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https://github.com/Aurorastation/Aurora.3.git
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Added armor defines Converted raw strings use to defines Added UT test to ensure people set the armor var correctly (to a list) No player facing changes
35 lines
1.3 KiB
Plaintext
35 lines
1.3 KiB
Plaintext
//Damage flag defines //
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/// Involves corrosive substances.
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#define ACID "acid"
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/// Involved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin.
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#define BIO "bio"
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/// Involves a shockwave, usually from an explosion.
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#define BOMB "bomb"
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/// Involves a solid projectile.
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#define BULLET "bullet"
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/// Involves being eaten
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#define CONSUME "consume"
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/// Involves an EMP or energy-based projectile.
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#define ENERGY "energy"
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/// Involves fire or temperature extremes.
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#define FIRE "fire"
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/// Involves a laser.
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#define LASER "laser"
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/// Involves a melee attack or a thrown object.
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#define MELEE "melee"
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/// Involved in checking the likelihood of applying a wound to a mob.
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#define WOUND "wound"
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/// Aurora snowflake, radiations
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#define RAD "rad"
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#define ARMOR_ALL "all_damage_types"
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle
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