mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Cleans up defines
Replaces bitflag values with hex literals. Some other miscellaneous cleanup.
This commit is contained in:
@@ -1,12 +1,12 @@
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// A set of constants used to determine which type of mute an admin wishes to apply.
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// A set of constants used to determine which type of mute an admin wishes to apply.
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// Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO, etc. = (MUTE_IC << 1)
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// Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO, etc. = (MUTE_IC << 1)
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// Therefore there needs to be a gap between the flags for the automute flags.
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// Therefore there needs to be a gap between the flags for the automute flags.
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#define MUTE_IC 1
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#define MUTE_IC 0x1
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#define MUTE_OOC 2
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#define MUTE_OOC 0x2
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#define MUTE_PRAY 4
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#define MUTE_PRAY 0x4
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#define MUTE_ADMINHELP 8
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#define MUTE_ADMINHELP 0x8
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#define MUTE_DEADCHAT 16
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#define MUTE_DEADCHAT 0x16
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#define MUTE_ALL 31
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#define MUTE_ALL 0xFFFF
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// Number of identical messages required to get the spam-prevention auto-mute thing to trigger warnings and automutes.
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// Number of identical messages required to get the spam-prevention auto-mute thing to trigger warnings and automutes.
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#define SPAM_TRIGGER_WARNING 5
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#define SPAM_TRIGGER_WARNING 5
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@@ -21,22 +21,22 @@
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#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 // Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
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#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 // Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
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// Admin permissions. Please don't edit these values without speaking to Errorage first. ~Carn
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// Admin permissions.
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#define R_BUILDMODE 1
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#define R_BUILDMODE 0x1
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#define R_ADMIN 2
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#define R_ADMIN 0x2
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#define R_BAN 4
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#define R_BAN 0x4
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#define R_FUN 8
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#define R_FUN 0x8
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#define R_SERVER 16
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#define R_SERVER 0x10
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#define R_DEBUG 32
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#define R_DEBUG 0x20
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#define R_POSSESS 64
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#define R_POSSESS 0x40
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#define R_PERMISSIONS 128
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#define R_PERMISSIONS 0x80
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#define R_STEALTH 256
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#define R_STEALTH 0x100
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#define R_REJUVINATE 512
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#define R_REJUVINATE 0x200
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#define R_VAREDIT 1024
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#define R_VAREDIT 0x400
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#define R_SOUNDS 2048
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#define R_SOUNDS 0x800
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#define R_SPAWN 4096
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#define R_SPAWN 0x1000
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#define R_MOD 8192
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#define R_MOD 0x2000
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#define R_MENTOR 16384
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#define R_MENTOR 0x4000
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#define R_HOST 32768
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#define R_HOST 0x8000 //higher than this will overflow
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#define R_MAXPERMISSION 32768 // This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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#define R_MAXPERMISSION 0x8000 // This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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@@ -21,10 +21,10 @@
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#define DROWSY "drowsy"
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#define DROWSY "drowsy"
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// I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches.
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// I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches.
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#define BRUTELOSS 1
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#define BRUTELOSS 0x1
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#define FIRELOSS 2
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#define FIRELOSS 0x2
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#define TOXLOSS 4
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#define TOXLOSS 0x4
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#define OXYLOSS 8
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#define OXYLOSS 0x8
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#define FIRE_DAMAGE_MODIFIER 0.0215 // Higher values result in more external fire damage to the skin. (default 0.0215)
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#define FIRE_DAMAGE_MODIFIER 0.0215 // Higher values result in more external fire damage to the skin. (default 0.0215)
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#define AIR_DAMAGE_MODIFIER 2.025 // More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
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#define AIR_DAMAGE_MODIFIER 2.025 // More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
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@@ -31,16 +31,16 @@
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#define mSmallsize 110 // Table climbing.
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#define mSmallsize 110 // Table climbing.
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// disabilities
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// disabilities
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#define NEARSIGHTED 1
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#define NEARSIGHTED 0x1
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#define EPILEPSY 2
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#define EPILEPSY 0x2
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#define COUGHING 4
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#define COUGHING 0x4
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#define TOURETTES 8
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#define TOURETTES 0x8
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#define NERVOUS 16
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#define NERVOUS 0x10
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// sdisabilities
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// sdisabilities
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#define BLIND 1
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#define BLIND 0x1
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#define MUTE 2
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#define MUTE 0x2
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#define DEAF 4
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#define DEAF 0x4
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// The way blocks are handled badly needs a rewrite, this is horrible.
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// The way blocks are handled badly needs a rewrite, this is horrible.
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// Too much of a project to handle at the moment, TODO for later.
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// Too much of a project to handle at the moment, TODO for later.
