mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-09 20:43:35 +00:00
* dme and dmb * Heeeere we gooo * fasease * Continued. * AAAAAAAAAAAAAAAAAAAAAAAA * Brain going numb * agh * The suffering will be worth it... right? * Going blank... * Am I done? * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Fixes * Should be everything I care about right now.
563 lines
19 KiB
Plaintext
563 lines
19 KiB
Plaintext
/// world.icon_size
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#define PIXELS 32
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// These get to go at the top, because they're special
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//You can use these defines to get the typepath of the currently running proc/verb (yes procs + verbs are objects)
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/* eg:
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/mob/living/carbon/human/death()
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to_chat(world, THIS_PROC_TYPE_STR) // You can only output the string versions
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Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a string with () (eg: the _WITH_ARGS defines) to make it look nicer)
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*/
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#define THIS_PROC_TYPE .....
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/// Because you can only obtain a string of THIS_PROC_TYPE using "[]", and it's nice to just +/+= strings
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#define THIS_PROC_TYPE_STR "[THIS_PROC_TYPE]"
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#define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])"
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/// This one is WEIRD, in some cases (When used in certain defines? (eg: ASSERT)) THIS_PROC_TYPE will fail to work, but THIS_PROC_TYPE_WEIRD will work instead
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#define THIS_PROC_TYPE_WEIRD ......
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//define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
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//define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
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#define NOT_IMPLEMENTED "NOT_IMPLEMENTED"
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// Invisibility constants. These should only be used for TRUE invisibility, AKA nothing living players touch
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#define INVISIBILITY_LIGHTING 20
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#define INVISIBILITY_LEVEL_ONE 35
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#define INVISIBILITY_LEVEL_TWO 45
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#define INVISIBILITY_OBSERVER 60
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#define INVISIBILITY_EYE 61
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#define SEE_INVISIBLE_LIVING 25
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#define SEE_INVISIBLE_NOLIGHTING 15
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#define SEE_INVISIBLE_LEVEL_ONE 35
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#define SEE_INVISIBLE_LEVEL_TWO 45
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#define SEE_INVISIBLE_CULT 60
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#define SEE_INVISIBLE_OBSERVER 61
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#define SEE_INVISIBLE_MINIMUM 5
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#define INVISIBILITY_MAXIMUM 100
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/// Pseudo-Invis, like Ninja, Ling, Etc.
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/// Below this, can't be examined, may as well be invisible to the game
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#define EFFECTIVE_INVIS 50
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/// For the client FPS pref and anywhere else
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#define MAX_CLIENT_FPS 200
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// Some arbitrary defines to be used by self-pruning global lists. (see master_controller)
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/// Used to trigger removal from a processing list.
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#define PROCESS_KILL 26
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/// Used in chargen for accessory loadout limit.
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#define MAX_GEAR_COST 20
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/// Used in chargen for accessory loadout limit on holidays.
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#define MAX_GEAR_COST_HOLIDAY_SPAM 30
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// Shuttles.
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// These define the time taken for the shuttle to get to the space station, and the time before it leaves again.
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/// 5 minutes = 300 seconds - after this time, the shuttle departs centcom and cannot be recalled.
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#define SHUTTLE_PREPTIME 300
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/// 3 minutes = 180 seconds - the duration for which the shuttle will wait at the station after arriving.
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#define SHUTTLE_LEAVETIME 180
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/// 5 minutes = 300 seconds - how long it takes for the shuttle to get to the station.
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#define SHUTTLE_TRANSIT_DURATION 300
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/// 2 minutes = 120 seconds - for some reason it takes less time to come back, go figure.
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#define SHUTTLE_TRANSIT_DURATION_RETURN 120
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// Shuttle moving status.
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#define SHUTTLE_IDLE 0
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#define SHUTTLE_WARMUP 1
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#define SHUTTLE_INTRANSIT 2
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/// Yup that can happen now
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#define SHUTTLE_CRASHED 3
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// Sound defines for shuttles.
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#define HYPERSPACE_WARMUP 0
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#define HYPERSPACE_PROGRESS 1
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#define HYPERSPACE_END 2
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// Ferry shuttle processing status.
