mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-23 03:26:50 +01:00
- all cells in the game are now small, medium, large - super, hyper capacity cells, device, and weapon cells are all removed - cells now have standardized variants, some of which are printable by R&D - energy weapons rebalanced - **advanced energy guns and stun revolvers removed** - use the new modular weapon system and microfission cells. --------- Co-authored-by: silicons <silicons@silicons.dev>
102 lines
3.9 KiB
Plaintext
102 lines
3.9 KiB
Plaintext
//* This file is explicitly licensed under the MIT license. *//
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//* Copyright (c) 2024 Citadel Station Developers *//
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//* human overlay enums for standing_overlays
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#define HUMAN_OVERLAY_BODY "body"
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#define HUMAN_OVERLAY_SKIN "skin"
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#define HUMAN_OVERLAY_MUTATIONS "mutations"
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#define HUMAN_OVERLAY_MODIFIERS "mutations"
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#define HUMAN_OVERLAY_BLOOD "blood"
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#define HUMAN_OVERLAY_EYES "eyes"
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#define HUMAN_OVERLAY_DAMAGE "damage"
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#define HUMAN_OVERLAY_SURGERY "surgery"
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#define HUMAN_OVERLAY_UNDERWEAR "underwear"
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#define HUMAN_OVERLAY_FIRE "fire"
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#define HUMAN_OVERLAY_LIQUID "liquid"
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#define HUMAN_OVERLAY_HAND(INDEX) "hand-[INDEX]"
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// todo: sprite accessories list system
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#define HUMAN_OVERLAY_HAIR "hair"
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#define HUMAN_OVERLAY_FACEHAIR "facehair"
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#define HUMAN_OVERLAY_TAIL "tail"
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#define HUMAN_OVERLAY_WINGS "wings"
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#define HUMAN_OVERLAY_HORNS "horns"
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#define HUMAN_OVERLAY_EARS "ears"
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//* human rendering layers
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//* human layers are via FLOAT_LAYER so all of these are negative
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//* higher (so smaller subtracted numbers after FLOAT_LAYER) is on-top
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/// layer used for on-fire visual
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#define HUMAN_LAYER_FIRE (FLOAT_LAYER - 25)
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/// layer used for water/acid/etc overlays when you're in a pool or liquid
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#define HUMAN_LAYER_LIQUID (FLOAT_LAYER - 50)
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//! legacy - modifier graphics
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#define HUMAN_LAYER_MODIFIERS (FLOAT_LAYER - 75)
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#define HUMAN_LAYER_SLOT_RHAND (FLOAT_LAYER - 324)
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#define HUMAN_LAYER_SLOT_LHAND (FLOAT_LAYER - 325)
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#define HUMAN_LAYER_SLOT_LEGCUFFED (FLOAT_LAYER - 370)
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#define HUMAN_LAYER_SLOT_HANDCUFFED (FLOAT_LAYER - 371)
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#define HUMAN_LAYER_SLOT_HEAD (FLOAT_LAYER - 375)
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#define HUMAN_LAYER_SLOT_MASK (FLOAT_LAYER - 400)
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#define HUMAN_LAYER_SLOT_EYES (FLOAT_LAYER - 425)
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#define HUMAN_LAYER_SLOT_EARS (FLOAT_LAYER - 450)
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#define HUMAN_LAYER_SPRITEACC_HORNS_FRONT (FLOAT_LAYER - 475)
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#define HUMAN_LAYER_SPRITEACC_EARS_FRONT (FLOAT_LAYER - 476)
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#define HUMAN_LAYER_SPRITEACC_HAIR_FRONT (FLOAT_LAYER - 477)
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#define HUMAN_LAYER_SPRITEACC_FACEHAIR_FRONT (FLOAT_LAYER - 478)
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#define HUMAN_LAYER_SPRITEACC_WINGS_FRONT (FLOAT_LAYER - 479)
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#define HUMAN_LAYER_SLOT_BACKPACK_ALT (FLOAT_LAYER - 480)
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#define HUMAN_LAYER_SPRITEACC_TAIL_FRONT (FLOAT_LAYER - 482)
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#define HUMAN_LAYER_SLOT_BACKPACK (FLOAT_LAYER - 500)
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#define HUMAN_LAYER_SLOT_SUITSTORE (FLOAT_LAYER - 525)
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#define HUMAN_LAYER_SLOT_BELT_ALT (FLOAT_LAYER - 550)
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#define HUMAN_LAYER_SLOT_GLASSES (FLOAT_LAYER - 575)
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#define HUMAN_LAYER_SLOT_OVERSUIT (FLOAT_LAYER - 625)
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#define HUMAN_LAYER_SLOT_BELT (FLOAT_LAYER - 650)
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#define HUMAN_LAYER_SLOT_GLOVES (FLOAT_LAYER - 675)
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#define HUMAN_LAYER_SLOT_SHOES (FLOAT_LAYER - 700)
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#define HUMAN_LAYER_SLOT_IDSLOT (FLOAT_LAYER - 725)
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#define HUMAN_LAYER_SLOT_UNIFORM (FLOAT_LAYER - 750)
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#define HUMAN_LAYER_SLOT_SHOES_ALT (FLOAT_LAYER - 775)
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//! legacy - underwear clothing
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#define HUMAN_LAYER_UNDERWEAR (FLOAT_LAYER - 800)
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//! legacy - surgery overlays
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#define HUMAN_LAYER_SURGERY (FLOAT_LAYER - 825)
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//! legacy - damage on limbs
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#define HUMAN_LAYER_DAMAGE (FLOAT_LAYER - 850)
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//! legacy - blood on skin
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#define HUMAN_LAYER_BLOOD (FLOAT_LAYER - 875)
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//! legacy - species skin
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#define HUMAN_LAYER_SKIN (FLOAT_LAYER - 900)
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#define HUMAN_LAYER_BODY (FLOAT_LAYER - 925)
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#define HUMAN_LAYER_SPRITEACC_HORNS_BEHIND (FLOAT_LAYER - 950)
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#define HUMAN_LAYER_SPRITEACC_EARS_BEHIND (FLOAT_LAYER - 951)
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#define HUMAN_LAYER_SPRITEACC_HAIR_BEHIND (FLOAT_LAYER - 952)
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#define HUMAN_LAYER_SPRITEACC_FACEHAIR_BEHIND (FLOAT_LAYER - 953)
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#define HUMAN_LAYER_SPRITEACC_WINGS_BEHIND (FLOAT_LAYER - 954)
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#define HUMAN_LAYER_SPRITEACC_TAIL_BEHIND (FLOAT_LAYER - 955)
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//! legacy - genetics
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#define HUMAN_LAYER_MUTATIONS (FLOAT_LAYER - 998)
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//* Helpers *//
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/// end proc immediately if we're being deleted or transformed into something
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#define HUMAN_RENDER_ABORT_IF_DELETING if(QDELING(src) || transforming) return
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// carbon appearance update enums
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#define CARBON_APPEARANCE_UPDATE_CLOTHING "clothing"
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#define CARBON_APPEARANCE_UPDATE_OTHER "other"
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