mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into MOREDOTS
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@@ -18,6 +18,11 @@
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#define RWALL_SUPPORT_RODS 5
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#define RWALL_SHEATH 6
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//airlock assembly construction states
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#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
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#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
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#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
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//plastic flaps construction states
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#define PLASTIC_FLAPS_NORMAL 0
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#define PLASTIC_FLAPS_DETACHED 1
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+18
-12
@@ -26,6 +26,11 @@
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#define PLANT_PEST_HUD "21"// Pest level
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#define PLANT_WEED_HUD "22"// Weed level
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#define DIAG_TRACK_HUD "23"// Mech tracking beacon
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#define DIAG_PATH_HUD "24"//Bot path indicators
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//by default everything in the hud_list of an atom is an image
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//a value in hud_list with one of these will change that behavior
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#define HUD_LIST_LIST 1
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//data HUD (medhud, sechud) defines
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//Don't forget to update human/New() if you change these!
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@@ -34,20 +39,21 @@
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#define DATA_HUD_MEDICAL_BASIC 3
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#define DATA_HUD_MEDICAL_ADVANCED 4
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#define DATA_HUD_DIAGNOSTIC 5
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#define DATA_HUD_HYDROPONIC 6
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#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
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#define DATA_HUD_HYDROPONIC 7
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//NATIONS
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#define GAME_HUD_NATIONS 7
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#define GAME_HUD_NATIONS 8
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//antag HUD defines
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#define ANTAG_HUD_CULT 8
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#define ANTAG_HUD_REV 9
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#define ANTAG_HUD_OPS 10
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#define ANTAG_HUD_WIZ 11
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#define ANTAG_HUD_SHADOW 12
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#define ANTAG_HUD_TRAITOR 13
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#define ANTAG_HUD_NINJA 14 //For Daves Rework
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#define ANTAG_HUD_CHANGELING 15
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#define ANTAG_HUD_VAMPIRE 16
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#define ANTAG_HUD_ABDUCTOR 17 //For Fox
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#define ANTAG_HUD_CULT 9
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#define ANTAG_HUD_REV 10
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#define ANTAG_HUD_OPS 11
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#define ANTAG_HUD_WIZ 12
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#define ANTAG_HUD_SHADOW 13
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#define ANTAG_HUD_TRAITOR 14
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#define ANTAG_HUD_NINJA 15
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#define ANTAG_HUD_CHANGELING 16
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#define ANTAG_HUD_VAMPIRE 17
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#define ANTAG_HUD_ABDUCTOR 18
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// Notification action types
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#define NOTIFY_JUMP "jump"
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@@ -5,6 +5,11 @@
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// Mobs
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#define ismegafauna(A) istype(A, /mob/living/simple_animal/hostile/megafauna)
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//Simple animals
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#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
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#define isconstruct(A) (istype(A, /mob/living/simple_animal/hostile/construct))
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//Objects
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#define is_cleanable(A) (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/rune)) //if something is cleanable
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@@ -362,4 +362,4 @@
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#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever"
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// The SQL version required by this version of the code
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#define SQL_VERSION 1
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#define SQL_VERSION 2
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