// Damage things. TODO: Merge these down to reduce on defines. // Way to waste perfectly good damage-type names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc. #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define HALLOSS "halloss" #define CUT "cut" #define BRUISE "bruise" #define STUN "stun" #define WEAKEN "weaken" #define PARALYZE "paralize" #define IRRADIATE "irradiate" #define AGONY "agony" // Added in PAIN! #define SLUR "slur" #define STUTTER "stutter" #define EYE_BLUR "eye_blur" #define DROWSY "drowsy" // I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches. #define BRUTELOSS 1 #define FIRELOSS 2 #define TOXLOSS 4 #define OXYLOSS 8 #define FIRE_DAMAGE_MODIFIER 0.0215 // Higher values result in more external fire damage to the skin. (default 0.0215) #define AIR_DAMAGE_MODIFIER 2.025 // More means less damage from hot air scalding lungs, less = more damage. (default 2.025) // Organ defines. #define ORGAN_CUT_AWAY 1<<0 #define ORGAN_BLEEDING 1<<1 #define ORGAN_BROKEN 1<<2 #define ORGAN_DESTROYED 1<<3 #define ORGAN_ROBOT 1<<4 #define ORGAN_SPLINTED 1<<5 #define ORGAN_DEAD 1<<6 #define ORGAN_MUTATED 1<<7 #define ORGAN_ASSISTED 1<<8 #define DROPLIMB_EDGE 0 #define DROPLIMB_BLUNT 1 #define DROPLIMB_BURN 2 // Damage above this value must be repaired with surgery. #define ROBOLIMB_SELF_REPAIR_CAP 30 //Germs and infections. #define GERM_LEVEL_AMBIENT 110 // Maximum germ level you can reach by standing still. #define GERM_LEVEL_MOVE_CAP 200 // Maximum germ level you can reach by running around. #define INFECTION_LEVEL_ONE 100 #define INFECTION_LEVEL_TWO 500 #define INFECTION_LEVEL_THREE 1000