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#define IDLE_STATE 0
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#define WAIT_LAUNCH 1
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#define FORCE_LAUNCH 2
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#define WAIT_ARRIVE 3
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#define WAIT_FINISH 4
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#define DO_AUTOPILOT 5
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// Bluespace shelter deploy checks
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#define SHELTER_DEPLOY_ALLOWED "allowed"
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#define SHELTER_DEPLOY_BAD_TURFS "bad turfs"
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#define SHELTER_DEPLOY_BAD_AREA "bad area"
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#define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects"
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// Setting this much higher than 1024 could allow spammers to DOS the server easily.
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/// I'm not sure about "easily". It can be a lot longer.
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#define MAX_MESSAGE_LEN 4096
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#define MAX_PAPER_MESSAGE_LEN 6144
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#define MAX_BOOK_MESSAGE_LEN 24576
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#define MAX_RECORD_LENGTH 24576
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#define MAX_LNAME_LEN 64
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#define MAX_NAME_LEN 52
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/// 512GQ file
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#define MAX_TEXTFILE_LENGTH 128000
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// Event defines.
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#define EVENT_LEVEL_MUNDANE 1
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#define EVENT_LEVEL_MODERATE 2
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#define EVENT_LEVEL_MAJOR 3
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/// General-purpose life speed define for plants.
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#define HYDRO_SPEED_MULTIPLIER 1
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#define ANNOUNCER_NAME "Facility PA"
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#define DEFAULT_JOB_TYPE /datum/job/station/assistant
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//Assistant/Visitor/Whatever
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#define USELESS_JOB "Visitor"
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#define ECO_MODIFIER 10
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// Convoluted setup so defines can be supplied by Bay12 main server compile script.
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// Should still work fine for people jamming the icons into their repo.
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#ifndef CUSTOM_ITEM_OBJ
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#define CUSTOM_ITEM_OBJ 'icons/obj/custom_items_obj.dmi'
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#endif
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#ifndef CUSTOM_ITEM_MOB
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#define CUSTOM_ITEM_MOB 'icons/mob/custom_items_mob.dmi'
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#endif
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#ifndef CUSTOM_ITEM_SYNTH
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#define CUSTOM_ITEM_SYNTH 'icons/mob/custom_synthetic.dmi'
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#endif
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#define WALL_CAN_OPEN 1
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#define WALL_OPENING 2
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// Material Defines
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#define MAT_BANANIUM "bananium"
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#define MAT_CARBON "carbon"
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#define MAT_CHITIN "chitin"
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#define MAT_COPPER "copper"
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#define MAT_DIAMOND "diamond"
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#define MAT_DURASTEEL "durasteel"
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#define MAT_DURASTEELHULL "durasteel hull"
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#define MAT_GLASS "glass"
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#define MAT_GOLD "gold"
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#define MAT_GRAPHITE "graphite"
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#define MAT_HARDLOG "hardwood log"
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#define MAT_HARDWOOD "hardwood"
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#define MAT_HEMATITE "hematite"
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#define MAT_IRON "iron"
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#define MAT_LEAD "lead"
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#define MAT_LEATHER "leather"
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#define MAT_LOG "log"
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#define MAT_MARBLE "marble"
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#define MAT_METALHYDROGEN "mhydrogen"
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#define MAT_MORPHIUM "morphium"
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#define MAT_MORPHIUMHULL "morphium hull"
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#define MAT_OSMIUM "osmium"
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#define MAT_PHORON "phoron"
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#define MAT_PLASTEEL "plasteel"
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#define MAT_PLASTEELHULL "plasteel hull"
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#define MAT_PLASTIC "plastic"
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#define MAT_PLATINUM "platinum"
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#define MAT_SIFLOG "alien log"
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#define MAT_SIFWOOD "alien wood"
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#define MAT_SILENCIUM "silencium"
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#define MAT_SILVER "silver"
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#define MAT_SNOW "snow"
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#define MAT_STEEL "steel"
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#define MAT_STEELHULL "steel hull"
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#define MAT_SUPERMATTER "supermatter"
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#define MAT_TITANIUM "titanium"
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#define MAT_TITANIUMHULL "titanium hull"
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#define MAT_URANIUM "uranium"
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#define MAT_VALHOLLIDE "valhollide"
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#define MAT_VAUDIUM "vaudium"
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#define MAT_VERDANTIUM "verdantium"
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#define MAT_WOOD "wood"
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#define SHARD_SHARD "shard"
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#define SHARD_SHRAPNEL "shrapnel"
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#define SHARD_STONE_PIECE "piece"
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#define SHARD_SPLINTER "splinters"
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#define SHARD_NONE ""
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#define MATERIAL_UNMELTABLE 0x1
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#define MATERIAL_BRITTLE 0x2
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#define MATERIAL_PADDING 0x4
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/// Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
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#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4
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#define BOMBCAP_DVSTN_RADIUS (max_explosion_range/4)
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#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2)
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#define BOMBCAP_LIGHT_RADIUS max_explosion_range
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#define BOMBCAP_FLASH_RADIUS (max_explosion_range*1.5)
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// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
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/// Downloads of software from NTNet
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#define NTNET_SOFTWAREDOWNLOAD 1
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/// P2P transfers of files between devices
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#define NTNET_PEERTOPEER 2
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/// Communication (messaging)
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#define NTNET_COMMUNICATION 3
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/// Control of various systems, RCon, air alarm control, etc.
