(very boring pr) audits some define stuff (#21453)

* audits some modular defines

* oops I didnt mean to commit that

* Update tgstation.dme

* plus some define bits why not
This commit is contained in:
Tom
2023-05-27 10:27:41 -07:00
committed by GitHub
parent 6f31920419
commit 05650d374c
15 changed files with 18 additions and 19 deletions
-1
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@@ -140,7 +140,6 @@
#define ORGAN_SLOT_EXTERNAL_BODYMARKINGS "bodymarkings"
#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"
/// Xenomorph organ slots
#define ORGAN_SLOT_XENO_ACIDGLAND "acid_gland"
#define ORGAN_SLOT_XENO_EGGSAC "eggsac"
-1
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@@ -4,5 +4,4 @@
#define DEL_ON_DEATH (1<<0)
#define FLIP_ON_DEATH (1<<1)
#define REMAIN_DENSE_WHILE_DEAD (1<<2)
#define FLAMMABLE_MOB (1<<3)
+2 -1
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@@ -13,7 +13,8 @@
// Generic blob defines
#define BLOB_BASE_POINT_RATE 2.5 // Base amount of points per process(+1 SkyRat change)
//#define BLOB_BASE_POINT_RATE 2 // Base amount of points per process()
#define BLOB_BASE_POINT_RATE 2.5 // SKYRAT EDIT CHANGE
#define BLOB_EXPAND_COST 4 // Price to expand onto a new tile
#define BLOB_ATTACK_REFUND 2 // Points 'refunded' when the expand attempt actually attacks something instead
#define BLOB_BRUTE_RESIST 0.5 // Brute damage taken gets multiplied by this value
-4
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@@ -341,7 +341,3 @@ GLOBAL_LIST_INIT(cable_colors, list(
CABLE_COLOR_YELLOW = CABLE_HEX_COLOR_YELLOW,
CABLE_COLOR_BROWN = CABLE_HEX_COLOR_BROWN
))
/* SKYRAT EDIT ADDITION BEGIN */
#define LIGHT_COLOR_YELLOW "#E1E17D"
/* SKYRAT EDIT ADDITION END */
+1
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@@ -45,6 +45,7 @@
/// Armor values that are used for damage
#define ARMOR_LIST_DAMAGE(...) list(BIO, BOMB, BULLET, ENERGY, LASER, MELEE, WOUND)
/// Armor values that are used for durability
#define ARMOR_LIST_DURABILITY(...) list(ACID, FIRE)
+2 -2
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@@ -306,10 +306,10 @@
//called in /obj/item/tank/jetpack/proc/turn_off() : ()
#define COMSIG_JETPACK_DEACTIVATED "jetpack_deactivated"
//called in /obj/item/organ/internal/cyberimp/chest/thrusters/proc/toggle() : ()
//called in /obj/item/organ/cyberimp/chest/thrusters/proc/toggle() : ()
#define COMSIG_THRUSTER_ACTIVATED "jetmodule_activated"
#define THRUSTER_ACTIVATION_FAILED (1<<0)
//called in /obj/item/organ/internal/cyberimp/chest/thrusters/proc/toggle() : ()
//called in /obj/item/organ/cyberimp/chest/thrusters/proc/toggle() : ()
#define COMSIG_THRUSTER_DEACTIVATED "jetmodule_deactivated"
// /obj/item/camera signals
+2 -2
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@@ -35,8 +35,8 @@
#define EXOSUIT_MODULE_MARAUDER (1<<10)
/// Module is compatible with "Working" Exosuit models - Ripley and Clarke
#define EXOSUIT_MODULE_WORKING EXOSUIT_MODULE_RIPLEY | EXOSUIT_MODULE_CLARKE
#define EXOSUIT_MODULE_WORKING (EXOSUIT_MODULE_RIPLEY | EXOSUIT_MODULE_CLARKE)
/// Module is compatible with "Combat" Exosuit models - Gygax, H.O.N.K, Durand and Phazon, or any Exosuit with an empty Concealed Weapon Bay
#define EXOSUIT_MODULE_COMBAT EXOSUIT_MODULE_GYGAX | EXOSUIT_MODULE_HONK | EXOSUIT_MODULE_DURAND | EXOSUIT_MODULE_PHAZON | EXOSUIT_MODULE_SAVANNAH | EXOSUIT_MODULE_RETICENCE | EXOSUIT_MODULE_MARAUDER | EXOSUIT_MODULE_CONCEALED_WEP_BAY
#define EXOSUIT_MODULE_COMBAT (EXOSUIT_MODULE_GYGAX | EXOSUIT_MODULE_HONK | EXOSUIT_MODULE_DURAND | EXOSUIT_MODULE_PHAZON | EXOSUIT_MODULE_SAVANNAH | EXOSUIT_MODULE_RETICENCE | EXOSUIT_MODULE_MARAUDER | EXOSUIT_MODULE_CONCEALED_WEP_BAY)