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@@ -9,21 +9,21 @@
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#define SEC_LEVEL_RED 2
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#define SEC_LEVEL_RED 2
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#define SEC_LEVEL_DELTA 3
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#define SEC_LEVEL_DELTA 3
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#define BE_TRAITOR 1
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#define BE_TRAITOR 0x1
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#define BE_OPERATIVE 2
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#define BE_OPERATIVE 0x2
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#define BE_CHANGELING 4
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#define BE_CHANGELING 0x4
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#define BE_WIZARD 8
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#define BE_WIZARD 0x8
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#define BE_MALF 16
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#define BE_MALF 0x10
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#define BE_REV 32
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#define BE_REV 0x20
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#define BE_ALIEN 64
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#define BE_ALIEN 0x40
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#define BE_AI 128
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#define BE_AI 0x80
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#define BE_CULTIST 256
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#define BE_CULTIST 0x100
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#define BE_MONKEY 512
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#define BE_MONKEY 0x200
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#define BE_NINJA 1024
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#define BE_NINJA 0x400
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#define BE_RAIDER 2048
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#define BE_RAIDER 0x800
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#define BE_PLANT 4096
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#define BE_PLANT 0x1000
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#define BE_MUTINEER 8192
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#define BE_MUTINEER 0x2000
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#define BE_PAI 16384
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#define BE_PAI 0x4000
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var/list/be_special_flags = list(
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var/list/be_special_flags = list(
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"Traitor" = BE_TRAITOR,
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"Traitor" = BE_TRAITOR,
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@@ -47,17 +47,17 @@ var/list/be_special_flags = list(
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// Antagonist datum flags.
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// Antagonist datum flags.
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#define ANTAG_OVERRIDE_JOB 1 // Assigned job is set to MODE when spawning.
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#define ANTAG_OVERRIDE_JOB 0x1 // Assigned job is set to MODE when spawning.
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#define ANTAG_OVERRIDE_MOB 2 // Mob is recreated from datum mob_type var when spawning.
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#define ANTAG_OVERRIDE_MOB 0x2 // Mob is recreated from datum mob_type var when spawning.
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#define ANTAG_CLEAR_EQUIPMENT 4 // All preexisting equipment is purged.
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#define ANTAG_CLEAR_EQUIPMENT 0x4 // All preexisting equipment is purged.
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#define ANTAG_CHOOSE_NAME 8 // Antagonists are prompted to enter a name.
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#define ANTAG_CHOOSE_NAME 0x8 // Antagonists are prompted to enter a name.
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#define ANTAG_IMPLANT_IMMUNE 16 // Cannot be loyalty implanted.
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#define ANTAG_IMPLANT_IMMUNE 0x10 // Cannot be loyalty implanted.
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#define ANTAG_SUSPICIOUS 32 // Shows up on roundstart report.
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#define ANTAG_SUSPICIOUS 0x20 // Shows up on roundstart report.
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#define ANTAG_HAS_LEADER 64 // Generates a leader antagonist.
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#define ANTAG_HAS_LEADER 0x40 // Generates a leader antagonist.
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#define ANTAG_HAS_NUKE 128 // Will spawn a nuke at supplied location.
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#define ANTAG_HAS_NUKE 0x80 // Will spawn a nuke at supplied location.
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#define ANTAG_RANDSPAWN 256 // Potentially randomly spawns due to events.
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#define ANTAG_RANDSPAWN 0x100 // Potentially randomly spawns due to events.
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#define ANTAG_VOTABLE 512 // Can be voted as an additional antagonist before roundstart.
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#define ANTAG_VOTABLE 0x200 // Can be voted as an additional antagonist before roundstart.
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#define ANTAG_SET_APPEARANCE 1024 // Causes antagonists to use an appearance modifier on spawn.
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#define ANTAG_SET_APPEARANCE 0x400 // Causes antagonists to use an appearance modifier on spawn.
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// Mode/antag template macros.
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// Mode/antag template macros.
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#define MODE_BORER "borer"
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#define MODE_BORER "borer"
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@@ -87,22 +87,22 @@ var/list/be_special_flags = list(
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/////////////////
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/////////////////
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/* WIZARD SPELL FLAGS */
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/* WIZARD SPELL FLAGS */
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#define GHOSTCAST 1 //can a ghost cast it?
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#define GHOSTCAST 0x1 //can a ghost cast it?
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#define NEEDSCLOTHES 2 //does it need the wizard garb to cast? Nonwizard spells should not have this
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#define NEEDSCLOTHES 0x2 //does it need the wizard garb to cast? Nonwizard spells should not have this
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#define NEEDSHUMAN 4 //does it require the caster to be human?
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#define NEEDSHUMAN 0x4 //does it require the caster to be human?
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#define Z2NOCAST 8 //if this is added, the spell can't be cast at centcomm
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#define Z2NOCAST 0x8 //if this is added, the spell can't be cast at centcomm
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#define STATALLOWED 16 //if set, the user doesn't have to be conscious to cast. Required for ghost spells
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#define STATALLOWED 0x10 //if set, the user doesn't have to be conscious to cast. Required for ghost spells
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#define IGNOREPREV 32 //if set, each new target does not overlap with the previous one
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#define IGNOREPREV 0x20 //if set, each new target does not overlap with the previous one
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//The following flags only affect different types of spell, and therefore overlap
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//The following flags only affect different types of spell, and therefore overlap
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//Targeted spells
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//Targeted spells
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#define INCLUDEUSER 64 //does the spell include the caster in its target selection?
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#define INCLUDEUSER 0x40 //does the spell include the caster in its target selection?
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#define SELECTABLE 128 //can you select each target for the spell?
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#define SELECTABLE 0x80 //can you select each target for the spell?
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//AOE spells
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//AOE spells
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#define IGNOREDENSE 64 //are dense turfs ignored in selection?
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#define IGNOREDENSE 0x40 //are dense turfs ignored in selection?
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#define IGNORESPACE 128 //are space turfs ignored in selection?
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#define IGNORESPACE 0x80 //are space turfs ignored in selection?
