TACTICAL NUKE INCOMING (#3600)

* a

* Update cinematic.dm
This commit is contained in:
Gandalf
2021-02-23 01:02:43 +00:00
committed by GitHub
parent 1e2249a875
commit 9250dc20bf
15 changed files with 110 additions and 110 deletions
+17 -17
View File
@@ -17,7 +17,7 @@
#define PROCESS_SYNTHETIC 2 //Only processes reagents with "SYNTHETIC" or "ORGANIC | SYNTHETIC"
#define REAGENT_ORGANIC 1
#define REAGENT_SYNTHETIC 2
#define REAGENT_SYNTHETIC 2
//Some defines for sprite accessories
// Which color source we're using when the accessory is added
@@ -58,27 +58,27 @@
#define PREVIEW_PREF_LOADOUT "Loadout"
#define PREVIEW_PREF_NAKED "Naked"
#define BODY_SIZE_NORMAL 1.00
#define BODY_SIZE_MAX 1.5
#define BODY_SIZE_MIN 0.8
#define BODY_SIZE_NORMAL 1.00
#define BODY_SIZE_MAX 1.5
#define BODY_SIZE_MIN 0.8
//In inches
#define PENIS_MAX_GIRTH 15
#define PENIS_MIN_LENGTH 1
#define PENIS_MAX_LENGTH 20
#define PENIS_MAX_GIRTH 15
#define PENIS_MIN_LENGTH 1
#define PENIS_MAX_LENGTH 20
#define SHEATH_NONE "None"
#define SHEATH_NORMAL "Sheath"
#define SHEATH_SLIT "Slit"
#define SHEATH_NONE "None"
#define SHEATH_NORMAL "Sheath"
#define SHEATH_SLIT "Slit"
#define SHEATH_MODES list(SHEATH_NONE, SHEATH_NORMAL, SHEATH_SLIT)
#define MANDATORY_FEATURE_LIST list("mcolor" = "FFB","mcolor2" = "FFB","mcolor3" = "FFB","ethcolor" = "FCC","skin_color" = "FED","flavor_text" = "","breasts_size" = 1,"breasts_lactation" = FALSE,"penis_size" = 13,"penis_girth" = 9,"penis_taur_mode" = TRUE,"penis_sheath" = SHEATH_NONE ,"balls_size" = 1, "body_size" = BODY_SIZE_NORMAL, "custom_species" = null, "uses_skintones" = FALSE)
#define UNDERWEAR_HIDE_SOCKS (1<<0)
#define UNDERWEAR_HIDE_SHIRT (1<<1)
#define UNDERWEAR_HIDE_UNDIES (1<<2)
#define UNDERWEAR_HIDE_SOCKS (1<<0)
#define UNDERWEAR_HIDE_SHIRT (1<<1)
#define UNDERWEAR_HIDE_UNDIES (1<<2)
#define AROUSAL_CANT 0
#define AROUSAL_NONE 1
#define AROUSAL_PARTIAL 2
#define AROUSAL_FULL 3
#define AROUSAL_CANT 0
#define AROUSAL_NONE 1
#define AROUSAL_PARTIAL 2
#define AROUSAL_FULL 3
@@ -0,0 +1,4 @@
#define AMMO_TYPE_LETHAL "lethal"
#define AMMO_TYPE_RUBBER "rubber"
#define AMMO_TYPE_HOLLOWPOINT "hollowpoint"
#define AMMO_TYPE_IHDF "ihdf"
@@ -5,10 +5,10 @@ an items special description.
See the examinemore module for information.
*/
#define EXAMINE_CHECK_NONE "none" //Displays the special_desc regardless if it's set.
#define EXAMINE_CHECK_SYNDICATE "syndicate" //For displaying descriptors for those with the SYNDICATE faction assigned.
#define EXAMINE_CHECK_NONE "none" //Displays the special_desc regardless if it's set.
#define EXAMINE_CHECK_SYNDICATE "syndicate" //For displaying descriptors for those with the SYNDICATE faction assigned.
#define EXAMINE_CHECK_SYNDICATE_TOY "syndicate_toy" //Ditto, only instead of displaying nothing for heathens, it shows "The src looks like a toy, not the real thing."
#define EXAMINE_CHECK_MINDSHIELD "mindshield" //For displaying descriptors for those with a mindshield implant.
#define EXAMINE_CHECK_ROLE "role" //For displaying description information based on a specific ROLE, e.g. traitor. Remember to set the special_desc_role var on the item.