/// Module is compatible with "Medical" Exosuit modelsm - Odysseus
#define EXOSUIT_MODULE_MEDICAL EXOSUIT_MODULE_ODYSSEUS
+1
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@@ -150,6 +150,7 @@
#define DIGITIGRADE_OPTIONAL 1
///The species is forced to have digitigrade legs in generation.
#define DIGITIGRADE_FORCED 2
///Digitigrade's prefs, used in features for legs if you're meant to be a Digitigrade.
#define DIGITIGRADE_LEGS "Digitigrade Legs"
+1 -1
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@@ -60,7 +60,7 @@
// Playtime tracking system, see jobs_exp.dm
#define EXP_TYPE_LIVING "Living"
#define EXP_TYPE_CREW "Crew"
#define EXP_TYPE_CENTRAL_COMMAND "Central Command"
#define EXP_TYPE_CENTRAL_COMMAND "Central Command" // SKYRAT EDIT ADD
#define EXP_TYPE_COMMAND "Command"
#define EXP_TYPE_ENGINEERING "Engineering"
#define EXP_TYPE_MEDICAL "Medical"
-4
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@@ -41,10 +41,6 @@
///Amount of synthflesh required to unhusk someone
#define SYNTHFLESH_UNHUSK_AMOUNT 100
//SKYRAT EDIT ADD
///Amount of synthflesh required to unhusk someone
#define SYNTHFLESH_LING_UNHUSK_AMOUNT 200
//used by chem masters and pill presses
#define PILL_STYLE_COUNT 22 //Update this if you add more pill icons or you die
#define RANDOM_PILL_STYLE 22 //Dont change this one though
+3 -1
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@@ -57,7 +57,7 @@ GLOBAL_LIST_INIT(global_wound_types, list(
WOUND_SLASH = list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate),
WOUND_PIERCE = list(/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate),
WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate),
WOUND_MUSCLE = list(/datum/wound/muscle/severe, /datum/wound/muscle/moderate),
WOUND_MUSCLE = list(/datum/wound/muscle/severe, /datum/wound/muscle/moderate), /* SKYRAT EDIT ADD */
))
// every single type of wound that can be rolled naturally, in case you need to pull a random one
@@ -74,8 +74,10 @@ GLOBAL_LIST_INIT(global_all_wound_types, list(
/datum/wound/burn/critical,
/datum/wound/burn/severe,
/datum/wound/burn/moderate,
/* SKYRAT EDIT ADD START */
/datum/wound/muscle/severe,
/datum/wound/muscle/moderate,
/* SKYRAT EDIT ADD END */
))
+1
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@@ -1,2 +1,3 @@
#define LIGHT_COLOR_CLOCKWORK "#BE8700"
#define COLOR_SOLFED_GOLD "#FFD900"
#define LIGHT_COLOR_YELLOW "#E1E17D"
@@ -1,2 +1,5 @@
/// This reagent is useful for blood regeneration. Useful for Hemophages.
#define REAGENT_BLOOD_REGENERATING (1<<0)
///Amount of synthflesh required to unhusk someone
#define SYNTHFLESH_LING_UNHUSK_AMOUNT 200
+1 -1
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@@ -20,7 +20,7 @@ GLOBAL_LIST_EMPTY(dynamic_human_appearances)
outfit.r_hand = r_hand
if(l_hand != NO_REPLACE)
outfit.l_hand = l_hand
dummy.equipOutfit(outfit)
dummy.equipOutfit(outfit, visualsOnly = TRUE)
else if(mob_spawn_path)
var/obj/effect/mob_spawn/spawner = new mob_spawn_path(null, TRUE)
spawner.outfit_override = list()
+1 -1
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@@ -157,7 +157,7 @@
* * allow_numbers - allows numbers and common special characters - used for silicon/other weird things names
* * cap_after_symbols - words like Bob's will be capitalized to Bob'S by default. False is good for titles.
*/
/proc/reject_bad_name(t_in, allow_numbers = TRUE, max_length = MAX_NAME_LEN, ascii_only = TRUE, strict = FALSE, cap_after_symbols = TRUE) // SKYRAT EDIT CHANGE
/proc/reject_bad_name(t_in, allow_numbers = TRUE, max_length = MAX_NAME_LEN, ascii_only = TRUE, strict = FALSE, cap_after_symbols = TRUE) // SKYRAT EDIT CHANGE - allow_numbers to TRUE
if(!t_in)
return //Rejects the input if it is null