Fixing cigs_lighters.dm

Fixes issue 903.
Fixes issue 871.
Fixes issue 855.

Fixes a ton of bullshit in cig code! You can throw cigarettes into plasma to ignite it again, and such.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4690 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-09-15 17:54:53 +00:00
parent a33880854a
commit a7a42b868f
4 changed files with 400 additions and 216 deletions
+182 -215
View File
@@ -1,3 +1,5 @@
//cleansed 9/15/2012 17:48
/*
CONTAINS:
MATCHES
@@ -23,29 +25,27 @@ ZIPPO
origin_tech = "materials=1"
attack_verb = list("burnt", "singed")
/obj/item/weapon/match/process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
icon_state = "match_burnt"
lit = -1
processing_objects.Remove(src)
return
if(location)
location.hotspot_expose(700, 5)
return
process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
icon_state = "match_burnt"
lit = -1
processing_objects.Remove(src)
return
if(location)
location.hotspot_expose(700, 5)
return
dropped(mob/user as mob)
if(lit == 1)
lit = -1
damtype = "brute"
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
desc = "A match. This one has seen better days."
return ..()
/obj/item/weapon/match/dropped(mob/user as mob)
if(lit == 1)
lit = -1
damtype = "brute"
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
desc = "A match. This one has seen better days."
return ..()
//////////////////
//FINE SMOKABLES//
@@ -81,27 +81,30 @@ ZIPPO
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())//Badasses dont get blinded while lighting their cig with a welding tool
light("\red [user] casually lights the [name] with [W], what a badass.")
light("<span class='notice'>[user] casually lights the [name] with [W], what a badass.</span>")
else if(istype(W, /obj/item/weapon/lighter/zippo))
var/obj/item/weapon/lighter/zippo/Z = W
if(Z.lit > 0)
light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.")
if(Z.lit)
light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.lit > 0)
light("\red After some fiddling, [user] manages to light their [name] with [W].")
if(L.lit)
light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W
if(M.lit)
light("<span class='notice'>[user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/melee/energy/sword))
var/obj/item/weapon/melee/energy/sword/S = W
if(S.active)
light("\red [user] swings their [W], barely missing their nose. They light their [name] in the process.")
light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W
if(M.lit > 0)
light("\red [user] lights their [name] with their [W].")
else if(istype(W, /obj/item/device/assembly/igniter))
light("<span class='notice'>[user] fiddles with [W], and manages to light their [name].</span>")
//can't think of any other way to update the overlays :<
user.update_inv_wear_mask(0)
@@ -124,8 +127,8 @@ ZIPPO
/obj/item/clothing/mask/cigarette/proc/light(var/flavor_text = "[usr] lights the [name].")
if(!lit)
lit = 1
if(!src.lit)
src.lit = 1
damtype = "fire"
if(reagents.get_reagent_amount("plasma")) // the plasma explodes when exposed to fire
var/datum/effect/effect/system/reagents_explosion/e = new()
@@ -143,8 +146,8 @@ ZIPPO
reagents.handle_reactions()
icon_state = icon_on
item_state = icon_on
for(var/mob/O in viewers(usr, null))
O.show_message(flavor_text, 1)
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
processing_objects.Add(src)
@@ -156,15 +159,15 @@ ZIPPO
processing_objects.Remove(src)
if(ismob(loc))
var/mob/living/M = loc
M << "\red Your [name] goes out."
