mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
434 lines
16 KiB
Plaintext
434 lines
16 KiB
Plaintext
// /mob/var/stat things.
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#define CONSCIOUS 0
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#define UNCONSCIOUS 1
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#define DEAD 2
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// Bitflags defining which status effects could be or are inflicted on a mob.
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#define CANSTUN 0x1
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#define CANWEAKEN 0x2
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#define CANPARALYSE 0x4
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#define CANPUSH 0x8
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#define LEAPING 0x10
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#define HIDING 0x20
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#define PASSEMOTES 0x40 // Mob has a cortical borer or holders inside of it that need to see emotes.
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#define GODMODE 0x1000
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#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
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#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
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#define DOING_TASK 0x8000 // Performing a do_after or do_mob that's exclusive
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// Grab levels.
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#define GRAB_PASSIVE 1
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#define GRAB_AGGRESSIVE 2
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#define GRAB_NECK 3
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#define GRAB_UPGRADING 4
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#define GRAB_KILL 5
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#define BORGMESON 0x1
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#define BORGTHERM 0x2
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#define BORGXRAY 0x4
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#define BORGMATERIAL 8
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#define STANCE_ATTACK 11 // Backwards compatability
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#define STANCE_ATTACKING 12 // Ditto
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/*
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#define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering.
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#define STANCE_ALERT 2 // Bears
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#define STANCE_ATTACK 3 // Attempting to get into attack position
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#define STANCE_ATTACKING 4 // Doing attacks
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#define STANCE_TIRED 5 // Bears
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#define STANCE_FOLLOW 6 // Following somone
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#define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running)
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*/
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#define STANCE_SLEEP 0 // Doing (almost) nothing, to save on CPU because nobody is around to notice or the mob died.
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#define STANCE_IDLE 1 // The more or less default state. Wanders around, looks for baddies, and spouts one-liners.
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#define STANCE_ALERT 2 // A baddie is visible but not too close, and essentially we tell them to go away or die.
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#define STANCE_APPROACH 3 // Attempting to get into range to attack them.
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#define STANCE_FIGHT 4 // Actually fighting, with melee or ranged.
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#define STANCE_BLINDFIGHT 5 // Fighting something that cannot be seen by the mob, from invisibility or out of sight.
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#define STANCE_REPOSITION 6 // Relocating to a better position while in combat. Also used when moving away from a danger like grenades.
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#define STANCE_MOVE 7 // Similar to above but for out of combat. If a baddie is seen, they'll cancel and fight them.
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#define STANCE_FOLLOW 8 // Following somone, without trying to murder them.
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#define STANCE_FLEE 9 // Run away from the target because they're too spooky/we're dying/some other reason.
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#define STANCE_DISABLED 10 // Used when the holder is afflicted with certain status effects, such as stuns or confusion.
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#define STANCES_COMBAT list(STANCE_ALERT, STANCE_APPROACH, STANCE_FIGHT, STANCE_BLINDFIGHT, STANCE_REPOSITION)
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#define LEFT 0x1
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#define RIGHT 0x2
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#define UNDER 0x4
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// Pulse levels, very simplified.
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#define PULSE_NONE 0 // So !M.pulse checks would be possible.
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#define PULSE_SLOW 1 // <60 bpm
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#define PULSE_NORM 2 // 60-90 bpm
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#define PULSE_FAST 3 // 90-120 bpm
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#define PULSE_2FAST 4 // >120 bpm
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#define PULSE_THREADY 5 // Occurs during hypovolemic shock
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#define GETPULSE_HAND 0 // Less accurate. (hand)
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#define GETPULSE_TOOL 1 // More accurate. (med scanner, sleeper, etc.)
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//intent flags, why wasn't this done the first time?
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#define I_HELP "help"
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#define I_DISARM "disarm"
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#define I_GRAB "grab"
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#define I_HURT "harm"
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//These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom.
