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https://github.com/Aurorastation/Aurora.3.git
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Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
119 lines
4.3 KiB
Plaintext
119 lines
4.3 KiB
Plaintext
#define GAME_STATE_PREGAME 1
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#define GAME_STATE_SETTING_UP 2
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#define GAME_STATE_PLAYING 3
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#define GAME_STATE_FINISHED 4
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#define GAME_FAILURE_NONE 0x0 //WHAT'S THIS????
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#define GAME_FAILURE_NO_ANTAGS 0x1
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#define GAME_FAILURE_NO_PLAYERS 0x2
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#define GAME_FAILURE_TOO_MANY_PLAYERS 0x4
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// Security levels.
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#define SEC_LEVEL_GREEN 0
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#define SEC_LEVEL_YELLOW 1
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#define SEC_LEVEL_BLUE 2
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#define SEC_LEVEL_RED 3
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#define SEC_LEVEL_DELTA 4
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#define BE_PLANT "BE_PLANT"
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#define BE_SYNTH "BE_SYNTH"
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#define BE_PAI "BE_PAI"
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// Antagonist datum flags.
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#define ANTAG_OVERRIDE_JOB 0x1 // Assigned job is set to MODE when spawning.
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#define ANTAG_OVERRIDE_MOB 0x2 // Mob is recreated from datum mob_type var when spawning.
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#define ANTAG_CLEAR_EQUIPMENT 0x4 // All preexisting equipment is purged.
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#define ANTAG_CHOOSE_NAME 0x8 // Antagonists are prompted to enter a name.
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#define ANTAG_IMPLANT_IMMUNE 0x10 // Cannot be loyalty implanted.
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#define ANTAG_SUSPICIOUS 0x20 // Shows up on roundstart report.
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#define ANTAG_HAS_LEADER 0x40 // Generates a leader antagonist.
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#define ANTAG_HAS_NUKE 0x80 // Will spawn a nuke at supplied location.
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#define ANTAG_RANDSPAWN 0x100 // Potentially randomly spawns due to events.
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#define ANTAG_VOTABLE 0x200 // Can be voted as an additional antagonist before roundstart.
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#define ANTAG_SET_APPEARANCE 0x400 // Causes antagonists to use an appearance modifier on spawn.
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#define ANTAG_RANDOM_EXCEPTED 0x800 // If a game mode randomly selects antag types, antag types with this flag should be excluded.
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// Mode/antag template macros.
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#define MODE_BORER "borer"
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#define MODE_LOYALIST "loyalist"
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#define MODE_MUTINEER "mutineer"
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#define MODE_COMMANDO "commando"
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#define MODE_DEATHSQUAD "deathsquad"
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#define MODE_ERT "ert"
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#define MODE_MERCENARY "mercenary"
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#define MODE_NINJA "ninja"
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#define MODE_RAIDER "raider"
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#define MODE_WIZARD "wizard"
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#define MODE_CHANGELING "changeling"
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#define MODE_CULTIST "cultist"
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#define MODE_HIGHLANDER "highlander"
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#define MODE_MONKEY "monkey"
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#define MODE_RENEGADE "renegade"
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#define MODE_REVOLUTIONARY "revolutionary"
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#define MODE_MALFUNCTION "malf"
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#define MODE_TRAITOR "traitor"
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#define MODE_VAMPIRE "vampire"
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#define MODE_THRALL "thrall"
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#define MODE_LEGION "tau ceti foreign legion"
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#define DEFAULT_TELECRYSTAL_AMOUNT 25
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// Defines (NOT FLAGS) for making secret, random, and mixed secret less snowflake-string
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// and number dependant.
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#define ROUNDTYPE_RANDOM 0
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#define ROUNDTYPE_SECRET 1
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#define ROUNDTYPE_MIXED_SECRET 2
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#define ROUNDTYPE_STR_SECRET "secret"
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#define ROUNDTYPE_STR_MIXED_SECRET "mixed secret"
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#define ROUNDTYPE_STR_RANDOM "random"
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/////////////////
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////WIZARD //////
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/////////////////
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/* WIZARD SPELL FLAGS */
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#define GHOSTCAST 0x1 //can a ghost cast it?
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#define NEEDSCLOTHES 0x2 //does it need the wizard garb to cast? Nonwizard spells should not have this
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#define NEEDSHUMAN 0x4 //does it require the caster to be human?
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#define Z2NOCAST 0x8 //if this is added, the spell can't be cast at centcomm
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#define STATALLOWED 0x10 //if set, the user doesn't have to be conscious to cast. Required for ghost spells
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#define IGNOREPREV 0x20 //if set, each new target does not overlap with the previous one
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//The following flags only affect different types of spell, and therefore overlap
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//Targeted spells
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#define INCLUDEUSER 0x40 //does the spell include the caster in its target selection?
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#define SELECTABLE 0x80 //can you select each target for the spell?
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//AOE spells
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#define IGNOREDENSE 0x40 //are dense turfs ignored in selection?
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#define IGNORESPACE 0x80 //are space turfs ignored in selection?
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//End split flags
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#define CONSTRUCT_CHECK 0x100 //used by construct spells - checks for nullrods
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#define NO_BUTTON 0x200 //spell won't show up in the HUD with this
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//invocation
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#define SpI_SHOUT "shout"
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#define SpI_WHISPER "whisper"
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#define SpI_EMOTE "emote"
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#define SpI_NONE "none"
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//upgrading
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#define Sp_SPEED "speed"
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#define Sp_POWER "power"
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#define Sp_TOTAL "total"
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//casting costs
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#define Sp_RECHARGE "recharge"
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#define Sp_CHARGES "charges"
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#define Sp_HOLDVAR "holdervar"
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/////////////////
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//// Vampire ////
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/////////////////
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#define VAMP_DRAINING 0x1
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#define VAMP_HEALING 0x2
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#define VAMP_PRESENCE 0x4
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#define VAMP_FRENZIED 0x8
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#define VAMP_ISTHRALL 0x10
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#define VAMP_FULLPOWER 0x20
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