//Damage things //TODO: merge these down to reduce on defines //Way to waste perfectly good damagetype names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc... #define CUT "cut" #define BRUISE "bruise" #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define STAMINA "stamina" #define STUN "stun" #define WEAKEN "weaken" #define PARALYZE "paralize" #define IRRADIATE "irradiate" #define STUTTER "stutter" #define SLUR "slur" #define EYE_BLUR "eye_blur" #define DROWSY "drowsy" #define JITTER "jitter" //I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches #define BRUTELOSS 1 #define FIRELOSS 2 #define TOXLOSS 4 #define OXYLOSS 8 #define SHAME 16 //Bitflags defining which status effects could be or are inflicted on a mob #define CANSTUN 1 #define CANWEAKEN 2 #define CANPARALYSE 4 #define CANPUSH 8 #define LEAPING 16 #define PASSEMOTES 32 //Mob has a cortical borer or holders inside of it that need to see emotes. #define GOTTAGOFAST 64 #define GOTTAGOREALLYFAST 128 #define IGNORESLOWDOWN 256 #define GODMODE 4096 #define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath #define DISFIGURED 16384 //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system #define XENO_HOST 32768 //Tracks whether we're gonna be a baby alien's mummy. //Grab levels #define GRAB_PASSIVE 1 #define GRAB_AGGRESSIVE 2 #define GRAB_NECK 3 #define GRAB_UPGRADING 4 #define GRAB_KILL 5 //Hostile Mob AI Status #define AI_ON 1 #define AI_IDLE 2 #define AI_OFF 3 //Attack types for checking shields/hit reactions #define MELEE_ATTACK 1 #define UNARMED_ATTACK 2 #define PROJECTILE_ATTACK 3 #define THROWN_PROJECTILE_ATTACK 4 #define LEAP_ATTACK 5 //Gun Stuff #define SAWN_INTACT 0 #define SAWN_OFF 1 #define WEAPON_LIGHT 0 #define WEAPON_MEDIUM 1 #define WEAPON_HEAVY 2 // Embedded objects #define EMBED_THROWSPEED_THRESHOLD 15