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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 SIMPLE_ANIMAL 32
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#define HEAVY 64
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#define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL|HEAVY)
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// Robot AI notifications
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#define ROBOT_NOTIFICATION_NEW_UNIT 1
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#define ROBOT_NOTIFICATION_NEW_NAME 2
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#define ROBOT_NOTIFICATION_NEW_MODULE 3
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#define ROBOT_NOTIFICATION_MODULE_RESET 4
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#define ROBOT_NOTIFICATION_AI_SHELL 5
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// Appearance change flags
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#define APPEARANCE_UPDATE_DNA 0x1
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#define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_SKIN 0x8
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#define APPEARANCE_HAIR 0x10
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#define APPEARANCE_HAIR_COLOR 0x20
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#define APPEARANCE_FACIAL_HAIR 0x40
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#define APPEARANCE_FACIAL_HAIR_COLOR 0x80
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#define APPEARANCE_EYE_COLOR 0x100
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#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
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#define APPEARANCE_ALL 0xFFFF
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// Click cooldown
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#define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions
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#define DEFAULT_QUICK_COOLDOWN 4
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#define MIN_SUPPLIED_LAW_NUMBER 15
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#define MAX_SUPPLIED_LAW_NUMBER 50
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//default item on-mob icons
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#define INV_HEAD_DEF_ICON 'icons/mob/head.dmi'
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#define INV_BACK_DEF_ICON 'icons/mob/back.dmi'
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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#define INV_W_UNIFORM_DEF_ICON "icons/mob/uniform"
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#define INV_ACCESSORIES_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_TIE_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_SUIT_DEF_ICON "icons/mob/suit"
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#define INV_SPACESUIT_DEF_ICON 'icons/mob/spacesuit.dmi'
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#define INV_WEAR_ID_DEF_ICON 'icons/mob/mob.dmi'
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#define INV_GLOVES_DEF_ICON 'icons/mob/hands.dmi'
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#define INV_EYES_DEF_ICON 'icons/mob/eyes.dmi'
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#define INV_EARS_DEF_ICON 'icons/mob/ears.dmi'
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#define INV_FEET_DEF_ICON 'icons/mob/feet.dmi'
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#define INV_BELT_DEF_ICON 'icons/mob/belt.dmi'
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#define INV_MASK_DEF_ICON 'icons/mob/mask.dmi'
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#define INV_HCUFF_DEF_ICON 'icons/mob/mob.dmi'
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#define INV_LCUFF_DEF_ICON 'icons/mob/mob.dmi'
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// Character's economic class
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#define CLASS_UPPER "Wealthy"
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#define CLASS_UPMID "Well-off"
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#define CLASS_MIDDLE "Average"
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#define CLASS_LOWMID "Underpaid"
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#define CLASS_LOWER "Poor"
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#define ECONOMIC_CLASS list(CLASS_UPPER,CLASS_UPMID,CLASS_MIDDLE,CLASS_LOWMID,CLASS_LOWER)
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// Defines mob sizes, used by lockers and to determine what is considered a small sized mob, etc.
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#define MOB_HUGE 40
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#define MOB_LARGE 30
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#define MOB_MEDIUM 20
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#define MOB_SMALL 10
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#define MOB_TINY 5
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#define MOB_MINISCULE 1
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#define TINT_NONE 0
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#define TINT_MODERATE 1
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#define TINT_HEAVY 2
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#define TINT_BLIND 3
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#define FLASH_PROTECTION_VULNERABLE -2
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#define FLASH_PROTECTION_REDUCED -1
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#define FLASH_PROTECTION_NONE 0
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#define FLASH_PROTECTION_MODERATE 1
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#define FLASH_PROTECTION_MAJOR 2
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#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
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#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
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#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
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#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
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// Incapacitation flags, used by the mob/proc/incapacitated() proc
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#define INCAPACITATION_RESTRAINED 1
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#define INCAPACITATION_BUCKLED_PARTIALLY 2
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#define INCAPACITATION_BUCKLED_FULLY 4
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#define INCAPACITATION_STUNNED 8
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#define INCAPACITATION_FORCELYING 16 //needs a better name - represents being knocked down BUT still conscious.
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#define INCAPACITATION_KNOCKOUT 32
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#define INCAPACITATION_NONE 0
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#define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY)
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#define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING)
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#define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED)
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#define INCAPACITATION_ALL (~INCAPACITATION_NONE)
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#define MODIFIER_STACK_FORBID 1 // Disallows stacking entirely.
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#define MODIFIER_STACK_EXTEND 2 // Disallows a second instance, but will extend the first instance if possible.
