VERY_HEAVY 2 //Cannot be lifted by a normal person. #define SHIP_AMMO_FLAG_VULNERABLE 4 //Rupture from being shot at, attacked. #define SHIP_AMMO_FLAG_VERY_FRAGILE 8 //Rupture from being thrown, dropped on harm intent. //Overmap projectiles. #define OVERMAP_PROJECTILE_RANGE_LOW 5 #define OVERMAP_PROJECTILE_RANGE_MEDIUM 10 #define OVERMAP_PROJECTILE_RANGE_MEDIUMHIGH 15 #define OVERMAP_PROJECTILE_RANGE_HIGH 25 #define OVERMAP_PROJECTILE_RANGE_ULTRAHIGH 30 //Targeting flags for overmap effects. #define TARGETING_FLAG_GENERIC_WAYPOINTS 1 #define TARGETING_FLAG_ENTRYPOINTS 2