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## About The Pull Request closes #93025 and closes #93013 also gives borg thermals right icon, i acidentally used regular meson icon before, and kills borg goggles items (forgot to do that) ## Why It's Good For The Game because bugs smell ## Changelog 🆑 fix: Fixed meson and thermal view action for cyborgs fix: You can't eject infinite toner from cyborg decal painter anymore. del: Removed now unused cyborg meson and thermal goggles items. /🆑
80 lines
2.8 KiB
Plaintext
80 lines
2.8 KiB
Plaintext
#define INVISIBILITY_NONE 0
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#define SEE_INVISIBLE_MINIMUM 5
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#define INVISIBILITY_LIGHTING 20
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#define SEE_INVISIBLE_LIVING 25
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//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
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//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
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//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
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//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
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#define INVISIBILITY_REVENANT 50
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#define INVISIBILITY_OBSERVER 60
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#define SEE_INVISIBLE_OBSERVER 60
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#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
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#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
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#define BORGMESON (1<<0)
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#define BORGTHERM (1<<1)
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#define BORGXRAY (1<<2)
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#define BORGMATERIAL (1<<3)
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#define BORGDEFAULT 0
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//for clothing visor toggles, these determine which vars to toggle
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#define VISOR_FLASHPROTECT (1<<0)
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#define VISOR_TINT (1<<1)
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#define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses
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#define VISOR_INVISVIEW (1<<3)
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// BYOND internal values for the sight flags
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// See [https://www.byond.com/docs/ref/#/mob/var/sight]
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/// can't see anything
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//#define BLIND (1<<0)
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/// can see all mobs, no matter what
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//#define SEE_MOBS (1<<2)
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/// can see all objs, no matter what
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//#define SEE_OBJS (1<<3)
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// can see all turfs (and areas), no matter what
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//#define SEE_TURFS (1<<4)
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/// can see self, no matter what
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//#define SEE_SELF (1<<5)
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/// can see infra-red objects (different sort of luminosity, essentially a copy of it, one we do not use)
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//#define SEE_INFRA (1<<6)
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/// if an object is located on an unlit area, but some of its pixels are
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/// in a lit area (via pixel_x,y or smooth movement), can see those pixels
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//#define SEE_PIXELS (1<<8)
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/// can see through opaque objects
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//#define SEE_THRU (1<<9)
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/// render dark tiles as blackness (Note, this basically means we draw dark tiles to plane 0)
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/// we can then hijack that plane with a plane master, and start drawing it anywhere we want
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/// NOTE: this does not function with the SIDE_MAP map format. So we can't. :(
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//#define SEE_BLACKNESS (1<<10)
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/// Bitfield of sight flags that show THINGS but no lighting
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/// Since lighting is an underlay on turfs, this is everything but that
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#define SEE_AVOID_TURF_BLACKNESS (SEE_MOBS|SEE_OBJS)
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//------------------------
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// INVISIBILITY PRIORITIES
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#define INVISIBILITY_PRIORITY_ADMIN 100
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#define INVISIBILITY_PRIORITY_TURRET_COVER 20
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#define INVISIBILITY_PRIORITY_BASIC_ANTI_INVISIBILITY 10
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#define INVISIBILITY_PRIORITY_NONE 0
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//------------------------
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// INVISIBILITY SOURCE IDS
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// Though don't feel the need to add one here if you have a simple effect that
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// gets added and/or removed in only one place near each other in the code.
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#define INVISIBILITY_SOURCE_INVISIMIN "invisimin"
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#define INVISIBILITY_SOURCE_STEALTHMODE "stealthmode"
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