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https://www.youtube.com/watch?v=ZpUYjpKg9KY As per title. The goal is to add health to most objects in the game and thus allow them to be dynamically destructible, while also avoiding shitcode like each structure having its own snowflake health update proc. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
37 lines
1.3 KiB
Plaintext
37 lines
1.3 KiB
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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/// Defines for object maxhealth.
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#define OBJECT_HEALTH_FRAGILE 15
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#define OBJECT_HEALTH_EXTREMELY_LOW 25
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#define OBJECT_HEALTH_VERY_LOW 50
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#define OBJECT_HEALTH_LOW 100
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#define OBJECT_HEALTH_MEDIUM 150
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#define OBJECT_HEALTH_HIGH 200
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#define OBJECT_HEALTH_VERY_HIGH 300
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#define OBJECT_HEALTH_EXTREMELY_HIGH 600
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