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#define MODIFIER_STACK_ALLOWED 3 // Multiple instances are allowed.
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#define MODIFIER_GENETIC 1 // Modifiers with this flag will be copied to mobs who get cloned.
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// Bodyparts and organs.
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#define O_EYES "eyes"
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#define O_HEART "heart"
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#define O_LUNGS "lungs"
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#define O_BRAIN "brain"
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#define O_LIVER "liver"
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#define O_KIDNEYS "kidneys"
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#define O_APPENDIX "appendix"
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#define O_VOICE "voicebox"
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#define O_SPLEEN "spleen"
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#define O_STOMACH "stomach"
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#define O_INTESTINE "intestine"
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#define O_STANDARD list(O_EYES, O_HEART, O_LUNGS, O_BRAIN, O_LIVER, O_KIDNEYS, O_SPLEEN, O_APPENDIX, O_VOICE, O_STOMACH, O_INTESTINE)
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// Augments
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#define O_AUG_EYES "occular augment"
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#define O_AUG_L_FOREARM "left forearm augment"
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#define O_AUG_R_FOREARM "right forearm augment"
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#define O_AUG_L_UPPERARM "left upperarm augment"
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#define O_AUG_R_UPPERARM "right upperarm augment"
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#define O_AUG_L_HAND "left hand augment"
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#define O_AUG_R_HAND "right hand augment"
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#define O_AUG_RIBS "rib augment"
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#define O_AUG_SPINE "spinal augment"
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#define O_AUG_PELVIC "pelvic augment"
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// Non-Standard organs
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#define O_MOUTH "mouth"
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#define O_CELL "cell"
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#define O_PLASMA "plasma vessel"
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#define O_HIVE "hive node"
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#define O_NUTRIENT "nutrient vessel"
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#define O_STRATA "neural strata"
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#define O_RESPONSE "response node"
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#define O_GBLADDER "gas bladder"
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#define O_POLYP "polyp segment"
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#define O_ANCHOR "anchoring ligament"
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#define O_REGBRUTE "pneumoregenitor"
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#define O_REGBURN "thermoregenitor"
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#define O_REGOXY "respiroregenitor"
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#define O_REGTOX "toxoregenitor"
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#define O_ACID "acid gland"
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#define O_EGG "egg sac"
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#define O_RESIN "resin spinner"
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#define O_AREJECT "immune hub"
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#define O_VENTC "morphoplastic node"
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#define O_VRLINK "virtual node"
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#define O_ALL list(O_STANDARD, O_MOUTH, O_CELL, O_PLASMA, O_HIVE, O_NUTRIENT, O_STRATA, O_RESPONSE, O_GBLADDER, O_POLYP, O_ANCHOR, O_REGBRUTE, O_REGBURN, O_REGOXY, O_REGTOX, O_ACID, O_EGG, O_RESIN, O_AREJECT, O_VENTC, O_VRLINK)
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// External organs, aka limbs
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#define BP_L_FOOT "l_foot"
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#define BP_R_FOOT "r_foot"
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#define BP_L_LEG "l_leg"
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#define BP_R_LEG "r_leg"
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#define BP_L_HAND "l_hand"
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#define BP_R_HAND "r_hand"
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#define BP_L_ARM "l_arm"
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#define BP_R_ARM "r_arm"
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#define BP_HEAD "head"
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#define BP_TORSO "torso"
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#define BP_GROIN "groin"
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#define BP_ALL list(BP_GROIN, BP_TORSO, BP_HEAD, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG)
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#define SYNTH_BLOOD_COLOUR "#030303"
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#define SYNTH_FLESH_COLOUR "#575757"
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#define MOB_PULL_NONE 0
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#define MOB_PULL_SMALLER 1
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#define MOB_PULL_SAME 2
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#define MOB_PULL_LARGER 3
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//XENOBIO2 FLAGS
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#define NOMUT 0
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#define COLORMUT 1
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#define SPECIESMUT 2
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//carbon taste sensitivity defines, used in mob/living/carbon/proc/ingest
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#define TASTE_HYPERSENSITIVE 3 //anything below 5%
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#define TASTE_SENSITIVE 2 //anything below 7%
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#define TASTE_NORMAL 1 //anything below 15%
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#define TASTE_DULL 0.5 //anything below 30%
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#define TASTE_NUMB 0.1 //anything below 150%
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// If they're in an FBP, what braintype.
