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* f * adw * awd * the abomination * daw * dwa * adw * wda * awd * Sneed! * s * swa * wad * w * wda * wd * s * wd * adw * daw * awd * adw * adw * adw * adw * adw * dwa * fixes * awd * adw * wah * awd * d --------- Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
59 lines
2.3 KiB
Plaintext
59 lines
2.3 KiB
Plaintext
#define SHIP_CALIBER_NONE "none"
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#define SHIP_CALIBER_406MM "406mm"
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#define SHIP_CALIBER_40MM "40mm"
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#define SHIP_CALIBER_90MM "90mm"
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#define SHIP_CALIBER_ZTA "zero-point warp beam"
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#define SHIP_CALIBER_178MM "178mm"
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#define SHIP_CALIBER_COILGUN "tungsten rod"
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#define SHIP_CALIBER_200MM "200mm"
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#define SHIP_CALIBER_BLASTER "blaster charge"
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#define SHIP_GUN_FIRING_SUCCESSFUL "firing sequence completed"
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#define SHIP_GUN_ERROR_NO_AMMO "no ammunition loaded"
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#define NO_PROJECTILE "no projectile"
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#define SHIP_HAZARD_TARGET "Automatic Hazard Targeting"
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#define SHIP_AMMO_CAN_HIT_HAZARDS 1
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#define SHIP_AMMO_CAN_HIT_VISITABLES 2
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#define SHIP_AMMO_CAN_HIT_PLANETS 4
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#define SHIP_AMMO_IMPACT_HE "high explosive"
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#define SHIP_AMMO_IMPACT_PROBE "sensor probe"
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#define SHIP_AMMO_IMPACT_FMJ "full metal jacket"
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#define SHIP_AMMO_IMPACT_AP "armour-piercing"
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#define SHIP_AMMO_IMPACT_LASER "laser"
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#define SHIP_AMMO_IMPACT_BUNKERBUSTER "bunker-buster"
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#define SHIP_AMMO_IMPACT_PLASMA "plasma"
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#define SHIP_AMMO_IMPACT_ZTA "zero-point warp beam"
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#define SHIP_AMMO_IMPACT_BLASTER "blaster charge"
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#define FIRING_EFFECT_FLAG_THROW_MOBS 1
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#define FIRING_EFFECT_FLAG_EXTREMELY_LOUD 2 //Play the heavy firing sound to all mobs on connected zlevels.
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#define FIRING_EFFECT_FLAG_SILENT 4 //Only play the heavy firing sound to nearby mobs, don't play the light sound.
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#define SHIP_GUN_SCREENSHAKE_SCREEN 1
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#define SHIP_GUN_SCREENSHAKE_ALL_MOBS 2
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#define SHIP_AMMO_STATUS_RUPTURED 0
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#define SHIP_AMMO_STATUS_GOOD 1
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#define SHIP_AMMO_BEHAVIOUR_DUMBFIRE 1 //These are not flags! Dumbfire shells proceed along a straight path.
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#define SHIP_AMMO_BEHAVIOUR_GUIDED 2 //Guided towards the target.
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#define SHIP_AMMO_FLAG_INFLAMMABLE 1 //Rupture when exposed to fire.
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#define SHIP_AMMO_FLAG_VERY_HEAVY 2 //Cannot be lifted by a normal person.
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#define SHIP_AMMO_FLAG_VULNERABLE 4 //Rupture from being shot at, attacked.
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#define SHIP_AMMO_FLAG_VERY_FRAGILE 8 //Rupture from being thrown, dropped on harm intent.
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//Overmap projectiles.
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#define OVERMAP_PROJECTILE_RANGE_LOW 5
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#define OVERMAP_PROJECTILE_RANGE_MEDIUM 10
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#define OVERMAP_PROJECTILE_RANGE_MEDIUMHIGH 15
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#define OVERMAP_PROJECTILE_RANGE_HIGH 25
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#define OVERMAP_PROJECTILE_RANGE_ULTRAHIGH 30
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//Targeting flags for overmap effects.
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#define TARGETING_FLAG_GENERIC_WAYPOINTS 1
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#define TARGETING_FLAG_ENTRYPOINTS 2
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