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09be3e9b6b
* removed typetext and icontext vars from door assemblies, airlock painter no longer works on door assemblies removed 'anchored = TRUE, state = 1' copypasta from door assemblies door assemblies update their name more regularly during construction added new airlock types to airlock painter on airlocks, and to the RCD airlock assemblies built with metal are now in a list, you can build many more airlocks vault door assemblies can be built with 4 plasteel added a solid version of station2 airlocks, renamed to "public airlock" glass and mineral sheets are now able to be welded out of door assemblies * find n replace airlock/glass to airlock/glass_public in maps door_assembly_glass to door_assembly_public * made highsec airlocks built with 6 plasteel, removed from RCD and airlock painter vault doors built with 8 plasteel removed redundant vars in airlock_types.dm reverts the dumb rglass 'replacement' addition in door assembly construction * moved airlock assembly defines to construction defines file fixed incorrectly named shuttle airlock glass_closed and maint panel protected closed overlays improved examination message for glass/minerals present in assembly * airlocks take their dir from the assembly when built from assembly removed "vertical" variant of survival pod airlock, unneeded survival pod airlock assembly can have glass applied solid and glass overlays for survival pod airlocks * OOPs some airlocks, removes a duplicate door assembly, removes some var edits on maps for a new glass type * turn copied door assembly code into a proc some feedback during door assembly construction door assembly created airlock takes name from base_name if no custom name moved plasma airlock proc to airlock_types.dm
128 lines
3.3 KiB
Plaintext
128 lines
3.3 KiB
Plaintext
/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
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//Defines for construction states
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//girder construction states
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#define GIRDER_NORMAL 0
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#define GIRDER_REINF_STRUTS 1
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#define GIRDER_REINF 2
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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//rwall construction states
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#define INTACT 0
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#define SUPPORT_LINES 1
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#define COVER 2
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#define CUT_COVER 3
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#define BOLTS 4
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#define SUPPORT_RODS 5
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#define SHEATH 6
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//window construction states
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#define WINDOW_OUT_OF_FRAME 0
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#define WINDOW_IN_FRAME 1
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#define WINDOW_SCREWED_TO_FRAME 2
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//airlock assembly construction states
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#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
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#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
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#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
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//plastic flaps construction states
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#define PLASTIC_FLAPS_NORMAL 0
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#define PLASTIC_FLAPS_DETACHED 1
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//default_unfasten_wrench() return defines
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#define CANT_UNFASTEN 0
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#define FAILED_UNFASTEN 1
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#define SUCCESSFUL_UNFASTEN 2
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//disposal unit mode defines, which do double time as the construction defines
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#define PRESSURE_OFF 0
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#define PRESSURE_ON 1
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#define PRESSURE_MAXED 2
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#define SCREWS_OUT -1
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//field generator construction defines
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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//emitter construction defines
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#define EM_UNSECURED 0
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#define EM_SECURED 1
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#define EM_WELDED 2
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//Construction defines for the pinion airlock
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#define GEAR_SECURE 1
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#define GEAR_LOOSE 2
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//floodlights because apparently we use defines now
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#define FLOODLIGHT_NEEDS_WIRES 0
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#define FLOODLIGHT_NEEDS_LIGHTS 1
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#define FLOODLIGHT_NEEDS_SECURING 2
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#define FLOODLIGHT_NEEDS_WRENCHING 3
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//other construction-related things
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//windows affected by nar-sie turn this color.
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#define NARSIE_WINDOW_COLOUR "#7D1919"
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//let's just pretend fulltile windows being children of border windows is fine
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#define FULLTILE_WINDOW_DIR NORTHEAST
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//Material defines, for determining how much of a given material an item contains
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#define MAT_METAL "$metal"
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#define MAT_GLASS "$glass"
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#define MAT_SILVER "$silver"
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#define MAT_GOLD "$gold"
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#define MAT_DIAMOND "$diamond"
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#define MAT_URANIUM "$uranium"
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#define MAT_PLASMA "$plasma"
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#define MAT_BLUESPACE "$bluespace"
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#define MAT_BANANIUM "$bananium"
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#define MAT_TITANIUM "$titanium"
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#define MAT_BIOMASS "$biomass"
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//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
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#define MINERAL_MATERIAL_AMOUNT 2000
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//The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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//maximum amount of cable in a coil
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#define MAXCOIL 30
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//tablecrafting defines
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#define CAT_NONE ""
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#define CAT_WEAPONRY "Weaponry"
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#define CAT_WEAPON "Weapons"
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#define CAT_AMMO "Ammunition"
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#define CAT_ROBOT "Robots"
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#define CAT_MISC "Misc"
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#define CAT_PRIMAL "Tribal"
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#define CAT_CLOTHING "Clothing"
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#define CAT_FOOD "Foods"
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#define CAT_BREAD "Breads"
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#define CAT_BURGER "Burgers"
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#define CAT_CAKE "Cakes"
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#define CAT_EGG "Egg-Based Food"
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#define CAT_MEAT "Meats"
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#define CAT_MISCFOOD "Misc. Food"
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#define CAT_PASTRY "Pastries"
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#define CAT_PIE "Pies"
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#define CAT_PIZZA "Pizzas"
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#define CAT_SALAD "Salads"
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#define CAT_SANDWICH "Sandwiches"
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#define CAT_SOUP "Soups"
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#define CAT_SPAGHETTI "Spaghettis"
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#define RCD_FLOORWALL 1
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#define RCD_AIRLOCK 2
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#define RCD_DECONSTRUCT 3
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#define RCD_WINDOWGRILLE 4 |