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5277251959
For a robust crafting system, I need a new materials framework. For a new materials framework, I need to clean up reagents. To clean up reagents, I need to pare down foods from reagent holders. To pare down foods from reagent holders, I need to port edibility components. To port edibility components, I need to port processing components. To port processing components, I need to port tool behaviors. This is all back-end code, no new features or functionality from this.
27 lines
982 B
Plaintext
27 lines
982 B
Plaintext
// Defines for barricade states
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#define BARRICADE_DMG_NONE 0
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#define BARRICADE_DMG_SLIGHT 1
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#define BARRICADE_DMG_MODERATE 2
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#define BARRICADE_DMG_HEAVY 3
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#define BARRICADE_BSTATE_FORTIFIED 3 // Used by handrails to indicate reinforcing
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#define BARRICADE_BSTATE_SECURED 2 // fresh barricade
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#define BARRICADE_BSTATE_UNSECURED 1 // intermediate state before cade is movable (no apparent effect on health)
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#define BARRICADE_BSTATE_MOVABLE 0 // ready to be deconstructed and can be moved
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// Defines for liquidbag tresholds
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#define BARRICADE_LIQUIDBAG_TRESHOLD_1 75
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#define BARRICADE_LIQUIDBAG_TRESHOLD_2 150
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#define BARRICADE_LIQUIDBAG_TRESHOLD_3 225
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#define BARRICADE_LIQUIDBAG_TRESHOLD_4 300
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#define BARRICADE_LIQUIDBAG_TRESHOLD_5 350
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// Defines for liquidbag build stages
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#define BARRICADE_LIQUIDBAG_1 1
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#define BARRICADE_LIQUIDBAG_2 2
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#define BARRICADE_LIQUIDBAG_3 3
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#define BARRICADE_LIQUIDBAG_4 4
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#define BARRICADE_LIQUIDBAG_5 5
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#define HELMET_GARB_PASS_ICON "pass_icon"
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