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#define FBP_NONE ""
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#define FBP_CYBORG "Cyborg"
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#define FBP_POSI "Positronic"
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#define FBP_DRONE "Drone"
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// Similar to above but for borgs.
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// Seperate defines are unfortunately required since borgs display the brain differently for some reason.
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#define BORG_BRAINTYPE_CYBORG "Cyborg"
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#define BORG_BRAINTYPE_POSI "Robot"
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#define BORG_BRAINTYPE_DRONE "Drone"
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#define BORG_BRAINTYPE_AI_SHELL "AI Shell"
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// 'Regular' species.
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#define SPECIES_HUMAN "Human"
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#define SPECIES_HUMAN_VATBORN "Vatborn"
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#define SPECIES_UNATHI "Unathi"
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#define SPECIES_SKRELL "Skrell"
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#define SPECIES_TESHARI "Teshari"
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#define SPECIES_TAJ "Tajara"
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#define SPECIES_PROMETHEAN "Promethean"
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#define SPECIES_DIONA "Diona"
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#define SPECIES_VOX "Vox"
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#define SPECIES_ZADDAT "Zaddat"
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// Monkey and alien monkeys.
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#define SPECIES_MONKEY "Monkey"
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#define SPECIES_MONKEY_TAJ "Farwa"
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#define SPECIES_MONKEY_SKRELL "Neaera"
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#define SPECIES_MONKEY_UNATHI "Stok"
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// Virtual Reality IDs.
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#define SPECIES_VR "Virtual Reality Avatar"
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#define SPECIES_VR_HUMAN "Virtual Reality Human"
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#define SPECIES_VR_UNATHI "Virtual Reality Unathi"
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#define SPECIES_VR_TAJ "Virtual Reality Tajara" // NO CHANGING.
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#define SPECIES_VR_SKRELL "Virtual Reality Skrell"
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#define SPECIES_VR_TESHARI "Virtual Reality Teshari"
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#define SPECIES_VR_DIONA "Virtual Reality Diona"
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#define SPECIES_VR_MONKEY "Virtual Reality Monkey"
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#define SPECIES_VR_SKELETON "Virtual Reality Skeleton"
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#define SPECIES_VR_VOX "Virtual Reality Vox"
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// Ayyy IDs.
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#define SPECIES_XENO "Xenomorph"
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#define SPECIES_XENO_DRONE "Xenomorph Drone"
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#define SPECIES_XENO_HUNTER "Xenomorph Hunter"
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#define SPECIES_XENO_SENTINEL "Xenomorph Sentinel"
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#define SPECIES_XENO_QUEEN "Xenomorph Queen"
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// Misc species. Mostly unused but might as well be complete.
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#define SPECIES_SHADOW "Shadow"
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#define SPECIES_SKELETON "Skeleton"
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#define SPECIES_GOLEM "Golem"
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#define SPECIES_EVENT1 "X Occursus"
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#define SPECIES_EVENT2 "X Anomalous"
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#define SPECIES_EVENT3 "X Unowas"
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// Replicant types. Currently only used for alien pods and events.
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#define SPECIES_REPLICANT "Replicant"
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#define SPECIES_REPLICANT_ALPHA "Alpha Replicant"
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#define SPECIES_REPLICANT_BETA "Beta Replicant"
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// Used to seperate simple animals by ""intelligence"".
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#define SA_PLANT 1
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#define SA_ANIMAL 2
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#define SA_ROBOTIC 3
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#define SA_HUMANOID 4
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// More refined version of SA_* ""intelligence"" seperators.
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// Now includes bitflags, so to target two classes you just do 'MOB_CLASS_ANIMAL|MOB_CLASS_HUMANOID'
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#define MOB_CLASS_NONE 0 // Default value, and used to invert for _ALL.
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#define MOB_CLASS_PLANT 1 // Unused at the moment.
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#define MOB_CLASS_ANIMAL 2 // Animals and beasts like spiders, saviks, and bears.
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#define MOB_CLASS_HUMANOID 4 // Non-robotic humanoids, including /simple_mob and /carbon/humans and their alien variants.
