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Reverts Citadel-Station-13/Citadel-Station-13-RP#5385 1. **Reverts my Job to Ghostrole PR** 1. _I think using the Ghostrole system for traders is ideal, but they've lost access to their banks and loadouts. It's probably too much trouble to figure out right now and it's beyond me on my own._
149 lines
4.5 KiB
Plaintext
149 lines
4.5 KiB
Plaintext
// Security levels.
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#define SEC_LEVEL_GREEN 0
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#define SEC_LEVEL_BLUE 1
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#define SEC_LEVEL_YELLOW 2
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#define SEC_LEVEL_VIOLET 3
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#define SEC_LEVEL_ORANGE 4
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#define SEC_LEVEL_RED 5
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#define SEC_LEVEL_DELTA 6
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#define BE_TRAITOR (1<<0)
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#define BE_OPERATIVE (1<<1)
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#define BE_CHANGELING (1<<2)
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#define BE_WIZARD (1<<3)
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#define BE_MALF (1<<4)
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#define BE_REV (1<<5)
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#define BE_ALIEN (1<<6)
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#define BE_AI (1<<7)
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#define BE_CULTIST (1<<8)
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#define BE_RENEGADE (1<<9)
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#define BE_NINJA (1<<10)
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#define BE_RAIDER (1<<11)
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#define BE_PLANT (1<<12)
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#define BE_MUTINEER (1<<13)
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#define BE_PAI (1<<14)
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#define BE_LOYALIST (1<<15)
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var/list/be_special_flags = list(
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"Traitor" = BE_TRAITOR,
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"Operative" = BE_OPERATIVE,
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"Changeling" = BE_CHANGELING,
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"Wizard" = BE_WIZARD,
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"Malf AI" = BE_MALF,
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"Revolutionary" = BE_REV,
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"Loyalist" = BE_LOYALIST,
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"Xenomorph" = BE_ALIEN,
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"Positronic Brain" = BE_AI,
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"Cultist" = BE_CULTIST,
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"Renegade" = BE_RENEGADE,
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"Ninja" = BE_NINJA,
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"Raider" = BE_RAIDER,
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"Diona" = BE_PLANT,
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"Mutineer" = BE_MUTINEER,
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"pAI" = BE_PAI
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)
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// Antagonist datum flags.
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/// Assigned job is set to MODE when spawning.
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#define ANTAG_OVERRIDE_JOB (1<<0)
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/// Mob is recreated from datum mob_type var when spawning.
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#define ANTAG_OVERRIDE_MOB (1<<1)
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/// All preexisting equipment is purged.
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#define ANTAG_CLEAR_EQUIPMENT (1<<2)
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/// Antagonists are prompted to enter a name.
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#define ANTAG_CHOOSE_NAME (1<<3)
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/// Cannot be loyalty implanted.
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#define ANTAG_IMPLANT_IMMUNE (1<<4)
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/// Shows up on roundstart report.
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#define ANTAG_SUSPICIOUS (1<<5)
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/// Generates a leader antagonist.
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#define ANTAG_HAS_LEADER (1<<6)
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/// Will spawn a nuke at supplied location.
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#define ANTAG_HAS_NUKE (1<<7)
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/// Potentially randomly spawns due to events.
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#define ANTAG_RANDSPAWN (1<<8)
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/// Can be voted as an additional antagonist before roundstart.
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#define ANTAG_VOTABLE (1<<9)
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/// Causes antagonists to use an appearance modifier on spawn.
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#define ANTAG_SET_APPEARANCE (1<<10)
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// Mode/antag template macros.
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#define MODE_BORER "borer"
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#define MODE_XENOMORPH "xeno"
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#define MODE_LOYALIST "loyalist"
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#define MODE_MUTINEER "mutineer"
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#define MODE_COMMANDO "commando"
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#define MODE_DEATHSQUAD "deathsquad"
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#define MODE_ERT "ert"
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#define MODE_TRADE "trader"
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#define MODE_MERCENARY "mercenary"
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#define MODE_NINJA "ninja"
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#define MODE_RAIDER "raider"
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#define MODE_WIZARD "wizard"
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#define MODE_TECHNOMANCER "technomancer"
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#define MODE_CHANGELING "changeling"
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#define MODE_CULTIST "cultist"
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#define MODE_HIGHLANDER "highlander"
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#define MODE_MONKEY "monkey"
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#define MODE_RENEGADE "renegade"
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#define MODE_REVOLUTIONARY "revolutionary"
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#define MODE_MALFUNCTION "malf"
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#define MODE_TRAITOR "traitor"
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#define MODE_AUTOTRAITOR "autotraitor"
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#define MODE_INFILTRATOR "infiltrator"
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#define MODE_THUG "thug"
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#define MODE_STOWAWAY "stowaway"
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#define DEFAULT_TELECRYSTAL_AMOUNT 120
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/////////////////
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////WIZARD //////
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/////////////////
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/* WIZARD SPELL FLAGS */
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///can a ghost cast it?
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#define GHOSTCAST (1<<0)
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///does it need the wizard garb to cast? Nonwizard spells should not have this
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#define NEEDSCLOTHES (1<<1)
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///does it require the caster to be human?
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#define NEEDSHUMAN (1<<2)
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///if this is added, the spell can't be cast at CentCom
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#define Z2NOCAST (1<<3)
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///if set, the user doesn't have to be conscious to cast. Required for ghost spells
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#define STATALLOWED (1<<4)
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///if set, each new target does not overlap with the previous one
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#define IGNOREPREV (1<<5)
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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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///does the spell include the caster in its target selection?
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#define INCLUDEUSER (1<<6)
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///can you select each target for the spell?
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#define SELECTABLE (1<<7)
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//AOE spells
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///are dense turfs ignored in selection?
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#define IGNOREDENSE (1<<6)
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///are space turfs ignored in selection?
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#define IGNORESPACE (1<<7)
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//End split flags
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///used by construct spells - checks for nullrods
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#define CONSTRUCT_CHECK (1<<8)
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///spell won't show up in the HUD with this
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#define NO_BUTTON (1<<9)
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//invocation
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#define SpI_SHOUT "shout"
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#define SpI_WHISPER "whisper"
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#define SpI_EMOTE "emote"
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#define SpI_NONE "none"
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//upgrading
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#define Sp_SPEED "speed"
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#define Sp_POWER "power"
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#define Sp_TOTAL "total"
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//casting costs
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#define Sp_RECHARGE "recharge"
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#define Sp_CHARGES "charges"
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#define Sp_HOLDVAR "holdervar"
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#define CHANGELING_STASIS_COST 20
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