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Conflicts: code/__defines/mobs.dm code/game/jobs/job/civilian.dm code/game/jobs/job_controller.dm
107 lines
3.5 KiB
Plaintext
107 lines
3.5 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 1
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#define CANWEAKEN 2
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#define CANPARALYSE 4
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#define CANPUSH 8
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#define LEAPING 16
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#define PASSEMOTES 32 // Mob has a cortical borer or holders inside of it that need to see emotes.
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#define GODMODE 4096
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#define FAKEDEATH 8192 // Replaces stuff like changeling.changeling_fakedeath.
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#define DISFIGURED 16384 // I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system.
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#define XENO_HOST 32768 // Tracks whether we're gonna be a baby alien's mummy.
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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 1
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#define BORGTHERM 2
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#define BORGXRAY 4
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#define HOSTILE_STANCE_IDLE 1
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#define HOSTILE_STANCE_ALERT 2
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#define HOSTILE_STANCE_ATTACK 3
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#define HOSTILE_STANCE_ATTACKING 4
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#define HOSTILE_STANCE_TIRED 5
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#define LEFT 1
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#define RIGHT 2
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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 "hurt"
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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 ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL)
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#define NEXT_MOVE_DELAY 8
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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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// Appearance change flags
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#define APPEARANCE_UPDATE_DNA 1
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#define APPEARANCE_RACE (2|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_GENDER (4|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_SKIN 8
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#define APPEARANCE_HAIR 16
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#define APPEARANCE_HAIR_COLOR 32
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#define APPEARANCE_FACIAL_HAIR 64
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#define APPEARANCE_FACIAL_HAIR_COLOR 128
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#define APPEARANCE_EYE_COLOR 256
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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 511
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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.dmi'
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#define INV_ACCESSORIES_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_SUIT_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi'
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#define MAX_SUPPLIED_LAW_NUMBER 50
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// NT's alignment towards the character
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#define COMPANY_LOYAL "Loyal"
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#define COMPANY_SUPPORTATIVE "Supportive"
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#define COMPANY_NEUTRAL "Neutral"
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#define COMPANY_SKEPTICAL "Skeptical"
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#define COMPANY_OPPOSED "Opposed"
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#define COMPANY_ALIGNMENTS list(COMPANY_LOYAL,COMPANY_SUPPORTATIVE,COMPANY_NEUTRAL,COMPANY_SKEPTICAL,COMPANY_OPPOSED)
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