M << "<span class='notice'>Your [name] goes out.</span>"
M.u_equip(src) //un-equip it so the overlays can update
M.update_icons()
M.update_inv_wear_mask(0)
del(src)
return
if(location)
location.hotspot_expose(700, 5)
if(reagents && reagents.total_volume) // check if it has any reagents at all
if( iscarbon(loc) && (src == loc:wear_mask) ) // if it's in the human/monkey mouth, transfer reagents to the mob
if(iscarbon(loc) && (src == loc:wear_mask)) // if it's in the human/monkey mouth, transfer reagents to the mob
var/mob/living/carbon/C = loc
if(prob(15)) // so it's not an instarape in case of acid
reagents.reaction(C, INGEST)
@@ -174,13 +177,13 @@ ZIPPO
return
/obj/item/clothing/mask/cigarette/dropped(mob/user as mob)
/obj/item/clothing/mask/cigarette/attack_self(mob/user as mob)
if(lit == 1)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] calmly drops and treads on the lit [], putting it out instantly.", user,name), 1)
new type_butt(loc)
processing_objects.Remove(src)
del(src)
user.visible_message("<span class='notice'>[user] calmly drops and treads on the lit [src], putting it out instantly.</span>")
var/turf/T = get_turf(src)
new type_butt(T)
processing_objects.Remove(src)
del(src)
return ..()
@@ -194,7 +197,7 @@ ZIPPO
icon_state = "cigaroff"
icon_on = "cigaron"
icon_off = "cigaroff"
type_butt = /obj/item/weapon/cigbutt
type_butt = /obj/item/weapon/cigarbutt
throw_speed = 0.5
item_state = "cigaroff"
smoketime = 1500
@@ -234,105 +237,75 @@ ZIPPO
if(istype(W, /obj/item/weapon/match))
..()
else
user << "\red The [src] straight out REFUSES to be lit by such uncivilized means."
user << "<span class='notice'>\The [src] straight out REFUSES to be lit by such uncivilized means.</span>"
/////////////////
//SMOKING PIPES//
/////////////////
/obj/item/clothing/mask/pipe
/obj/item/clothing/mask/cigarette/pipe
name = "smoking pipe"
desc = "A pipe, for smoking. Probably made of meershaum or something."
icon_state = "cobpipeoff"
throw_speed = 0.5
item_state = "cobpipeoff"
w_class = 1
body_parts_covered = null
var/lit = 0
var/icon_on = "cobpipeon" //Note - these are in masks.dmi
var/icon_off = "cobpipeoff"
var/lastHolder = null
var/smoketime = 100
var/maxsmoketime = 100 //make sure this is equal to your smoketime
proc
light(var/flavor_text = "[usr] lights the [name].")
icon_state = "pipeoff"
item_state = "pipeoff"
icon_on = "pipeon" //Note - these are in masks.dmi
icon_off = "pipeoff"
smoketime = 100
attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())
light("\red [user] casually lights the [name] with [W], what a badass.")
/obj/item/clothing/mask/cigarette/pipe/light(var/flavor_text = "[usr] lights the [name].")
if(!src.lit)
src.lit = 1
damtype = "fire"
icon_state = icon_on
item_state = icon_on
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
processing_objects.Add(src)
else if(istype(W, /obj/item/weapon/lighter/zippo))
var/obj/item/weapon/lighter/zippo/Z = W
if(Z.lit > 0)
light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.lit > 0)
light("\red After some fiddling, [user] manages to light their [name] with [W].")
else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W
if(M.lit > 0)
light("\red [user] lights their [name] with their [W].")
light(var/flavor_text = "[usr] lights the [name].")
if(!lit)
lit = 1
damtype = "fire"
icon_state = icon_on
item_state = icon_on
for(var/mob/O in viewers(usr, null))
O.show_message(flavor_text, 1)
processing_objects.Add(src)
process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
new /obj/effect/decal/cleanable/ash(location)
if(ismob(loc))
var/mob/living/M = loc
M << "\red Your [name] goes out, and you empty the ash."
lit = 0
icon_state = icon_off
item_state = icon_off
processing_objects.Remove(src)
return
if(location)
location.hotspot_expose(700, 5)
return
dropped(mob/user as mob)
if(lit == 1)
user.visible_message("<span class='notice'>[user] puts out [src].</span>")
/obj/item/clothing/mask/cigarette/pipe/process()
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
new /obj/effect/decal/cleanable/ash(location)
if(ismob(loc))
var/mob/living/M = loc
M << "<span class='notice'>Your [name] goes out, and you empty the ash.</span>"
lit = 0
icon_state = icon_off
item_state = icon_off
processing_objects.Remove(src)
return ..()
/obj/item/clothing/mask/pipe/attack_self(mob/user as mob) //Refills the pipe. Can be changed to an attackby later, if loose tobacco is added to vendors or something.
if(smoketime <= 0)
user << "\blue You refill the pipe with tobacco."
smoketime = maxsmoketime
M.update_inv_wear_mask(0)
processing_objects.Remove(src)
return
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/clothing/mask/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/clothing/mask/cigarette/pipe/attack_self(mob/user as mob) //Refills the pipe. Can be changed to an attackby later, if loose tobacco is added to vendors or something.