#define EXAMINE_CHECK_JOB "job" //For displaying descriptors for specific jobs, e.g scientist. Remember to set the special_desc_job var on the item.
#define EXAMINE_CHECK_FACTION "faction" //For displaying descriptors for mob factions, e.g. a zombie, or... turrets. Or syndicate. Remember to set special_desc_factions.
#define EXAMINE_CHECK_MINDSHIELD "mindshield" //For displaying descriptors for those with a mindshield implant.
#define EXAMINE_CHECK_ROLE "role" //For displaying description information based on a specific ROLE, e.g. traitor. Remember to set the special_desc_role var on the item.
#define EXAMINE_CHECK_JOB "job" //For displaying descriptors for specific jobs, e.g scientist. Remember to set the special_desc_job var on the item.
#define EXAMINE_CHECK_FACTION "faction" //For displaying descriptors for mob factions, e.g. a zombie, or... turrets. Or syndicate. Remember to set special_desc_factions.
+7 -7
View File
@@ -1,8 +1,8 @@
//flags for outfits that have mutant variants: Most of these require additional sprites to work.
#define STYLE_DIGITIGRADE (1<<0) //jumpsuits, suits and shoes
#define STYLE_MUZZLE (1<<1) //hats or masks
#define STYLE_TAUR_SNAKE (1<<2) //taur-friendly suits
#define STYLE_TAUR_PAW (1<<3)
#define STYLE_TAUR_HOOF (1<<4)
#define STYLE_TAUR_ALL (STYLE_TAUR_SNAKE|STYLE_TAUR_PAW|STYLE_TAUR_HOOF)
#define STYLE_VOX (1<<5) //For glasses, masks and head pieces for the Vox race
#define STYLE_DIGITIGRADE (1<<0) //jumpsuits, suits and shoes
#define STYLE_MUZZLE (1<<1) //hats or masks
#define STYLE_TAUR_SNAKE (1<<2) //taur-friendly suits
#define STYLE_TAUR_PAW (1<<3)
#define STYLE_TAUR_HOOF (1<<4)
#define STYLE_TAUR_ALL (STYLE_TAUR_SNAKE|STYLE_TAUR_PAW|STYLE_TAUR_HOOF)
#define STYLE_VOX (1<<5) //For glasses, masks and head pieces for the Vox race
+3 -3
View File
@@ -1,8 +1,8 @@
// Logging types for log_message()
#define LOG_SUBTLER (1 << 20)
#define LOG_SUBTLER (1 << 20)
//Individual logging panel pages
#undef INDIVIDUAL_EMOTE_LOG
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE | LOG_SUBTLER)
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE | LOG_SUBTLER)
#undef INDIVIDUAL_SHOW_ALL_LOG
#define INDIVIDUAL_SHOW_ALL_LOG (LOG_ATTACK | LOG_SAY | LOG_WHISPER | LOG_EMOTE | LOG_SUBTLER | LOG_DSAY | LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS | LOG_OOC | LOG_ADMIN | LOG_OWNERSHIP | LOG_GAME | LOG_ADMIN_PRIVATE | LOG_ASAY | LOG_MECHA | LOG_VIRUS | LOG_CLONING | LOG_SHUTTLE | LOG_ECON)
#define INDIVIDUAL_SHOW_ALL_LOG (LOG_ATTACK | LOG_SAY | LOG_WHISPER | LOG_EMOTE | LOG_SUBTLER | LOG_DSAY | LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS | LOG_OOC | LOG_ADMIN | LOG_OWNERSHIP | LOG_GAME | LOG_ADMIN_PRIVATE | LOG_ASAY | LOG_MECHA | LOG_VIRUS | LOG_CLONING | LOG_SHUTTLE | LOG_ECON)
@@ -6,5 +6,5 @@
#define GAUZE_STAIN_BLOOD 1
#define GAUZE_STAIN_PUS 2
#define COMSIG_BODYPART_SPLINTED "bodypart_splinted" // from /obj/item/bodypart/proc/apply_gauze(/obj/item/stack/gauze)
#define COMSIG_BODYPART_SPLINT_DESTROYED "bodypart_desplinted" // from [/obj/item/bodypart/proc/seep_gauze] when it runs out of absorption
#define COMSIG_BODYPART_SPLINTED "bodypart_splinted" // from /obj/item/bodypart/proc/apply_gauze(/obj/item/stack/gauze)
