Files
Aurora.3/code/__DEFINES/ship_weapons.dm
Stev-the-third b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

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Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00

61 lines
2.4 KiB
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#define SHIP_CALIBER_NONE "none"
#define SHIP_CALIBER_406MM "406mm"
#define SHIP_CALIBER_40MM "40mm"
#define SHIP_CALIBER_60MM "60mm"
#define SHIP_CALIBER_90MM "90mm"
#define SHIP_CALIBER_ZAT "zero-point warp beam"
#define SHIP_CALIBER_BLASTERREPEATER "blaster burst"
#define SHIP_CALIBER_178MM "178mm"
#define SHIP_CALIBER_COILGUN "tungsten rod"
#define SHIP_CALIBER_200MM "200mm"
#define SHIP_CALIBER_BLASTER "blaster charge"
#define SHIP_GUN_FIRING_SUCCESSFUL "firing sequence completed"
#define SHIP_GUN_ERROR_NO_AMMO "no ammunition loaded"
#define NO_PROJECTILE "no projectile"
#define SHIP_HAZARD_TARGET "Automatic Hazard Targeting"
#define SHIP_AMMO_CAN_HIT_HAZARDS 1
#define SHIP_AMMO_CAN_HIT_VISITABLES 2
#define SHIP_AMMO_CAN_HIT_PLANETS 4
#define SHIP_AMMO_IMPACT_HE "high explosive"
#define SHIP_AMMO_IMPACT_PROBE "sensor probe"
#define SHIP_AMMO_IMPACT_FMJ "full metal jacket"
#define SHIP_AMMO_IMPACT_AP "armour-piercing"
#define SHIP_AMMO_IMPACT_LASER "laser"
#define SHIP_AMMO_IMPACT_BUNKERBUSTER "bunker-buster"
#define SHIP_AMMO_IMPACT_PLASMA "plasma"
#define SHIP_AMMO_IMPACT_ZAT "zero-point warp beam"
#define SHIP_AMMO_IMPACT_BLASTER "blaster charge"
#define FIRING_EFFECT_FLAG_THROW_MOBS 1
#define FIRING_EFFECT_FLAG_EXTREMELY_LOUD 2 //Play the heavy firing sound to all mobs on connected zlevels.
#define FIRING_EFFECT_FLAG_SILENT 4 //Only play the heavy firing sound to nearby mobs, don't play the light sound.
#define SHIP_GUN_SCREENSHAKE_SCREEN 1
#define SHIP_GUN_SCREENSHAKE_ALL_MOBS 2
#define SHIP_AMMO_STATUS_RUPTURED 0
#define SHIP_AMMO_STATUS_GOOD 1
#define SHIP_AMMO_BEHAVIOUR_DUMBFIRE 1 //These are not flags! Dumbfire shells proceed along a straight path.
#define SHIP_AMMO_BEHAVIOUR_GUIDED 2 //Guided towards the target.
#define SHIP_AMMO_FLAG_INFLAMMABLE 1 //Rupture when exposed to fire.
#define SHIP_AMMO_FLAG_VERY_HEAVY 2 //Cannot be lifted by a normal person.
#define SHIP_AMMO_FLAG_VULNERABLE 4 //Rupture from being shot at, attacked.
#define SHIP_AMMO_FLAG_VERY_FRAGILE 8 //Rupture from being thrown, dropped on harm intent.
//Overmap projectiles.
#define OVERMAP_PROJECTILE_RANGE_LOW 5
#define OVERMAP_PROJECTILE_RANGE_MEDIUM 10
#define OVERMAP_PROJECTILE_RANGE_MEDIUMHIGH 15
#define OVERMAP_PROJECTILE_RANGE_HIGH 25
#define OVERMAP_PROJECTILE_RANGE_ULTRAHIGH 30
//Targeting flags for overmap effects.
#define TARGETING_FLAG_GENERIC_WAYPOINTS 1
#define TARGETING_FLAG_ENTRYPOINTS 2