if(lit == 1)
user.visible_message("<span class='notice'>[user] puts out [src].</span>")
lit = 0
icon_state = icon_off
item_state = icon_off
processing_objects.Remove(src)
return
if(smoketime <= 0)
user << "<span class='notice'>You refill the pipe with tobacco.</span>"
smoketime = initial(smoketime)
return
/obj/item/clothing/mask/cigarette/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/match))
..()
else
user << "\red The [src] straight out REFUSES to be lit by such means."
user << "<span class='notice'>\The [src] straight out REFUSES to be lit by such means.</span>"
/obj/item/clothing/mask/pipe/cobpipe
/obj/item/clothing/mask/cigarette/pipe/cobpipe
name = "corn cob pipe"
desc = "A nicotine delivery system popularized by folksy backwoodsmen and kept popular in the modern age and beyond by space hipsters."
icon_state = "cobpipeoff"
item_state = "cobpipeoff"
icon_on = "cobpipeon" //Note - these are in masks.dmi
icon_off = "cobpipeoff"
smoketime = 400
maxsmoketime = 400
////////////
//CIG PACK//
@@ -349,36 +322,35 @@ ZIPPO
slot_flags = SLOT_BELT
var/cigcount = 6
New()
..()
flags |= NOREACT
create_reagents(15*cigcount)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
/obj/item/weapon/cigpacket/New()
..()
flags |= NOREACT
create_reagents(15*cigcount)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
Del()
..()
del(reagents)
/obj/item/weapon/cigpacket/Del()
..()
del(reagents)
update_icon()
icon_state = "[initial(icon_state)][cigcount]"
desc = "There's [cigcount] cig\s left!"
return
/obj/item/weapon/cigpacket/update_icon()
icon_state = "[initial(icon_state)][cigcount]"
desc = "There are [cigcount] cig\s left!"
return
attack_hand(mob/user as mob)
if(user.r_hand == src || user.l_hand == src)
if(cigcount == 0)
user << "<span class='notice'>You're out of cigs, shit! How you gonna get through the rest of the day...</span>"
return
else
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
reagents.trans_to(W, (reagents.total_volume/cigcount))
user.put_in_active_hand(W)
reagents.maximum_volume = 15*cigcount
cigcount--
/obj/item/weapon/cigpacket/attack_hand(mob/user as mob)
if(user.r_hand == src || user.l_hand == src)
if(cigcount == 0)
user << "<span class='notice'>You're out of cigs, shit! How you gonna get through the rest of the day...</span>"
return
else
return ..()
update_icon()
return
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
reagents.trans_to(W, (reagents.total_volume/cigcount))
user.put_in_active_hand(W)
reagents.maximum_volume = 15*cigcount
cigcount--
else
return ..()
update_icon()
return
/obj/item/weapon/cigpacket/dromedaryco
name = "DromedaryCo packet"
@@ -389,7 +361,6 @@ ZIPPO
/////////
//ZIPPO//
/////////
/obj/item/weapon/lighter
name = "cheap lighter"
desc = "A cheap-as-free lighter."
@@ -420,76 +391,72 @@ ZIPPO
icon_off = "lighter-[color]"
icon_state = icon_off
/obj/item/weapon/lighter
attack_self(mob/living/user)
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = icon_on
item_state = icon_on
if( istype(src,/obj/item/weapon/lighter/zippo) )
for(var/mob/O in viewers(user, null))
O.show_message(text("\red Without even breaking stride, [] flips open and lights the [] in one smooth movement.", user, src), 1)
else
if(prob(75))
for(var/mob/O in viewers(user, null))
O.show_message("\red After a few attempts, [user] manages to light the [src].", 1)
else
user << "\red <b>You burn yourself while lighting the lighter.</b>"
user.adjustFireLoss(5)
for(var/mob/O in viewers(user, null))
O.show_message("\red After a few attempts, [user] manages to light the [src], they however burn their finger in the process.", 1)
user.SetLuminosity(user.luminosity + 2)
processing_objects.Add(src)
/obj/item/weapon/lighter/attack_self(mob/living/user)
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = icon_on
item_state = icon_on
if(istype(src, /obj/item/weapon/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
lit = 0
icon_state = icon_off
item_state = icon_off
if( istype(src,/obj/item/weapon/lighter/zippo) )
for(var/mob/O in viewers(user, null))
O.show_message(text("\red You hear a quiet click, as [] shuts off the [] without even looking at what they're doing. Wow.", user, src), 1)
if(prob(75))
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
for(var/mob/O in viewers(user, null))
O.show_message("\red [user] quietly shuts off the [src].", 1)
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
user.adjustFireLoss(5)
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
user.SetLuminosity(user.luminosity - 2)
processing_objects.Remove(src)
user.SetLuminosity(user.luminosity + 2)
processing_objects.Add(src)
else
return ..()
return
attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(istype(M.wear_mask,/obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && lit)
if(M == user)
M.wear_mask:light("\red With a single flick of their wrist, [user] smoothly lights their [M.wear_mask.name] with their [name]. Damn they're cool.")