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//End split flags
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//End split flags
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#define CONSTRUCT_CHECK 256 //used by construct spells - checks for nullrods
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#define CONSTRUCT_CHECK 0x100 //used by construct spells - checks for nullrods
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#define NO_BUTTON 512 //spell won't show up in the HUD with this
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#define NO_BUTTON 0x200 //spell won't show up in the HUD with this
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//invocation
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//invocation
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#define SpI_SHOUT "shout"
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#define SpI_SHOUT "shout"
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@@ -5,72 +5,72 @@
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#define CANDLE_LUM 3 // For how bright candles are.
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#define CANDLE_LUM 3 // For how bright candles are.
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// Item inventory slot bitmasks.
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// Item inventory slot bitmasks.
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#define SLOT_OCLOTHING 1
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#define SLOT_OCLOTHING 0x1
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#define SLOT_ICLOTHING 2
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#define SLOT_ICLOTHING 0x2
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#define SLOT_GLOVES 4
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#define SLOT_GLOVES 0x4
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#define SLOT_EYES 8
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#define SLOT_EYES 0x8
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#define SLOT_EARS 16
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#define SLOT_EARS 0x10
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#define SLOT_MASK 32
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#define SLOT_MASK 0x20
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#define SLOT_HEAD 64
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#define SLOT_HEAD 0x40
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#define SLOT_FEET 128
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#define SLOT_FEET 0x80
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#define SLOT_ID 256
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#define SLOT_ID 0x100
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#define SLOT_BELT 512
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#define SLOT_BELT 0x200
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#define SLOT_BACK 1024
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#define SLOT_BACK 0x400
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#define SLOT_POCKET 2048 // This is to allow items with a w_class of 3 or 4 to fit in pockets.
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#define SLOT_POCKET 0x800 // This is to allow items with a w_class of 3 or 4 to fit in pockets.
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#define SLOT_DENYPOCKET 4096 // This is to deny items with a w_class of 2 or 1 from fitting in pockets.
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#define SLOT_DENYPOCKET 0x1000 // This is to deny items with a w_class of 2 or 1 from fitting in pockets.
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#define SLOT_TWOEARS 8192
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#define SLOT_TWOEARS 0x2000
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#define SLOT_TIE 16384
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#define SLOT_TIE 0x4000
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#define SLOT_HOLSTER 32768 //16th bit
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#define SLOT_HOLSTER 0x8000 //16th bit - higher than this will overflow
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// Flags bitmasks.
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// Flags bitmasks.
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#define STOPPRESSUREDAMAGE 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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#define STOPPRESSUREDAMAGE 0x1 // 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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// 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 NOBLUDGEON 2 // When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
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#define NOBLUDGEON 0x2 // When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
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#define AIRTIGHT 4 // Functions with internals.
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#define AIRTIGHT 0x4 // Functions with internals.
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#define USEDELAY 8 // 1 second extra delay on use. (Can be used once every 2s)
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#define USEDELAY 0x8 // 1 second extra delay on use. (Can be used once every 2s)
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#define NOSHIELD 16 // Weapon not affected by shield.
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#define NOSHIELD 0x10 // Weapon not affected by shield.
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#define CONDUCT 32 // Conducts electricity. (metal etc.)
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#define CONDUCT 0x20 // Conducts electricity. (metal etc.)
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#define ON_BORDER 64 // Item has priority to check when entering or leaving.
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#define ON_BORDER 0x40 // Item has priority to check when entering or leaving.
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#define NOBLOODY 512 // Used for items if they don't want to get a blood overlay.
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#define NOBLOODY 0x80 // Used for items if they don't want to get a blood overlay.
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#define NODELAY 8192 // 1 second attack-by delay skipped (Can be used once every 0.2s). Most objects have a 1s attack-by delay, which doesn't require a flag.
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#define NODELAY 0x100 // 1 second attack-by delay skipped (Can be used once every 0.2s). Most objects have a 1s attack-by delay, which doesn't require a flag.
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#define PROXMOVE 16384 // Does this object require proximity checking in Enter()?
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#define PROXMOVE 0x200 // Does this object require proximity checking in Enter()?
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//Use these flags to indicate if an item obscures the specified slots from view, whereas body_parts_covered seems to be used to indicate what body parts the item protects.
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//Use these flags to indicate if an item obscures the specified slots from view, whereas body_parts_covered seems to be used to indicate what body parts the item protects.
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#define GLASSESCOVERSEYES 256
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#define GLASSESCOVERSEYES 0x200
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#define MASKCOVERSEYES 256 // Get rid of some of the other retardation in these flags.
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#define MASKCOVERSEYES 0x200 // Get rid of some of the other retardation in these flags.
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#define HEADCOVERSEYES 256 // Feel free to reallocate these numbers for other purposes.
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#define HEADCOVERSEYES 0x200 // Feel free to reallocate these numbers for other purposes.
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#define MASKCOVERSMOUTH 512 // On other items, these are just for mask/head.
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#define MASKCOVERSMOUTH 0x400 // On other items, these are just for mask/head.
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#define HEADCOVERSMOUTH 512
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#define HEADCOVERSMOUTH 0x400
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#define THICKMATERIAL 256 // From /tg/station: prevents syringes, parapens and hyposprays 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 NOSLIP for shoes)
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#define THICKMATERIAL 0x800 // From /tg/station: prevents syringes, parapens and hyposprays 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 NOSLIP for shoes)
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#define NOSLIP 256 // Prevents from slipping on wet floors, in space, etc.
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#define NOSLIP 0x800 // Prevents from slipping on wet floors, in space, etc.
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#define OPENCONTAINER 1024 // Is an open container for chemistry purposes.