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#define MOB_CLASS_SYNTHETIC 8 // Silicons, mechanical simple mobs, FBPs, and anything else that would pass is_synthetic()
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#define MOB_CLASS_SLIME 16 // Everyone's favorite xenobiology specimen (and maybe prometheans?).
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#define MOB_CLASS_ABERRATION 32 // Weird shit.
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#define MOB_CLASS_DEMONIC 64 // Cult stuff.
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#define MOB_CLASS_BOSS 128 // Future megafauna hopefully someday.
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#define MOB_CLASS_ILLUSION 256 // Fake mobs, e.g. Technomancer illusions.
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#define MOB_CLASS_PHOTONIC 512 // Holographic mobs like holocarp, similar to _ILLUSION, but that make no attempt to hide their true nature.
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#define MOB_CLASS_ALL (~MOB_CLASS_NONE)
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// For slime commanding. Higher numbers allow for more actions.
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#define SLIME_COMMAND_OBEY 1 // When disciplined.
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#define SLIME_COMMAND_FACTION 2 // When in the same 'faction'.
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#define SLIME_COMMAND_FRIEND 3 // When befriended with a slime friendship agent.
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// Threshold for mobs being able to damage things like airlocks or reinforced glass windows.
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// If the damage is below this, nothing will happen besides a message saying that the attack was ineffective.
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// Generally, this was not a define but was commonly set to 10, however 10 may be too low now since simple_mobs now attack twice as fast,
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// at half damage compared to the old mob system, meaning mobs who could hurt structures may not be able to now, so now it is 5.
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#define STRUCTURE_MIN_DAMAGE_THRESHOLD 5
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//Vision flags, for dealing with plane visibility
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#define VIS_FULLBRIGHT 1
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#define VIS_LIGHTING 2
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#define VIS_GHOSTS 3
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#define VIS_AI_EYE 4
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#define VIS_CH_STATUS 5
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#define VIS_CH_HEALTH 6
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#define VIS_CH_LIFE 7
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#define VIS_CH_ID 8
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#define VIS_CH_WANTED 9
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#define VIS_CH_IMPLOYAL 10
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#define VIS_CH_IMPTRACK 11
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#define VIS_CH_IMPCHEM 12
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#define VIS_CH_SPECIAL 13
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#define VIS_CH_STATUS_OOC 14
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#define VIS_ADMIN1 15
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#define VIS_ADMIN2 16
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#define VIS_ADMIN3 17
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#define VIS_MESONS 18
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#define VIS_TURFS 19
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#define VIS_OBJS 20
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#define VIS_MOBS 21
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#define VIS_BUILDMODE 22
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#define VIS_CLOAKED 23
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#define VIS_STATUS 24
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#define VIS_COUNT 24 //Must be highest number from above.
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//Some mob icon layering defines
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#define BODY_LAYER -100
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// Clothing flags, organized in roughly top-bottom
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#define EXAMINE_SKIPHELMET 0x0001
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#define EXAMINE_SKIPEARS 0x0002
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#define EXAMINE_SKIPEYEWEAR 0x0004
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#define EXAMINE_SKIPMASK 0x0008
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#define EXAMINE_SKIPJUMPSUIT 0x0010
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#define EXAMINE_SKIPTIE 0x0020
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#define EXAMINE_SKIPHOLSTER 0x0040
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#define EXAMINE_SKIPSUITSTORAGE 0x0080
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#define EXAMINE_SKIPBACKPACK 0x0100
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#define EXAMINE_SKIPGLOVES 0x0200
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#define EXAMINE_SKIPBELT 0x0400
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#define EXAMINE_SKIPSHOES 0x0800
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// Body flags
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#define EXAMINE_SKIPHEAD 0x0001
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#define EXAMINE_SKIPEYES 0x0002
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#define EXAMINE_SKIPFACE 0x0004
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#define EXAMINE_SKIPBODY 0x0008
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#define EXAMINE_SKIPGROIN 0x0010
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#define EXAMINE_SKIPARMS 0x0020
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#define EXAMINE_SKIPHANDS 0x0040
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#define EXAMINE_SKIPLEGS 0x0080
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#define EXAMINE_SKIPFEET 0x0100
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#define MAX_NUTRITION 5000 //VOREStation Edit |