lit = 0
icon_state = icon_off
item_state = icon_off
if(istype(src, /obj/item/weapon/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing. Wow.")
else
M.wear_mask:light("\red [user] whips the [name] out and holds it for [M]. Their arm is as steady as the unflickering flame they light the [M.wear_mask.name] with.")
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
user.SetLuminosity(user.luminosity - 2)
processing_objects.Remove(src)
else
return ..()
return
/obj/item/weapon/lighter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && lit)
var/obj/item/clothing/mask/cigarette/cig = M.wear_mask
if(M == user)
cig.attackby(src, user)
else
..()
if(istype(src, /obj/item/weapon/lighter/zippo))
cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M]. Their arm is as steady as the unflickering flame they light \the [cig] with.</span>")
else
cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
else
..()
/obj/item/weapon/lighter/process()
var/turf/location = get_turf(src)
if(location)
location.hotspot_expose(700, 5)
return
process()
var/turf/location = get_turf(src)
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/weapon/lighter/pickup(mob/user)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return
pickup(mob/user)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return
dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
return
/obj/item/weapon/lighter/dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
return
@@ -128,6 +128,6 @@
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/kitchen/utensil/knife))
user << "<span class='notice'>You use [W] to fashion a pipe out of the corn cob!</span>"
new /obj/item/clothing/mask/pipe/cobpipe (user.loc)
new /obj/item/clothing/mask/cigarette/pipe/cobpipe (user.loc)
del(src)
return
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+217
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@@ -6,6 +6,223 @@
// BEGIN_FILE_DIR
#define FILE_DIR .
#define FILE_DIR "code"
#define FILE_DIR "code/ATMOSPHERICS"
#define FILE_DIR "code/ATMOSPHERICS/components"
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
#define FILE_DIR "code/controllers"
#define FILE_DIR "code/datums"
#define FILE_DIR "code/datums/diseases"
#define FILE_DIR "code/datums/helper_datums"
#define FILE_DIR "code/datums/organs"
#define FILE_DIR "code/datums/spells"
#define FILE_DIR "code/defines"
#define FILE_DIR "code/defines/obj"
#define FILE_DIR "code/defines/procs"
#define FILE_DIR "code/FEA"
#define FILE_DIR "code/game"
#define FILE_DIR "code/game/area"
#define FILE_DIR "code/game/gamemodes"
#define FILE_DIR "code/game/gamemodes/blob"
#define FILE_DIR "code/game/gamemodes/blob/blobs"
#define FILE_DIR "code/game/gamemodes/changeling"
#define FILE_DIR "code/game/gamemodes/cult"
#define FILE_DIR "code/game/gamemodes/events"
#define FILE_DIR "code/game/gamemodes/events/holidays"
#define FILE_DIR "code/game/gamemodes/extended"
#define FILE_DIR "code/game/gamemodes/malfunction"
#define FILE_DIR "code/game/gamemodes/meteor"
#define FILE_DIR "code/game/gamemodes/nuclear"
#define FILE_DIR "code/game/gamemodes/revolution"
#define FILE_DIR "code/game/gamemodes/sandbox"
#define FILE_DIR "code/game/gamemodes/traitor"
#define FILE_DIR "code/game/gamemodes/wizard"
#define FILE_DIR "code/game/jobs"
#define FILE_DIR "code/game/jobs/job"
#define FILE_DIR "code/game/machinery"
#define FILE_DIR "code/game/machinery/atmoalter"
#define FILE_DIR "code/game/machinery/bots"
#define FILE_DIR "code/game/machinery/camera"
#define FILE_DIR "code/game/machinery/computer"
#define FILE_DIR "code/game/machinery/doors"
