var/global/image/default_hardpoint_background var/global/image/hardpoint_error_icon var/global/image/hardpoint_bar_empty var/global/list/hardpoint_bar_cache = list() var/global/list/mecha_damage_overlay_cache = list() #define HARDPOINT_BACK "back" #define HARDPOINT_LEFT_HAND "left hand" #define HARDPOINT_RIGHT_HAND "right hand" #define HARDPOINT_LEFT_SHOULDER "left shoulder" #define HARDPOINT_RIGHT_SHOULDER "right shoulder" #define HARDPOINT_HEAD "head" // No software required: taser. light, radio. #define MECH_SOFTWARE_UTILITY "utility equipment" // Plasma torch, clamp, drill. #define MECH_SOFTWARE_MEDICAL "medical support systems" // Sleeper. #define MECH_SOFTWARE_WEAPONS "ballistic weapon systems" // Ballistics. #define MECH_SOFTWARE_ADVWEAPONS "advanced weapon systems" // Railguns, ion rifle, missile launcher. #define MECH_SOFTWARE_CULT "daemon systems" // Souljavelin, Doomblade #define MECH_SOFTWARE_ENGINEERING "advanced engineering systems" // RCD. // EMP damage points before various effects occur. #define EMP_GUI_DISRUPT 5 // 1 ion rifle shot == 8. #define EMP_MOVE_DISRUPT 10 // 2 shots. #define EMP_ATTACK_DISRUPT 20 // 3 shots. //About components #define MECH_COMPONENT_DAMAGE_UNDAMAGED 1 #define MECH_COMPONENT_DAMAGE_DAMAGED 2 #define MECH_COMPONENT_DAMAGE_DAMAGED_BAD 3 #define MECH_COMPONENT_DAMAGE_DAMAGED_TOTAL 4 //Construction #define FRAME_REINFORCED 1 #define FRAME_REINFORCED_SECURE 2 #define FRAME_REINFORCED_WELDED 3 #define FRAME_WIRED 1 #define FRAME_WIRED_ADJUSTED 2