#define COMSIG_BODYPART_SPLINT_DESTROYED "bodypart_desplinted" // from [/obj/item/bodypart/proc/seep_gauze] when it runs out of absorption
+1 -1
View File
@@ -1,5 +1,5 @@
///Makes the organ not pop out when dismembered
#define ORGAN_NO_DISMEMBERMENT (1<<7)
#define ORGAN_NO_DISMEMBERMENT (1<<7)
#define GENITAL_SKIP_VISIBILITY 0
#define GENITAL_NEVER_SHOW 1
@@ -1,6 +1,6 @@
//Skyrat toggles
#define CHAT_LOOC (1<<0) //UNUSED BIT SLOT, could still be in savefiles. Feel free to replace it when you add a new one
#define CHAT_LOOC_ADMIN (1<<1)
#define APHRO_PREF (1<<2)
#define CHAT_LOOC (1<<0) //UNUSED BIT SLOT, could still be in savefiles. Feel free to replace it when you add a new one
#define CHAT_LOOC_ADMIN (1<<1)
#define APHRO_PREF (1<<2)
#define TOGGLES_DEFAULT_SKYRAT (CHAT_LOOC_ADMIN|APHRO_PREF)
@@ -1,5 +1,5 @@
//Module - altborgs
//Defines for dogborgs and stuff
#define ROBOT_REST_NORMAL 1
#define ROBOT_REST_SITTING 2
#define ROBOT_REST_BELLY_UP 3
#define ROBOT_REST_NORMAL 1
#define ROBOT_REST_SITTING 2
#define ROBOT_REST_BELLY_UP 3
+1 -1
View File
@@ -1 +1 @@
#define MAX_FLAVOR_LEN 4096 //double the maximum message length.
#define MAX_FLAVOR_LEN 4096 //double the maximum message length.
@@ -1,9 +1,9 @@
//Security levels
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_VIOLET 2
#define SEC_LEVEL_ORANGE 3
#define SEC_LEVEL_AMBER 4
#define SEC_LEVEL_RED 5
#define SEC_LEVEL_DELTA 6
#define SEC_LEVEL_GAMMA 7 //Oh shit bois
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_VIOLET 2
#define SEC_LEVEL_ORANGE 3
#define SEC_LEVEL_AMBER 4
#define SEC_LEVEL_RED 5
#define SEC_LEVEL_DELTA 6
#define SEC_LEVEL_GAMMA 7 //Oh shit bois
+9 -9
View File
@@ -1,12 +1,12 @@
// Defines for some extra traits
#define TRAIT_NO_HUSK "no_husk"
#define TRAIT_NORUNNING "norunning" // You walk!
#define TRAIT_EXCITABLE "wagwag" //Will wag when patted!
#define TRAIT_OXYIMMUNE "oxyimmune" // Immune to oxygen damage, ideally give this to all non-breathing species or bad stuff will happen
#define TRAIT_IRONASS "ironass"
#define TRAIT_MOOD_NOEXAMINE "mood_noexamine" // Can't assess your own mood
#define TRAIT_DNC "cant_clone"
#define TRAIT_DNR "cant_revive" //You just can't be revived without supernatural means
#define TRAIT_HARD_SOLES "hard_soles" // No step on glass
#define TRAIT_NO_HUSK "no_husk"
#define TRAIT_NORUNNING "norunning" // You walk!
#define TRAIT_EXCITABLE "wagwag" //Will wag when patted!
#define TRAIT_OXYIMMUNE "oxyimmune" // Immune to oxygen damage, ideally give this to all non-breathing species or bad stuff will happen
#define TRAIT_IRONASS "ironass"
#define TRAIT_MOOD_NOEXAMINE "mood_noexamine" // Can't assess your own mood
#define TRAIT_DNC "cant_clone"
#define TRAIT_DNR "cant_revive" //You just can't be revived without supernatural means
#define TRAIT_HARD_SOLES "hard_soles" // No step on glass
#define TRAIT_SENSITIVESNOUT "sensitive_snout" // Snout hurts when booped
#define TRAIT_DETECTIVE "detective_ability" //Given to the detective, if they have this, they can see syndicate special descriptions.
@@ -1,4 +0,0 @@
#define AMMO_TYPE_LETHAL "lethal"
#define AMMO_TYPE_RUBBER "rubber"
#define AMMO_TYPE_HOLLOWPOINT "hollowpoint"
#define AMMO_TYPE_IHDF "ihdf"
+45 -45
View File
@@ -2,54 +2,54 @@
//CME DEFINES FILE!