#define FILE_DIR "code/game/machinery/embedded_controller"
#define FILE_DIR "code/game/machinery/kitchen"
#define FILE_DIR "code/game/machinery/pipe"
#define FILE_DIR "code/game/machinery/telecomms"
#define FILE_DIR "code/game/mecha"
#define FILE_DIR "code/game/mecha/combat"
#define FILE_DIR "code/game/mecha/equipment"
#define FILE_DIR "code/game/mecha/equipment/tools"
#define FILE_DIR "code/game/mecha/equipment/weapons"
#define FILE_DIR "code/game/mecha/medical"
#define FILE_DIR "code/game/mecha/working"
#define FILE_DIR "code/game/objects"
#define FILE_DIR "code/game/objects/effects"
#define FILE_DIR "code/game/objects/effects/decals"
#define FILE_DIR "code/game/objects/effects/decals/Cleanable"
#define FILE_DIR "code/game/objects/effects/spawners"
#define FILE_DIR "code/game/objects/items"
#define FILE_DIR "code/game/objects/items/devices"
#define FILE_DIR "code/game/objects/items/devices/PDA"
#define FILE_DIR "code/game/objects/items/devices/radio"
#define FILE_DIR "code/game/objects/items/robot"
#define FILE_DIR "code/game/objects/items/stacks"
#define FILE_DIR "code/game/objects/items/stacks/sheets"
#define FILE_DIR "code/game/objects/items/stacks/tiles"
#define FILE_DIR "code/game/objects/items/weapons"
#define FILE_DIR "code/game/objects/items/weapons/grenades"
#define FILE_DIR "code/game/objects/items/weapons/implants"
#define FILE_DIR "code/game/objects/items/weapons/secstorage"
#define FILE_DIR "code/game/objects/items/weapons/storage"
#define FILE_DIR "code/game/objects/items/weapons/tanks"
#define FILE_DIR "code/game/objects/structures"
#define FILE_DIR "code/game/objects/structures/crates_lockers"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
#define FILE_DIR "code/game/turfs"
#define FILE_DIR "code/game/turfs/simulated"
#define FILE_DIR "code/game/turfs/space"
#define FILE_DIR "code/game/turfs/unsimulated"
#define FILE_DIR "code/game/vehicles"
#define FILE_DIR "code/game/vehicles/airtight"
#define FILE_DIR "code/game/verbs"
#define FILE_DIR "code/js"
#define FILE_DIR "code/modules"
#define FILE_DIR "code/modules/admin"
#define FILE_DIR "code/modules/admin/DB ban"
#define FILE_DIR "code/modules/admin/verbs"
#define FILE_DIR "code/modules/assembly"
#define FILE_DIR "code/modules/awaymissions"
#define FILE_DIR "code/modules/awaymissions/maploader"
#define FILE_DIR "code/modules/client"
#define FILE_DIR "code/modules/clothing"
#define FILE_DIR "code/modules/clothing/glasses"
#define FILE_DIR "code/modules/clothing/gloves"
#define FILE_DIR "code/modules/clothing/head"
#define FILE_DIR "code/modules/clothing/masks"
#define FILE_DIR "code/modules/clothing/shoes"
#define FILE_DIR "code/modules/clothing/spacesuits"
#define FILE_DIR "code/modules/clothing/suits"
#define FILE_DIR "code/modules/clothing/ties"
#define FILE_DIR "code/modules/clothing/under"
#define FILE_DIR "code/modules/clothing/under/jobs"
#define FILE_DIR "code/modules/critters"
#define FILE_DIR "code/modules/critters/hivebots"
#define FILE_DIR "code/modules/detectivework"
#define FILE_DIR "code/modules/flufftext"
#define FILE_DIR "code/modules/food"
#define FILE_DIR "code/modules/library"
#define FILE_DIR "code/modules/liquid"
#define FILE_DIR "code/modules/mining"
#define FILE_DIR "code/modules/mob"
#define FILE_DIR "code/modules/mob/dead"
#define FILE_DIR "code/modules/mob/dead/observer"
#define FILE_DIR "code/modules/mob/living"
#define FILE_DIR "code/modules/mob/living/blob"
#define FILE_DIR "code/modules/mob/living/carbon"
#define FILE_DIR "code/modules/mob/living/carbon/alien"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