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#define NTNET_SYSTEMCONTROL 4
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// NTNet transfer speeds, used when downloading/uploading a file/program.
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/// GQ/s transfer speed when the device is wirelessly connected and on Low signal
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#define NTNETSPEED_LOWSIGNAL 0.25
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/// GQ/s transfer speed when the device is wirelessly connected and on High signal
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#define NTNETSPEED_HIGHSIGNAL 0.5
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/// GQ/s transfer speed when the device is using wired connection
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#define NTNETSPEED_ETHERNET 1.0
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/// Multiplier for Denial of Service program. Resulting load on NTNet relay is this multiplied by NTNETSPEED of the device
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#define NTNETSPEED_DOS_AMPLIFICATION 5
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// Program bitflags
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#define PROGRAM_ALL 15
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#define PROGRAM_CONSOLE 1
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#define PROGRAM_LAPTOP 2
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#define PROGRAM_TABLET 4
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#define PROGRAM_TELESCREEN 8
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#define PROGRAM_STATE_KILLED 0
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#define PROGRAM_STATE_BACKGROUND 1
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#define PROGRAM_STATE_ACTIVE 2
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// Caps for NTNet logging. Less than 10 would make logging useless anyway, more than 500 may make the log browser too laggy. Defaults to 100 unless user changes it.
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#define MAX_NTNET_LOGS 500
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#define MIN_NTNET_LOGS 10
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// Special return values from bullet_act(). Positive return values are already used to indicate the blocked level of the projectile.
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/// If the projectile should continue flying after calling bullet_act()
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#define PROJECTILE_CONTINUE -1
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/// If the projectile should treat the attack as a miss (suppresses attack and admin logs) - only applies to mobs.
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#define PROJECTILE_FORCE_MISS -2
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// Vending stuff
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#define CAT_NORMAL 1
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#define CAT_HIDDEN 2
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#define CAT_COIN 4
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// Antag Faction Visbility
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#define ANTAG_HIDDEN "Hidden"
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#define ANTAG_SHARED "Shared"
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#define ANTAG_KNOWN "Known"
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// Take a guess what the V stands for
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#define VANTAG_NONE "hudblank"
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#define VANTAG_VORE "vantag_vore"
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#define VANTAG_KIDNAP "vantag_kidnap"
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#define VANTAG_KILL "vantag_kill"
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// Job groups
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#define DEPARTMENT_CARGO "cargo"
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#define DEPARTMENT_CIVILIAN "civilian"
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#define DEPARTMENT_COMMAND "command"
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#define DEPARTMENT_ENGINEERING "engineering"
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#define DEPARTMENT_EVERYONE "everyone"
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#define DEPARTMENT_MEDICAL "medical"
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#define DEPARTMENT_OFFDUTY "offduty"
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#define DEPARTMENT_PLANET "exploration"
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#define DEPARTMENT_RESEARCH "research"
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#define DEPARTMENT_SECURITY "security"
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#define DEPARTMENT_SYNTHETIC "synthetic"
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/// Leaving this definition in place, can perhaps use it in the future but removing it will require digging into other stuff im not comfortable with -BLoop
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#define DEPARTMENT_TALON "talon"
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#define DEPARTMENT_TRADE "trade"
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#define DEPARTMENT_UNKNOWN "unknown"
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// TODO: nuke this from fucking orbit during job refactor
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var/list/economy_station_departments = list(
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DEPARTMENT_CARGO,
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DEPARTMENT_CIVILIAN,
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DEPARTMENT_COMMAND,
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DEPARTMENT_ENGINEERING,
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DEPARTMENT_MEDICAL,
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DEPARTMENT_PLANET,
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DEPARTMENT_RESEARCH,
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DEPARTMENT_SECURITY
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)
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// Off-duty time
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#define PTO_CARGO "Cargo"
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#define PTO_CIVILIAN "Civilian"
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#define PTO_COMMAND "Command"
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#define PTO_CYBORG "Cyborg"
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#define PTO_ENGINEERING "Engineering"
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#define PTO_EXPLORATION "Exploration"
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#define PTO_MEDICAL "Medical"
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#define PTO_SCIENCE "Science"
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#define PTO_SECURITY "Security"
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// Canonical spellings of TSCs, so typos never have to happen again due to human error.
