#define INVISIBILITY_NONE 0 #define SEE_INVISIBLE_MINIMUM 5 #define INVISIBILITY_LIGHTING 20 #define SEE_INVISIBLE_LIVING 25 //#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused //#define INVISIBILITY_LEVEL_ONE 35 //currently unused //#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused //#define INVISIBILITY_LEVEL_TWO 45 //currently unused #define INVISIBILITY_REVENANT 50 #define INVISIBILITY_OBSERVER 60 #define SEE_INVISIBLE_OBSERVER 60 #define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects #define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there. #define BORGMESON (1<<0) #define BORGTHERM (1<<1) #define BORGXRAY (1<<2) #define BORGMATERIAL (1<<3) #define BORGDEFAULT 0 //for clothing visor toggles, these determine which vars to toggle #define VISOR_FLASHPROTECT (1<<0) #define VISOR_TINT (1<<1) #define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses #define VISOR_INVISVIEW (1<<3) // BYOND internal values for the sight flags // See [https://www.byond.com/docs/ref/#/mob/var/sight] /// can't see anything //#define BLIND (1<<0) /// can see all mobs, no matter what //#define SEE_MOBS (1<<2) /// can see all objs, no matter what //#define SEE_OBJS (1<<3) // can see all turfs (and areas), no matter what //#define SEE_TURFS (1<<4) /// can see self, no matter what //#define SEE_SELF (1<<5) /// can see infra-red objects (different sort of luminosity, essentially a copy of it, one we do not use) //#define SEE_INFRA (1<<6) /// if an object is located on an unlit area, but some of its pixels are /// in a lit area (via pixel_x,y or smooth movement), can see those pixels //#define SEE_PIXELS (1<<8) /// can see through opaque objects //#define SEE_THRU (1<<9) /// render dark tiles as blackness (Note, this basically means we draw dark tiles to plane 0) /// we can then hijack that plane with a plane master, and start drawing it anywhere we want /// NOTE: this does not function with the SIDE_MAP map format. So we can't. :( //#define SEE_BLACKNESS (1<<10) /// Bitfield of sight flags that show THINGS but no lighting /// Since lighting is an underlay on turfs, this is everything but that #define SEE_AVOID_TURF_BLACKNESS (SEE_MOBS|SEE_OBJS) //------------------------ // INVISIBILITY PRIORITIES #define INVISIBILITY_PRIORITY_ADMIN 100 #define INVISIBILITY_PRIORITY_TURRET_COVER 20 #define INVISIBILITY_PRIORITY_BASIC_ANTI_INVISIBILITY 10 #define INVISIBILITY_PRIORITY_NONE 0 //------------------------ // INVISIBILITY SOURCE IDS // Though don't feel the need to add one here if you have a simple effect that // gets added and/or removed in only one place near each other in the code. #define INVISIBILITY_SOURCE_INVISIMIN "invisimin" #define INVISIBILITY_SOURCE_STEALTHMODE "stealthmode"