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Fixes #17932 No more ""infection holder" bursts out of" memes, as zombie infection is now done with a body egg in the head. - Added 'romerol' a silent bioweapon reagent that adds the zombie infection organ to a living person. This will lie dormant until they die. Then they will stand up again. - Zombie infection uses body_egg, meaning it shows up on healthHUDs. - Zombies are now a full subspecies of humans, instead of simple_animals. However, they should still be mostly the same, still unable to pick up items, still zombify on attack and still able to claw open doors. Side Effects - Zombies now take time to destroy tables - Zombies can have their limbs cut off and be reduced to wandering around being a bit pathetic. This is a feature. - Zombies can be stunned and are vulnerable to stamina damage and chemicals - Zombies are armoured, but instantly die in crit, meaning they have approximately 120 hp as before - Zombie hands are just bloody hands, a proper sprite maybe sometime gjkafldksfjkl
88 lines
3.8 KiB
Plaintext
88 lines
3.8 KiB
Plaintext
/*
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These defines are specific to the atom/flags bitmask
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*/
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#define ALL ~0 //For convenience.
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#define NONE 0
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//FLAGS BITMASK
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#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
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//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
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#define NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
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#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define MASKINTERNALS 8 // mask allows internals
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#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define HANDSLOW 32 // If an item has this flag, it will slow you to carry it
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#define CONDUCT 64 // conducts electricity (metal etc.)
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#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
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#define FPRINT 256 // takes a fingerprint
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#define ON_BORDER 512 // item has priority to check when entering or leaving
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#define HOLOGRAM 32768 // HOlodeck shit should not be used in any fucking things
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#define HEADBANGPROTECT 4096
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#define EARBANGPROTECT 1024
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#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
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#define OPENCONTAINER 4096 // is an open container for chemistry purposes
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// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
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#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
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#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
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//turf-only flags
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#define NOJAUNT 1
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
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*/
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//flags for pass_flags
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#define PASSTABLE 1
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#define PASSGLASS 2
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#define PASSGRILLE 4
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#define PASSBLOB 8
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#define PASSMOB 16
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#define LETPASSTHROW 32
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//flags for species
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#define MUTCOLORS 1
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#define HAIR 2
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#define FACEHAIR 3
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#define EYECOLOR 4
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#define LIPS 5
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#define RESISTTEMP 6
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#define RADIMMUNE 7
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#define NOBREATH 8
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#define NOGUNS 9
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#define NOBLOOD 10
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#define NOFIRE 11
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#define VIRUSIMMUNE 12
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#define PIERCEIMMUNE 13
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#define NOTRANSSTING 14
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#define MUTCOLORS_PARTSONLY 15 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
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#define NODISMEMBER 16
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#define NOHUNGER 17
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#define NOCRITDAMAGE 18
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#define NOZOMBIE 19
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#define FLYING 65536
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/*
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These defines are used specifically with the atom/movable/languages bitmask.
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They are used in atom/movable/Hear() and atom/movable/say() to determine whether hearers can understand a message.
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*/
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#define HUMAN 1
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#define MONKEY 2
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#define ALIEN 4
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#define ROBOT 8
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#define SLIME 16
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#define DRONE 32
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#define SWARMER 64
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// Flags for reagents
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#define REAGENT_NOREACT 1
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