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#define TSC_BC "Bishop Cybernetics"
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#define TSC_GIL "Gilthari"
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/// Because everyone misspells it
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#define TSC_HEPH "Hephaestus"
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#define TSC_MORPH "Morpheus"
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#define TSC_NT "NanoTrasen"
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#define TSC_VM "Vey Med"
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#define TSC_WT "Ward-Takahashi"
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/// Not really needed but consistancy I guess.
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#define TSC_XION "Xion"
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#define TSC_ZH "Zeng-Hu"
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///The number of deciseconds in a day
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#define MIDNIGHT_ROLLOVER 864000
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/// Needed for the R-UST port
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#define WORLD_ICON_SIZE 32
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///Needed for the R-UST port
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#define PIXEL_MULTIPLIER WORLD_ICON_SIZE/32
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/// Maximum effective value of client.view (According to DM references)
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#define MAX_CLIENT_VIEW 34
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// Maploader bounds indices
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#define MAP_MINX 1
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#define MAP_MINY 2
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#define MAP_MINZ 3
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#define MAP_MAXX 4
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#define MAP_MAXY 5
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#define MAP_MAXZ 6
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// /atom/proc/use_check flags
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#define USE_ALLOW_NONLIVING 1
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#define USE_ALLOW_NON_ADV_TOOL_USR 2
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#define USE_ALLOW_DEAD 4
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#define USE_ALLOW_INCAPACITATED 8
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#define USE_ALLOW_NON_ADJACENT 16
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#define USE_FORCE_SRC_IN_USER 32
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#define USE_DISALLOW_SILICONS 64
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#define USE_SUCCESS 0
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#define USE_FAIL_NON_ADJACENT 1
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#define USE_FAIL_NONLIVING 2
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#define USE_FAIL_NON_ADV_TOOL_USR 3
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#define USE_FAIL_DEAD 4
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#define USE_FAIL_INCAPACITATED 5
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#define USE_FAIL_NOT_IN_USER 6
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#define USE_FAIL_IS_SILICON 7
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// This creates a consistant definition for creating global lists, automatically inserting objects into it when they are created, and removing them when deleted.
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// It is very good for removing the 'in world' junk that exists in the codebase painlessly.
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// First argument is the list name/path desired, e.g. 'all_candles' would be 'var/list/all_candles = list()'.
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// Second argument is the path the list is expected to contain. Note that children will also get added to the global list.
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// If the GLOB system is ever ported, you can change this macro in one place and have less work to do than you otherwise would.