///////////////////////
#define CME_RANDOM "random"
#define CME_MINIMAL "minimal"
#define CME_MODERATE "moderate"
#define CME_EXTREME "extreme"
#define CME_ARMAGEDDON "armageddon"
#define CME_RANDOM "random"
#define CME_MINIMAL "minimal"
#define CME_MODERATE "moderate"
#define CME_EXTREME "extreme"
#define CME_ARMAGEDDON "armageddon"
//Times are SECONDS, they're devided by 2 because that's how long the controller takes to process. 20 deciseconds = 2 seconds. I know, it's dumb as fuck.
#define CME_MINIMAL_LIGHT_RANGE_LOWER 7 //The lowest range for the emp pulse light range.
#define CME_MINIMAL_LIGHT_RANGE_UPPER 10 //The highest range for the emp pulse light range.
#define CME_MINIMAL_HEAVY_RANGE_LOWER 5 //The lowest range for the emp pulse heavy range.
#define CME_MINIMAL_HEAVY_RANGE_UPPER 7 //The highest range for the emp pulse heavy range.
#define CME_MINIMAL_FREQUENCY_LOWER 25 / 2 //The lower time range for cme bubbles to appear.
#define CME_MINIMAL_FREQUENCY_UPPER 30 / 2 //The higher time range for cme bubbles to appear.
#define CME_MINIMAL_BUBBLE_BURST_TIME 40 SECONDS //The time taken for a cme bubble to pop.
#define CME_MINIMAL_START_LOWER 180 / 2 //The lowest amount of time for the event to start from the announcement. - Prep time
#define CME_MINIMAL_START_UPPER 240 / 2 //The highest amount of time for the event to start from the announcement. - Prep time
#define CME_MINIMAL_END 240 / 2 //The amount of time starting from THE MINIMAL START TIME for the event to end. - How long it actually lasts.
#define CME_MINIMAL_LIGHT_RANGE_LOWER 7 //The lowest range for the emp pulse light range.
#define CME_MINIMAL_LIGHT_RANGE_UPPER 10 //The highest range for the emp pulse light range.
#define CME_MINIMAL_HEAVY_RANGE_LOWER 5 //The lowest range for the emp pulse heavy range.
#define CME_MINIMAL_HEAVY_RANGE_UPPER 7 //The highest range for the emp pulse heavy range.
#define CME_MINIMAL_FREQUENCY_LOWER 25 / 2 //The lower time range for cme bubbles to appear.
#define CME_MINIMAL_FREQUENCY_UPPER 30 / 2 //The higher time range for cme bubbles to appear.
#define CME_MINIMAL_BUBBLE_BURST_TIME 40 SECONDS //The time taken for a cme bubble to pop.
#define CME_MINIMAL_START_LOWER 180 / 2 //The lowest amount of time for the event to start from the announcement. - Prep time
#define CME_MINIMAL_START_UPPER 240 / 2 //The highest amount of time for the event to start from the announcement. - Prep time
#define CME_MINIMAL_END 240 / 2 //The amount of time starting from THE MINIMAL START TIME for the event to end. - How long it actually lasts.
