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## About The Pull Request red raptors will now be able to retaliate against mobs adjacent to it while ridden. ## Why It's Good For The Game red raptors dont have much use compared to its colleagues. this gives it a bit of a unique purpose and makes it a viable option to have out on the field ## Changelog 🆑 balance: red raptors are now able to attack while ridden /🆑
51 lines
1.8 KiB
Plaintext
51 lines
1.8 KiB
Plaintext
//Vehicle control flags. control flags describe access to actions in a vehicle.
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///controls the vehicles movement
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#define VEHICLE_CONTROL_DRIVE (1<<0)
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///Can't leave vehicle voluntarily, has to resist.
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#define VEHICLE_CONTROL_KIDNAPPED (1<<1)
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///melee attacks/shoves a vehicle may have
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#define VEHICLE_CONTROL_MELEE (1<<2)
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///using equipment/weapons on the vehicle
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#define VEHICLE_CONTROL_EQUIPMENT (1<<3)
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///changing around settings and the like.
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#define VEHICLE_CONTROL_SETTINGS (1<<4)
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///ez define for giving a single pilot mech all the flags it needs.
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#define FULL_MECHA_CONTROL ALL
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//Ridden vehicle flags
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/// Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider
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#define RIDER_NEEDS_ARMS (1<<0)
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// As above but only used for riding cyborgs, and only reserves 1 arm instead of 2
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#define RIDER_NEEDS_ARM (1<<1)
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/// Do we need legs to ride this (checks against TRAIT_FLOORED)
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#define RIDER_NEEDS_LEGS (1<<2)
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/// If the rider is disabled or loses their needed limbs, do they fall off?
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#define UNBUCKLE_DISABLED_RIDER (1<<3)
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// For fireman carries, the carrying human needs an arm
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#define CARRIER_NEEDS_ARM (1<<4)
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// This rider must be our friend
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#define JUST_FRIEND_RIDERS (1<<5)
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///Flags relating to our AI controller when ridden
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//do we halt planning while ridden?
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#define RIDING_PAUSE_AI_PLANNING (1<<0)
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//do we halt movement while ridden?
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#define RIDING_PAUSE_AI_MOVEMENT (1<<1)
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//car_traits flags
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///Will this car kidnap people by ramming into them?
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#define CAN_KIDNAP (1<<0)
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#define CLOWN_CANNON_INACTIVE 0
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#define CLOWN_CANNON_BUSY 1
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#define CLOWN_CANNON_READY 2
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//Vim defines
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///cooldown between uses of the sound maker
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#define VIM_SOUND_COOLDOWN (1 SECONDS)
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///how much vim heals per weld
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#define VIM_HEAL_AMOUNT 20
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