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#define GLOBAL_LIST_BOILERPLATE(LIST_NAME, PATH)\
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GLOBAL_LIST_EMPTY(##LIST_NAME);\
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##PATH/Initialize(mapload, ...)\
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{\
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GLOB.##LIST_NAME += src;\
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return ..();\
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}\
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##PATH/Destroy(force, ...)\
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{\
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GLOB.##LIST_NAME -= src;\
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return ..();\
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}\
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// 'Normal'ness v v v
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// Various types of colorblindness R2R R2G R2B G2R G2G G2B B2R B2G B2B
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#define MATRIX_Achromatomaly list(0.62, 0.32, 0.06, 0.16, 0.78, 0.06, 0.16, 0.32, 0.52)
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#define MATRIX_Achromatopsia list(0.30, 0.59, 0.11, 0.30, 0.59, 0.11, 0.30, 0.59, 0.11)
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#define MATRIX_Deuteranomaly list(0.80, 0.20, 0, 0.26, 0.74, 0, 0, 0.14, 0.86)
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#define MATRIX_Deuteranopia list(0.63, 0.38, 0, 0.70, 0.30, 0, 0, 0.30, 0.70)
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#define MATRIX_Monochromia list(0.33, 0.33, 0.33, 0.59, 0.59, 0.59, 0.11, 0.11, 0.11)
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#define MATRIX_Protanomaly list(0.82, 0.18, 0, 0.33, 0.67, 0, 0, 0.13, 0.88)
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#define MATRIX_Protanopia list(0.57, 0.43, 0, 0.56, 0.44, 0, 0, 0.24, 0.76)
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#define MATRIX_Taj_Colorblind list(0.40, 0.20, 0.40, 0.40, 0.60, 0, 0.20, 0.20, 0.60)
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#define MATRIX_Tritanomaly list(0.97, 0.03, 0, 0, 0.73, 0.27, 0, 0.18, 0.82)
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#define MATRIX_Tritanopia list(0.95, 0.05, 0, 0, 0.43, 0.57, 0, 0.48, 0.53)
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#define MATRIX_Vulp_Colorblind list(0.50, 0.40, 0.10, 0.50, 0.40, 0.10, 0, 0.20, 0.80)
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// Tool substitution defines
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#define IS_CROWBAR "crowbar"
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#define IS_SCREWDRIVER "screwdriver"
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#define IS_WIRECUTTER "wirecutter"
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#define IS_WRENCH "wrench"
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// Diagonal movement
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#define FIRST_DIAG_STEP 1
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#define SECOND_DIAG_STEP 2
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// RCD modes. Used on the RCD, and gets passed to an object's rcd_act() when an RCD is used on it, to determine what happens.
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/// Builds plating on space/ground/open tiles. Builds a wall when on floors. Finishes walls when used on girders.
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#define RCD_FLOORWALL "Floor / Wall"
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/// Builds an airlock on the tile if one isn't already there.
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#define RCD_AIRLOCK "Airlock"
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/// Builds a full tile window and grille pair on floors.
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#define RCD_WINDOWGRILLE "Window / Grille"
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/// Removes various things. Still consumes compressed matter.
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#define RCD_DECONSTRUCT "Deconstruction"
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#define RCD_VALUE_COST "cost"
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#define RCD_VALUE_DELAY "delay"
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#define RCD_VALUE_MODE "mode"
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/// Each physical material sheet is worth four matter units.
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#define RCD_SHEETS_PER_MATTER_UNIT 4
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#define RCD_MAX_CAPACITY 30 * RCD_SHEETS_PER_MATTER_UNIT
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// Preference save/load cooldown. This is in deciseconds.
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/// Should be sufficiently hard to achieve without a broken mouse or autoclicker while still fulfilling its intended goal.
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#define PREF_SAVELOAD_COOLDOWN 2
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// Radiation 'levels'. Used for the geiger counter, for visuals and sound. They are in different files so this goes here.
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/// Around the level at which radiation starts to become harmful
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#define RAD_LEVEL_LOW 0.5
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#define RAD_LEVEL_MODERATE 5
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#define RAD_LEVEL_HIGH 25
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#define RAD_LEVEL_VERY_HIGH 75
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/// Radiation will not affect a tile when below this value.
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#define RADIATION_THRESHOLD_CUTOFF 0.1
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#define CLIENT_FROM_VAR(I) (ismob(I) ? I:client : (istype(I, /client) ? I : (istype(I, /datum/mind) ? I:current?:client : null)))
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#define PR_ANNOUNCEMENTS_PER_ROUND 5
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//https://secure.byond.com/docs/ref/info.html#/atom/var/mouse_opacity
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#define MOUSE_OPACITY_TRANSPARENT 0
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#define MOUSE_OPACITY_ICON 1
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#define MOUSE_OPACITY_OPAQUE 2
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//world/proc/shelleo
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#define SHELLEO_ERRORLEVEL 1
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#define SHELLEO_STDOUT 2
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#define SHELLEO_STDERR 3
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/// Embed chance unset for embed_chance var on /obj/item.