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#define OPENCONTAINER 0x1000 // Is an open container for chemistry purposes.
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#define BLOCK_GAS_SMOKE_EFFECT 2048 // Blocks the effect that chemical clouds would have on a mob -- glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
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#define BLOCK_GAS_SMOKE_EFFECT 0x2000 // Blocks the effect that chemical clouds would have on a mob -- glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
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#define ONESIZEFITSALL 2048
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#define ONESIZEFITSALL 0x2000
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#define PHORONGUARD 4096 // Does not get contaminated by phoron.
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#define PHORONGUARD 0x4000 // Does not get contaminated by phoron.
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#define NOREACT 4096 // Reagents don't react inside this container.
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#define NOREACT 0x4000 // Reagents don't react inside this container.
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#define BLOCKHEADHAIR 4 // Temporarily removes the user's hair overlay. Leaves facial hair.
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#define BLOCKHEADHAIR 0x4 // Temporarily removes the user's hair overlay. Leaves facial hair.
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#define BLOCKHAIR 8192 // Temporarily removes the user's hair, facial and otherwise.
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#define BLOCKHAIR 0x8000 // Temporarily removes the user's hair, facial and otherwise.
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// Flags for pass_flags.
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// Flags for pass_flags.
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#define PASSTABLE 1
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#define PASSTABLE 0x1
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#define PASSGLASS 2
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#define PASSGLASS 0x2
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#define PASSGRILLE 4
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#define PASSGRILLE 0x4
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#define PASSBLOB 8
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#define PASSBLOB 0x8
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// Bitmasks for the flags_inv variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses.
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// Bitmasks for the flags_inv variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses.
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// WARNING: The following flags apply only to the external suit!
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// WARNING: The following flags apply only to the external suit!
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#define HIDEGLOVES 1
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#define HIDEGLOVES 0x1
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#define HIDESUITSTORAGE 2
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#define HIDESUITSTORAGE 0x2
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#define HIDEJUMPSUIT 4
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#define HIDEJUMPSUIT 0x4
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#define HIDESHOES 8
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#define HIDESHOES 0x8
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#define HIDETAIL 16
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#define HIDETAIL 0x10
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// WARNING: The following flags apply only to the helmets and masks!
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// WARNING: The following flags apply only to the helmets and masks!
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#define HIDEMASK 1
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#define HIDEMASK 0x1
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#define HIDEEARS 2 // Headsets and such.
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#define HIDEEARS 0x2 // Headsets and such.
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#define HIDEEYES 4 // Glasses.
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#define HIDEEYES 0x4 // Glasses.
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#define HIDEFACE 8 // Dictates whether we appear as "Unknown".
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#define HIDEFACE 0x8 // Dictates whether we appear as "Unknown".
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// Slots.
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// Slots.
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#define slot_back 1
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#define slot_back 1
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@@ -107,24 +107,24 @@
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#define slot_wear_suit_str "slot_suit"
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#define slot_wear_suit_str "slot_suit"
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|
||||||
// Bitflags for clothing parts.
|
// Bitflags for clothing parts.
|
||||||
#define HEAD 1
|
#define HEAD 0x1
|
||||||
#define FACE 2
|
#define FACE 0x2
|
||||||
#define EYES 4
|
#define EYES 0x4
|
||||||
#define UPPER_TORSO 8
|
#define UPPER_TORSO 0x8
|
||||||
#define LOWER_TORSO 16
|
#define LOWER_TORSO 0x10
|
||||||
#define LEG_LEFT 32
|
#define LEG_LEFT 0x20
|
||||||
#define LEG_RIGHT 64
|
#define LEG_RIGHT 0x40
|
||||||
#define LEGS 96 // LEG_LEFT | LEG_RIGHT
|
#define LEGS 0x60 // LEG_LEFT | LEG_RIGHT
|
||||||
#define FOOT_LEFT 128
|
#define FOOT_LEFT 0x80
|
||||||
#define FOOT_RIGHT 256
|
#define FOOT_RIGHT 0x100
|
||||||
#define FEET 384 // FOOT_LEFT | FOOT_RIGHT
|
#define FEET 0x180 // FOOT_LEFT | FOOT_RIGHT
|
||||||
#define ARM_LEFT 512
|
#define ARM_LEFT 0x200
|
||||||
#define ARM_RIGHT 1024
|
#define ARM_RIGHT 0x400
|
||||||
#define ARMS 1536 // ARM_LEFT | ARM_RIGHT
|
#define ARMS 0x600 // ARM_LEFT | ARM_RIGHT
|
||||||
#define HAND_LEFT 2048
|
#define HAND_LEFT 0x800
|
||||||
#define HAND_RIGHT 4096
|
#define HAND_RIGHT 0x1000
|
||||||
#define HANDS 6144 // HAND_LEFT | HAND_RIGHT
|
#define HANDS 0x1800 // HAND_LEFT | HAND_RIGHT
|
||||||
#define FULL_BODY 8191
|
#define FULL_BODY 0xFFFF
|
||||||
|
|
||||||
// Bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
|
// Bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
|
||||||
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection().
|
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection().
|
||||||
|
|||||||
@@ -1,8 +1,9 @@
|
|||||||
var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called manually after an event.
|
var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called manually after an event.
