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## About The Pull Request Implemented a bodypart texture overlay priority system - ensures that derez suicide always goes ontop of carp infusions, and voidwalker curse goes ontop of both - currently the last one applied is the one that sticks with you. Also cleaned up duplicate update_body calls, either removing them or adding ``update = FALSE`` to overlay code. ## Why It's Good For The Game Having whichever overlay was applied the latest be displayed is just too inconsistent. And duplicate calls eat perf, bad.
60 lines
2.8 KiB
Plaintext
60 lines
2.8 KiB
Plaintext
///The standard amount of bodyparts a carbon has. Currently 6, HEAD/L_ARM/R_ARM/CHEST/L_LEG/R_LEG
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#define BODYPARTS_DEFAULT_MAXIMUM 6
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/// Limb Health
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/// The max damage a limb can take before it stops taking damage.
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/// Used by the max_damage var.
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#define LIMB_MAX_HP_PROSTHESIS 20 //Used by surplus prosthesis limbs.
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#define LIMB_MAX_HP_DEFAULT 50 //Used by most all limbs by default.
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#define LIMB_MAX_HP_ADVANCED 75 //Used by advanced robotic limbs.
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#define LIMB_MAX_HP_CORE 200 //Only use this for heads and torsos.
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/// Xenomorph Limbs
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#define LIMB_MAX_HP_ALIEN_LARVA 50 //Used by the weird larva chest and head. Did you know they have those?
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#define LIMB_MAX_HP_ALIEN_LIMBS 100 //Used by xenomorph limbs.
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#define LIMB_MAX_HP_ALIEN_CORE 500 //Used by xenomorph chests and heads
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/// Limb Body Damage Coefficient
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/// A multiplication of the burn and brute damage that the limb's stored damage contributes to its attached mob's overall wellbeing.
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/// For instance, if a limb has 50 damage, and has a coefficient of 50%, the human is considered to have suffered 25 damage to their total health.
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#define LIMB_BODY_DAMAGE_COEFFICIENT_ADVANCED 0.5 //Used by advanced robotic limbs.
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#define LIMB_BODY_DAMAGE_COEFFICIENT_DEFAULT 0.75 //Used by all limbs by default.
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#define LIMB_BODY_DAMAGE_COEFFICIENT_TOTAL 1 //Used by heads and torsos
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#define LIMB_BODY_DAMAGE_COEFFICIENT_PROSTHESIS 2.5 //Used by surplus prosthesis limbs
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// EMP
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// Note most of these values are doubled on heavy EMP
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/// The brute damage an augged limb takes from an EMP.
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#define AUGGED_LIMB_EMP_BRUTE_DAMAGE 2
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/// The brute damage an augged limb takes from an EMP.
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#define AUGGED_LIMB_EMP_BURN_DAMAGE 1.5
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/// When hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold.
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#define AUGGED_LIMB_EMP_PARALYZE_TIME 3 SECONDS
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/// When hit by an EMP, the time an augged leg will be knocked down for.
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#define AUGGED_LEG_EMP_KNOCKDOWN_TIME 3 SECONDS
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/// When hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold.
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#define AUGGED_CHEST_EMP_STUN_TIME 3 SECONDS
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/// When hit by an EMP, the time an augged chest will cause the mob to shake() for.
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#define AUGGED_CHEST_EMP_SHAKE_TIME 5 SECONDS
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/// When hit by an EMP, the time an augged head will make vision fucky for.
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#define AUGGED_HEAD_EMP_GLITCH_DURATION 6 SECONDS
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// Color priorities for bodyparts
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#define LIMB_COLOR_HULK 10
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#define LIMB_COLOR_CARP_INFUSION 20
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#define LIMB_COLOR_CS_SOURCE_SUICIDE 30
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/// Base priority for atom colors, gets atom priorities added to it
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#define LIMB_COLOR_ATOM_COLOR 40
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/// Voidwalker effect color priority
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#define LIMB_COLOR_VOIDWALKER_CURSE 50
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// Overlay priorities
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#define BODYPART_OVERLAY_CARP_INFUSION 1
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#define BODYPART_OVERLAY_CSS_SUICIDE 2
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#define BODYPART_OVERLAY_VOIDWALKER_CURSE 3
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