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#define EMBED_CHANCE_UNSET -1337
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/// No hitsound define
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#define HITSOUND_UNSET "UNSET"
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/// Herm Gender
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/// Snowflake Global that throws a fit
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#define HERM "herm"
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// For custom species
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#define STARTING_SPECIES_POINTS 1
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#define MAX_SPECIES_TRAITS 5
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// Xenochimera thing mostly
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#define REVIVING_NOW -1
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#define REVIVING_DONE 0
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#define REVIVING_READY 1
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// Resleeving Mind Record Status
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#define MR_NORMAL 0
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#define MR_UNSURE 1
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#define MR_DEAD 2
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//Holy Weapon defines from Main. Lists null rod weapons and classifies them as HOLY.
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#define HOLY_WEAPONS /obj/item/nullrod
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#define HOLY_ICONS /obj/item/godfig
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// Used by radios to indicate that they have sent a message via something other than subspace
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#define RADIO_CONNECTION_FAIL 0
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#define RADIO_CONNECTION_NON_SUBSPACE 1
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#define JOB_CARBON 0x1
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#define JOB_SILICON_ROBOT 0x2
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#define JOB_SILICON_AI 0x4
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/// 2|4, probably don't set jobs to this, but good for checking
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#define JOB_SILICON 0x6
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/*
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Used for wire name appearances. Replaces the color name on the left with the one on the right.
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The color on the left is the one used as the actual color of the wire, but it doesn't look good when written.
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So, we need to replace the name to something that looks better.
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*/
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#define LIST_COLOR_RENAME \
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list( \
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"rebeccapurple" = "dark purple",\
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"darkslategrey" = "dark grey", \
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"darkolivegreen"= "dark green", \
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"darkslateblue" = "dark blue", \
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"darkkhaki" = "khaki", \
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"darkseagreen" = "light green",\
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"midnightblue" = "blue", \
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"lightgrey" = "light grey", \
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"darkgrey" = "dark grey", \
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"darkmagenta" = "dark magenta",\
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"steelblue" = "blue", \
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"goldenrod" = "gold" \
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)
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/// Pure Black and white colorblindness. Every species except Vulpkanins and Tajarans will have this.
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#define GREYSCALE_COLOR_REPLACE \
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list( \
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"red" = "grey", \
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"blue" = "grey", \
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"green" = "grey", \
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"orange" = "light grey", \
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"brown" = "grey", \
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"gold" = "light grey", \
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"cyan" = "silver", \
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"magenta" = "grey", \
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"purple" = "grey", \
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"pink" = "light grey" \
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)
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/// Red colorblindness. Vulpkanins/Wolpins have this.
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#define PROTANOPIA_COLOR_REPLACE \
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list( \
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"red" = "darkolivegreen", \
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"darkred" = "darkolivegreen", \
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"green" = "yellow", \
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"orange" = "goldenrod", \
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"gold" = "goldenrod", \
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"brown" = "darkolivegreen", \
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"cyan" = "steelblue", \
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"magenta" = "blue", \
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"purple" = "darkslategrey", \
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"pink" = "beige" \
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)
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/// Green colorblindness.
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#define DEUTERANOPIA_COLOR_REPLACE \
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list( \
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"red" = "goldenrod", \
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"green" = "tan", \
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"yellow" = "tan", \
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"orange" = "goldenrod", \
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"gold" = "burlywood", \
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"brown" = "saddlebrown",\
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"cyan" = "lavender", \
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"magenta" = "blue", \
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"darkmagenta" = "darkslateblue", \
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"purple" = "slateblue", \
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"pink" = "thistle" \
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)
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/// Yellow-Blue colorblindness. Tajarans/Farwas have this.
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#define TRITANOPIA_COLOR_REPLACE \
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list( \
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"red" = "rebeccapurple", \
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"blue" = "darkslateblue", \
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"green" = "darkolivegreen", \
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"orange" = "darkkhaki", \
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"gold" = "darkkhaki", \
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"brown" = "rebeccapurple", \
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"cyan" = "darkseagreen", \
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"magenta" = "darkslateblue", \
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"navy" = "darkslateblue", \
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"purple" = "darkslateblue", \
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"pink" = "lightgrey" \
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)
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