|
||||||
|
|
||||||
var/CELLRATE = 0.002 // Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
|
#define CELLRATE 0.002 // Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
|
||||||
// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
|
// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
|
||||||
var/CHARGELEVEL = 0.0005 // Cap for how fast cells charge, as a percentage-per-tick (0.01 means cellcharge is capped to 1% per second)
|
|
||||||
|
#define CHARGELEVEL_DEFAULT 0.0005 // Controls APC charge rates
|
||||||
|
|
||||||
// Doors!
|
// Doors!
|
||||||
#define DOOR_CRUSH_DAMAGE 10
|
#define DOOR_CRUSH_DAMAGE 10
|
||||||
@@ -15,18 +16,15 @@ var/CHARGELEVEL = 0.0005 // Cap for how fast cells charge, as a percentage-per-t
|
|||||||
#define TOTAL 4 // For total power used only.
|
#define TOTAL 4 // For total power used only.
|
||||||
|
|
||||||
// Bitflags for machine stat variable.
|
// Bitflags for machine stat variable.
|
||||||
#define BROKEN 1
|
#define BROKEN 0x1
|
||||||
#define NOPOWER 2
|
#define NOPOWER 0x2
|
||||||
#define POWEROFF 4 // TBD.
|
#define POWEROFF 0x4 // TBD.
|
||||||
#define MAINT 8 // Under maintenance.
|
#define MAINT 0x8 // Under maintenance.
|
||||||
#define EMPED 16 // Temporary broken by EMP pulse.
|
#define EMPED 0x10 // Temporary broken by EMP pulse.
|
||||||
|
|
||||||
// Bitmasks for door switches.
|
// Used by firelocks
|
||||||
#define OPEN 1
|
#define FIREDOOR_OPEN 1
|
||||||
#define IDSCAN 2
|
#define FIREDOOR_CLOSED 2
|
||||||
#define BOLTS 4
|
|
||||||
#define SHOCK 8
|
|
||||||
#define SAFE 16
|
|
||||||
|
|
||||||
#define AI_CAMERA_LUMINOSITY 6
|
#define AI_CAMERA_LUMINOSITY 6
|
||||||
|
|
||||||
@@ -63,12 +61,12 @@ var/list/restricted_camera_networks = list("thunder","ERT","NUKE","Secret")
|
|||||||
#define STAGE_SUPER 11
|
#define STAGE_SUPER 11
|
||||||
|
|
||||||
// computer3 error codes, move lower in the file when it passes dev -Sayu
|
// computer3 error codes, move lower in the file when it passes dev -Sayu
|
||||||
#define PROG_CRASH 1 // Generic crash.
|
#define PROG_CRASH 0x1 // Generic crash.
|
||||||
#define MISSING_PERIPHERAL 2 // Missing hardware.
|
#define MISSING_PERIPHERAL 0x2 // Missing hardware.
|
||||||
#define BUSTED_ASS_COMPUTER 4 // Self-perpetuating error. BAC will continue to crash forever.
|
#define BUSTED_ASS_COMPUTER 0x4 // Self-perpetuating error. BAC will continue to crash forever.
|
||||||
#define MISSING_PROGRAM 8 // Some files try to automatically launch a program. This is that failing.
|
#define MISSING_PROGRAM 0x8 // Some files try to automatically launch a program. This is that failing.
|
||||||
#define FILE_DRM 16 // Some files want to not be copied/moved. This is them complaining that you tried.
|
#define FILE_DRM 0x10 // Some files want to not be copied/moved. This is them complaining that you tried.
|
||||||
#define NETWORK_FAILURE 32
|
#define NETWORK_FAILURE 0x20
|
||||||
|
|
||||||
// NanoUI flags
|
// NanoUI flags
|
||||||
#define STATUS_INTERACTIVE 2 // GREEN Visability
|
#define STATUS_INTERACTIVE 2 // GREEN Visability
|
||||||
|
|||||||
@@ -31,22 +31,22 @@
|
|||||||
#define MAX_GEAR_COST 5 // Used in chargen for accessory loadout limit.
|
#define MAX_GEAR_COST 5 // Used in chargen for accessory loadout limit.
|
||||||
|
|
||||||
// Preference toggles.
|
// Preference toggles.