#define FILE_DIR "code/modules/mob/living/carbon/brain"
#define FILE_DIR "code/modules/mob/living/carbon/human"
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
#define FILE_DIR "code/modules/mob/living/silicon"
#define FILE_DIR "code/modules/mob/living/silicon/ai"
#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook"
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
#define FILE_DIR "code/modules/mob/living/silicon/pai"
#define FILE_DIR "code/modules/mob/living/silicon/robot"
#define FILE_DIR "code/modules/mob/living/simple_animal"
#define FILE_DIR "code/modules/mob/new_player"
#define FILE_DIR "code/modules/paperwork"
#define FILE_DIR "code/modules/power"
#define FILE_DIR "code/modules/power/antimatter"
#define FILE_DIR "code/modules/power/singularity"
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
#define FILE_DIR "code/modules/projectiles"
#define FILE_DIR "code/modules/projectiles/ammunition"
#define FILE_DIR "code/modules/projectiles/guns"
#define FILE_DIR "code/modules/projectiles/guns/energy"
#define FILE_DIR "code/modules/projectiles/guns/projectile"
#define FILE_DIR "code/modules/projectiles/projectile"
#define FILE_DIR "code/modules/reagents"
#define FILE_DIR "code/modules/reagents/reagent_containers"
#define FILE_DIR "code/modules/reagents/reagent_containers/food"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
#define FILE_DIR "code/modules/recycling"
#define FILE_DIR "code/modules/research"
#define FILE_DIR "code/modules/scripting"
#define FILE_DIR "code/modules/scripting/AST"
#define FILE_DIR "code/modules/scripting/AST/Operators"
#define FILE_DIR "code/modules/scripting/Implementations"
#define FILE_DIR "code/modules/scripting/Interpreter"
#define FILE_DIR "code/modules/scripting/Parser"
#define FILE_DIR "code/modules/scripting/Scanner"
#define FILE_DIR "code/modules/security levels"
#define FILE_DIR "code/unused"
#define FILE_DIR "code/unused/beast"
#define FILE_DIR "code/unused/computer2"
#define FILE_DIR "code/unused/disease2"
#define FILE_DIR "code/unused/gamemodes"
#define FILE_DIR "code/unused/hivebot"
#define FILE_DIR "code/unused/mining"
#define FILE_DIR "code/unused/optics"
#define FILE_DIR "code/unused/pda2"
#define FILE_DIR "code/unused/powerarmor"
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/carn"
#define FILE_DIR "code/WorkInProgress/mapload"
#define FILE_DIR "code/WorkInProgress/organs"
#define FILE_DIR "code/WorkInProgress/virus2"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/effects"
#define FILE_DIR "icons/mecha"
#define FILE_DIR "icons/misc"
#define FILE_DIR "icons/mob"
#define FILE_DIR "icons/obj"
#define FILE_DIR "icons/obj/assemblies"
#define FILE_DIR "icons/obj/atmospherics"
#define FILE_DIR "icons/obj/clothing"
#define FILE_DIR "icons/obj/doors"
#define FILE_DIR "icons/obj/machines"
#define FILE_DIR "icons/obj/pipes"
#define FILE_DIR "icons/pda_icons"
#define FILE_DIR "icons/spideros_icons"
#define FILE_DIR "icons/Testing"
#define FILE_DIR "icons/turf"
#define FILE_DIR "icons/vehicles"
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "maps/RandomZLevels/backup"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/effects"
#define FILE_DIR "sound/hallucinations"
#define FILE_DIR "sound/items"
#define FILE_DIR "sound/machines"
#define FILE_DIR "sound/mecha"
#define FILE_DIR "sound/misc"
#define FILE_DIR "sound/piano"
#define FILE_DIR "sound/voice"
#define FILE_DIR "sound/weapons"
#define FILE_DIR "tools"
#define FILE_DIR "tools/Redirector"
// END_FILE_DIR
// BEGIN_PREFERENCES