#define CME_MODERATE_LIGHT_RANGE_LOWER 10
#define CME_MODERATE_LIGHT_RANGE_UPPER 15
#define CME_MODERATE_HEAVY_RANGE_LOWER 7
#define CME_MODERATE_HEAVY_RANGE_UPPER 10
#define CME_MODERATE_FREQUENCY_LOWER 20 / 2
#define CME_MODERATE_FREQUENCY_UPPER 25 / 2
#define CME_MODERATE_BUBBLE_BURST_TIME 30 SECONDS
#define CME_MODERATE_START_LOWER 120 / 2
#define CME_MODERATE_START_UPPER 180 / 2
#define CME_MODERATE_END 300 / 2
#define CME_MODERATE_LIGHT_RANGE_LOWER 10
#define CME_MODERATE_LIGHT_RANGE_UPPER 15
#define CME_MODERATE_HEAVY_RANGE_LOWER 7
#define CME_MODERATE_HEAVY_RANGE_UPPER 10
#define CME_MODERATE_FREQUENCY_LOWER 20 / 2
#define CME_MODERATE_FREQUENCY_UPPER 25 / 2
#define CME_MODERATE_BUBBLE_BURST_TIME 30 SECONDS
#define CME_MODERATE_START_LOWER 120 / 2
#define CME_MODERATE_START_UPPER 180 / 2
#define CME_MODERATE_END 300 / 2
#define CME_EXTREME_LIGHT_RANGE_LOWER 15
#define CME_EXTREME_LIGHT_RANGE_UPPER 20
#define CME_EXTREME_HEAVY_RANGE_LOWER 10
#define CME_EXTREME_HEAVY_RANGE_UPPER 13
#define CME_EXTREME_FREQUENCY_LOWER 15 / 2
#define CME_EXTREME_FREQUENCY_UPPER 20 / 2
#define CME_EXTREME_BUBBLE_BURST_TIME 20 SECONDS
#define CME_EXTREME_START_LOWER 60 /2
#define CME_EXTREME_START_UPPER 120 / 2
#define CME_EXTREME_END 360 / 2
#define CME_EXTREME_LIGHT_RANGE_LOWER 15
#define CME_EXTREME_LIGHT_RANGE_UPPER 20
#define CME_EXTREME_HEAVY_RANGE_LOWER 10
#define CME_EXTREME_HEAVY_RANGE_UPPER 13
#define CME_EXTREME_FREQUENCY_LOWER 15 / 2
#define CME_EXTREME_FREQUENCY_UPPER 20 / 2
#define CME_EXTREME_BUBBLE_BURST_TIME 20 SECONDS
#define CME_EXTREME_START_LOWER 60 /2
#define CME_EXTREME_START_UPPER 120 / 2
#define CME_EXTREME_END 360 / 2
#define CME_ARMAGEDDON_LIGHT_RANGE_LOWER 25
#define CME_ARMAGEDDON_LIGHT_RANGE_UPPER 30
#define CME_ARMAGEDDON_HEAVY_RANGE_LOWER 20
#define CME_ARMAGEDDON_HEAVY_RANGE_UPPER 25
#define CME_ARMAGEDDON_FREQUENCY_LOWER 5 / 2
#define CME_ARMAGEDDON_FREQUENCY_UPPER 7 / 2
#define CME_ARMAGEDDON_BUBBLE_BURST_TIME 10 SECONDS
#define CME_ARMAGEDDON_START_LOWER 60 / 2
#define CME_ARMAGEDDON_START_UPPER 70 / 2
#define CME_ARMAGEDDON_END 1200 / 2
#define CME_ARMAGEDDON_LIGHT_RANGE_LOWER 25
#define CME_ARMAGEDDON_LIGHT_RANGE_UPPER 30
#define CME_ARMAGEDDON_HEAVY_RANGE_LOWER 20
#define CME_ARMAGEDDON_HEAVY_RANGE_UPPER 25
#define CME_ARMAGEDDON_FREQUENCY_LOWER 5 / 2
#define CME_ARMAGEDDON_FREQUENCY_UPPER 7 / 2
#define CME_ARMAGEDDON_BUBBLE_BURST_TIME 10 SECONDS
#define CME_ARMAGEDDON_START_LOWER 60 / 2
#define CME_ARMAGEDDON_START_UPPER 70 / 2
#define CME_ARMAGEDDON_END 1200 / 2
+1 -1
View File
@@ -143,6 +143,7 @@
#include "code\__DEFINES\dcs\signals.dm"
#include "code\__DEFINES\research\anomalies.dm"
#include "code\__DEFINES\~skyrat_defines\ambitions.dm"
#include "code\__DEFINES\~skyrat_defines\ammo_defines.dm"
#include "code\__DEFINES\~skyrat_defines\assaultops.dm"
#include "code\__DEFINES\~skyrat_defines\blueshield.dm"
#include "code\__DEFINES\~skyrat_defines\combat.dm"
@@ -3416,7 +3417,6 @@
#include "modular_skyrat\master_files\code\datums\traits\neutral.dm"
#include "modular_skyrat\master_files\code\datums\traits\speech_mod\_speech_mod.dm"
#include "modular_skyrat\master_files\code\datums\traits\speech_mod\impediments.dm"
#include "modular_skyrat\master_files\code\defines\_ammo_defines.dm"
#include "modular_skyrat\master_files\code\game\objects\ghost_role_spawners.dm"
#include "modular_skyrat\master_files\code\game\objects\items\oxygen_candle.dm"
#include "modular_skyrat\master_files\code\game\objects\items\devices\radio\encryption_key.dm"