|
||||||
#define SOUND_ADMINHELP 1
|
#define SOUND_ADMINHELP 0x1
|
||||||
#define SOUND_MIDI 2
|
#define SOUND_MIDI 0x2
|
||||||
#define SOUND_AMBIENCE 4
|
#define SOUND_AMBIENCE 0x4
|
||||||
#define SOUND_LOBBY 8
|
#define SOUND_LOBBY 0x8
|
||||||
#define CHAT_OOC 16
|
#define CHAT_OOC 0x10
|
||||||
#define CHAT_DEAD 32
|
#define CHAT_DEAD 0x20
|
||||||
#define CHAT_GHOSTEARS 64
|
#define CHAT_GHOSTEARS 0x40
|
||||||
#define CHAT_GHOSTSIGHT 128
|
#define CHAT_GHOSTSIGHT 0x80
|
||||||
#define CHAT_PRAYER 256
|
#define CHAT_PRAYER 0x100
|
||||||
#define CHAT_RADIO 512
|
#define CHAT_RADIO 0x200
|
||||||
#define CHAT_ATTACKLOGS 1024
|
#define CHAT_ATTACKLOGS 0x400
|
||||||
#define CHAT_DEBUGLOGS 2048
|
#define CHAT_DEBUGLOGS 0x800
|
||||||
#define CHAT_LOOC 4096
|
#define CHAT_LOOC 0x1000
|
||||||
#define CHAT_GHOSTRADIO 8192
|
#define CHAT_GHOSTRADIO 0x2000
|
||||||
#define SHOW_TYPING 16384
|
#define SHOW_TYPING 0x4000
|
||||||
#define CHAT_NOICONS 32768
|
#define CHAT_NOICONS 0x8000
|
||||||
|
|
||||||
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_ATTACKLOGS|CHAT_LOOC)
|
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_ATTACKLOGS|CHAT_LOOC)
|
||||||
|
|
||||||
@@ -153,9 +153,9 @@
|
|||||||
#define SHARD_SPLINTER "splinters"
|
#define SHARD_SPLINTER "splinters"
|
||||||
#define SHARD_NONE ""
|
#define SHARD_NONE ""
|
||||||
|
|
||||||
#define MATERIAL_UNMELTABLE 1
|
#define MATERIAL_UNMELTABLE 0x1
|
||||||
#define MATERIAL_BRITTLE 2
|
#define MATERIAL_BRITTLE 0x2
|
||||||
#define MATERIAL_PADDING 4
|
#define MATERIAL_PADDING 0x4
|
||||||
|
|
||||||
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
|
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
|
||||||
|
|
||||||
|
|||||||
@@ -4,16 +4,16 @@
|
|||||||
#define DEAD 2
|
#define DEAD 2
|
||||||
|
|
||||||
// Bitflags defining which status effects could be or are inflicted on a mob.
|
// Bitflags defining which status effects could be or are inflicted on a mob.
|
||||||
#define CANSTUN 1
|
#define CANSTUN 0x1
|
||||||
#define CANWEAKEN 2
|
#define CANWEAKEN 0x2
|
||||||
#define CANPARALYSE 4
|
#define CANPARALYSE 0x4
|
||||||
#define CANPUSH 8
|
#define CANPUSH 0x8
|
||||||
#define LEAPING 16
|
#define LEAPING 0x10
|
||||||
#define PASSEMOTES 32 // Mob has a cortical borer or holders inside of it that need to see emotes.
|
#define PASSEMOTES 0x32 // Mob has a cortical borer or holders inside of it that need to see emotes.
|
||||||
#define GODMODE 4096
|
#define GODMODE 0x1000
|
||||||
#define FAKEDEATH 8192 // Replaces stuff like changeling.changeling_fakedeath.
|
#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
|
||||||
#define DISFIGURED 16384 // I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system.
|
#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
|
||||||
#define XENO_HOST 32768 // Tracks whether we're gonna be a baby alien's mummy.
|
#define XENO_HOST 0x8000 // Tracks whether we're gonna be a baby alien's mummy.
|
||||||
|
|
||||||
// Grab levels.
|
// Grab levels.
|
||||||
#define GRAB_PASSIVE 1
|
#define GRAB_PASSIVE 1
|
||||||
@@ -22,9 +22,9 @@
|
|||||||
#define GRAB_UPGRADING 4
|
#define GRAB_UPGRADING 4
|
||||||
#define GRAB_KILL 5
|
#define GRAB_KILL 5
|
||||||
|
|
||||||
#define BORGMESON 1
|
#define BORGMESON 0x1
|
||||||
#define BORGTHERM 2
|
#define BORGTHERM 0x2
|
||||||
#define BORGXRAY 4
|
#define BORGXRAY 0x4
|
||||||
|
|
||||||
#define HOSTILE_STANCE_IDLE 1
|
#define HOSTILE_STANCE_IDLE 1
|
||||||
#define HOSTILE_STANCE_ALERT 2
|
#define HOSTILE_STANCE_ALERT 2
|
||||||
@@ -70,17 +70,17 @@
|
|||||||
#define ROBOT_NOTIFICATION_MODULE_RESET 4
|
#define ROBOT_NOTIFICATION_MODULE_RESET 4
|
||||||
|
|
||||||
// Appearance change flags
|
// Appearance change flags
|
||||||
#define APPEARANCE_UPDATE_DNA 1
|
#define APPEARANCE_UPDATE_DNA 0x1
|
||||||
#define APPEARANCE_RACE (2|APPEARANCE_UPDATE_DNA)
|
#define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA)
|
||||||
#define APPEARANCE_GENDER (4|APPEARANCE_UPDATE_DNA)
|
#define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA)
|
||||||
#define APPEARANCE_SKIN 8
|
#define APPEARANCE_SKIN 0x8
|
||||||
#define APPEARANCE_HAIR 16
|
#define APPEARANCE_HAIR 0x10
|
||||||
#define APPEARANCE_HAIR_COLOR 32
|
#define APPEARANCE_HAIR_COLOR 0x20
|
||||||
#define APPEARANCE_FACIAL_HAIR 64
|
#define APPEARANCE_FACIAL_HAIR 0x40
|
||||||
#define APPEARANCE_FACIAL_HAIR_COLOR 128
|
#define APPEARANCE_FACIAL_HAIR_COLOR 0x80
|
||||||
#define APPEARANCE_EYE_COLOR 256
|
#define APPEARANCE_EYE_COLOR 0x100
|
||||||
#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
|
#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
|
||||||
#define APPEARANCE_ALL 511
|
#define APPEARANCE_ALL 0xFFFF
|
||||||
|
|
||||||
|
|
||||||
#define MIN_SUPPLIED_LAW_NUMBER 15
|
#define MIN_SUPPLIED_LAW_NUMBER 15
|
||||||
@@ -105,3 +105,4 @@
|
|||||||
#define COMPANY_OPPOSED "Opposed"
|
#define COMPANY_OPPOSED "Opposed"
|
||||||
|
|
||||||
#define COMPANY_ALIGNMENTS list(COMPANY_LOYAL,COMPANY_SUPPORTATIVE,COMPANY_NEUTRAL,COMPANY_SKEPTICAL,COMPANY_OPPOSED)
|
#define COMPANY_ALIGNMENTS list(COMPANY_LOYAL,COMPANY_SUPPORTATIVE,COMPANY_NEUTRAL,COMPANY_SKEPTICAL,COMPANY_OPPOSED)
|
||||||
|
|
||||||
|
|||||||
@@ -12,7 +12,7 @@
|
|||||||
#define TECH_ILLEGAL "syndicate"
|
#define TECH_ILLEGAL "syndicate"
|
||||||
#define TECH_ARCANE "arcane"
|
#define TECH_ARCANE "arcane"
|
||||||
|
|
||||||
#define IMPRINTER 1 //For circuits. Uses glass/chemicals.
|
#define IMPRINTER 0x1 //For circuits. Uses glass/chemicals.
|
||||||
#define PROTOLATHE 2 //New stuff. Uses glass/metal/chemicals
|
#define PROTOLATHE 0x2 //New stuff. Uses glass/metal/chemicals
|
||||||
#define MECHFAB 4 //Remember, objects utilising this flag should have construction_time and construction_cost vars.
|
#define MECHFAB 0x4 //Remember, objects utilising this flag should have construction_time and construction_cost vars.
|
||||||
#define CHASSIS 8 //For protolathe, but differently
|
#define CHASSIS 0x8 //For protolathe, but differently
|
||||||
|
|||||||
@@ -22,15 +22,6 @@
|
|||||||
#define HAS_EYE_COLOR 0x10 // Eye colour selectable in chargen. (RGB)
|
#define HAS_EYE_COLOR 0x10 // Eye colour selectable in chargen. (RGB)
|
||||||
|
|
||||||
// Languages.
|
// Languages.
|
||||||
#define LANGUAGE_HUMAN 1
|
|
||||||
#define LANGUAGE_ALIEN 2
|
|
||||||
#define LANGUAGE_DOG 4
|
|
||||||
#define LANGUAGE_CAT 8
|
|
||||||
#define LANGUAGE_BINARY 16
|
|
||||||
#define LANGUAGE_OTHER 32768
|
|
||||||
|
|
||||||
#define LANGUAGE_UNIVERSAL 65535
|
|
||||||
|
|
||||||
#define LANGUAGE_SOL_COMMON "Sol Common"
|
#define LANGUAGE_SOL_COMMON "Sol Common"
|
||||||
#define LANGUAGE_UNATHI "Sinta'unathi"
|
#define LANGUAGE_UNATHI "Sinta'unathi"
|
||||||
#define LANGUAGE_SIIK_MAAS "Siik'maas"
|
#define LANGUAGE_SIIK_MAAS "Siik'maas"
|
||||||
|
|||||||
@@ -67,7 +67,7 @@
|
|||||||
for(var/obj/machinery/door/firedoor/E in all_doors)
|
for(var/obj/machinery/door/firedoor/E in all_doors)
|
||||||
if(!E.blocked)
|
if(!E.blocked)
|
||||||
if(E.operating)
|
if(E.operating)
|
||||||
E.nextstate = CLOSED
|
E.nextstate = FIREDOOR_CLOSED
|
||||||
else if(!E.density)
|
else if(!E.density)
|
||||||
spawn(0)
|
spawn(0)
|
||||||
E.close()
|
E.close()
|
||||||
@@ -78,7 +78,7 @@
|
|||||||
for(var/obj/machinery/door/firedoor/E in all_doors)
|
for(var/obj/machinery/door/firedoor/E in all_doors)
|
||||||
if(!E.blocked)
|
if(!E.blocked)
|
||||||
if(E.operating)
|
if(E.operating)
|
||||||
E.nextstate = OPEN
|
E.nextstate = FIREDOOR_OPEN
|
||||||
else if(E.density)
|
else if(E.density)
|
||||||
spawn(0)
|
spawn(0)
|
||||||
E.open()
|
E.open()
|
||||||
@@ -92,7 +92,7 @@
|
|||||||
for(var/obj/machinery/door/firedoor/D in all_doors)
|
for(var/obj/machinery/door/firedoor/D in all_doors)
|
||||||
if(!D.blocked)
|
if(!D.blocked)
|
||||||
if(D.operating)
|
if(D.operating)
|
||||||
D.nextstate = CLOSED
|
D.nextstate = FIREDOOR_CLOSED
|
||||||
else if(!D.density)
|
else if(!D.density)
|
||||||
spawn()
|
spawn()
|
||||||
D.close()
|
D.close()
|
||||||
@@ -105,7 +105,7 @@
|
|||||||
for(var/obj/machinery/door/firedoor/D in all_doors)
|
for(var/obj/machinery/door/firedoor/D in all_doors)
|
||||||
if(!D.blocked)
|
if(!D.blocked)
|
||||||
if(D.operating)
|
if(D.operating)
|
||||||
D.nextstate = OPEN
|
D.nextstate = FIREDOOR_OPEN
|
||||||
else if(D.density)
|
else if(D.density)
|
||||||
spawn(0)
|
spawn(0)
|
||||||
D.open()
|
D.open()
|
||||||
@@ -137,7 +137,7 @@
|
|||||||
for(var/obj/machinery/door/firedoor/D in src)
|
for(var/obj/machinery/door/firedoor/D in src)
|
||||||
if(!D.blocked)
|
if(!D.blocked)
|
||||||
if(D.operating)
|
if(D.operating)
|
||||||
D.nextstate = OPEN
|
D.nextstate = FIREDOOR_OPEN
|
||||||
else if(D.density)
|
else if(D.density)
|
||||||
spawn(0)
|
spawn(0)
|
||||||
D.open()
|
D.open()
|
||||||
|
|||||||
@@ -85,6 +85,15 @@
|
|||||||
/*
|
/*
|
||||||
Airlock remote control
|
Airlock remote control
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
// Bitmasks for door switches.
|
||||||
|
#define OPEN 0x1
|
||||||
|
#define IDSCAN 0x2
|
||||||
|
#define BOLTS 0x4
|
||||||
|
#define SHOCK 0x8
|
||||||
|
#define SAFE 0x10
|
||||||
|
#undefine
|
||||||
|
|
||||||
/obj/machinery/button/remote/airlock
|
/obj/machinery/button/remote/airlock
|
||||||
name = "remote door-control"
|
name = "remote door-control"
|
||||||
desc = "It controls doors, remotely."
|
desc = "It controls doors, remotely."
|
||||||
|
|||||||
@@ -1,5 +1,3 @@
|
|||||||
/var/const/OPEN = 1
|
|
||||||
/var/const/CLOSED = 2
|
|
||||||
|
|
||||||
#define FIREDOOR_MAX_PRESSURE_DIFF 25 // kPa
|
#define FIREDOOR_MAX_PRESSURE_DIFF 25 // kPa
|
||||||
#define FIREDOOR_MAX_TEMP 50 // °C
|
#define FIREDOOR_MAX_TEMP 50 // °C
|
||||||
@@ -183,7 +181,7 @@
|
|||||||
if(A.fire || A.air_doors_activated)
|
if(A.fire || A.air_doors_activated)
|
||||||
alarmed = 1
|
alarmed = 1
|
||||||
if(alarmed)
|
if(alarmed)
|
||||||
nextstate = CLOSED
|
nextstate = FIREDOOR_CLOSED
|
||||||
close()
|
close()
|
||||||
|
|
||||||
/obj/machinery/door/firedoor/attackby(obj/item/weapon/C as obj, mob/user as mob)
|
/obj/machinery/door/firedoor/attackby(obj/item/weapon/C as obj, mob/user as mob)
|
||||||
@@ -324,11 +322,11 @@
|
|||||||
if(operating || !nextstate)
|
if(operating || !nextstate)
|
||||||
return
|
return
|
||||||
switch(nextstate)
|
switch(nextstate)
|
||||||
if(OPEN)
|
if(FIREDOOR_OPEN)
|
||||||
nextstate = null
|
nextstate = null
|
||||||
|
|
||||||
open()
|
open()
|
||||||
if(CLOSED)
|
if(FIREDOOR_CLOSED)
|
||||||
nextstate = null
|
nextstate = null
|
||||||
close()
|
close()
|
||||||
return
|
return
|
||||||
|
|||||||
@@ -104,6 +104,7 @@
|
|||||||
var/global/list/status_overlays_equipment
|
var/global/list/status_overlays_equipment
|
||||||
var/global/list/status_overlays_lighting
|
var/global/list/status_overlays_lighting
|
||||||
var/global/list/status_overlays_environ
|
var/global/list/status_overlays_environ
|
||||||
|
var/chargelevel = CHARGELEVEL_DEFAULT // Cap for how fast APC cells charge, as a percentage-per-tick (0.01 means cellcharge is capped to 1% per second)
|
||||||
|
|
||||||
/obj/machinery/power/apc/updateDialog()
|
/obj/machinery/power/apc/updateDialog()
|
||||||
if (stat & (BROKEN|MAINT))
|
if (stat & (BROKEN|MAINT))
|
||||||
@@ -1022,7 +1023,7 @@
|
|||||||
if(src.attempt_charging())
|
if(src.attempt_charging())
|
||||||
if(excess > 0) // check to make sure we have enough to charge
|
if(excess > 0) // check to make sure we have enough to charge
|
||||||
// Max charge is capped to % per second constant
|
// Max charge is capped to % per second constant
|
||||||
var/ch = min(excess*CELLRATE, cell.maxcharge*CHARGELEVEL)
|
var/ch = min(excess*CELLRATE, cell.maxcharge*chargelevel)
|
||||||
|
|
||||||
ch = draw_power(ch/CELLRATE) // Removes the power we're taking from the grid
|
ch = draw_power(ch/CELLRATE) // Removes the power we're taking from the grid
|
||||||
cell.give(ch*CELLRATE) // actually recharge the cell
|
cell.give(ch*CELLRATE) // actually recharge the cell
|
||||||
@@ -1039,7 +1040,7 @@
|
|||||||
|
|
||||||
if(chargemode)
|
if(chargemode)
|
||||||
if(!charging)
|
if(!charging)
|
||||||
if(excess > cell.maxcharge*CHARGELEVEL)
|
if(excess > cell.maxcharge*chargelevel)
|
||||||
chargecount++
|
chargecount++
|
||||||
else
|
else
|
||||||
chargecount = 0
|
chargecount = 0
|
||||||
|
|||||||
Reference in New Issue
Block a user