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* Persistent clients and body recovery * Update code/_globalvars/lists/mob_lists.dm Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
115 lines
5.0 KiB
Plaintext
115 lines
5.0 KiB
Plaintext
//Item inventory slots bitmasks
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#define ITEM_SLOT_BACK (1<<0) // back
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#define ITEM_SLOT_MASK (1<<1) // mask
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#define ITEM_SLOT_HANDCUFFED (1<<2) // handcuffs
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#define ITEM_SLOT_LEFT_HAND (1<<3) // l_hand
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#define ITEM_SLOT_RIGHT_HAND (1<<4) // r_hand
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#define ITEM_SLOT_BOTH_HANDS (ITEM_SLOT_LEFT_HAND | ITEM_SLOT_RIGHT_HAND)
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#define ITEM_SLOT_BELT (1<<5) // belt
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#define ITEM_SLOT_ID (1<<6) // id
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#define ITEM_SLOT_LEFT_EAR (1<<7) // l_ear
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#define ITEM_SLOT_RIGHT_EAR (1<<8) // r_ear
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#define ITEM_SLOT_BOTH_EARS (ITEM_SLOT_LEFT_EAR | ITEM_SLOT_RIGHT_EAR)
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#define ITEM_SLOT_EYES (1<<9) // eyes
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#define ITEM_SLOT_GLOVES (1<<10) // gloves
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#define ITEM_SLOT_HEAD (1<<11) // head
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#define ITEM_SLOT_SHOES (1<<12) // shoes
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#define ITEM_SLOT_OUTER_SUIT (1<<13) // wear_suit
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#define ITEM_SLOT_JUMPSUIT (1<<14) // w_uniform
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#define ITEM_SLOT_LEFT_POCKET (1<<15) // l_store
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#define ITEM_SLOT_RIGHT_POCKET (1<<16) // r_store
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#define ITEM_SLOT_BOTH_POCKETS (ITEM_SLOT_LEFT_POCKET | ITEM_SLOT_RIGHT_POCKET)
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#define ITEM_SLOT_SUIT_STORE (1<<17) // suit_storage
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#define ITEM_SLOT_IN_BACKPACK (1<<18) // this just puts stuff a backpack if you have one
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#define ITEM_SLOT_LEGCUFFED (1<<19) // legcuffs
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#define ITEM_SLOT_PDA (1<<20) // pda
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#define ITEM_SLOT_ACCESSORY (1<<21) // accessories
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#define ITEM_SLOT_COLLAR (1<<22) // pet collar
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#define ITEM_SLOT_NECK (1<<23) // neck
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#define ITEM_SLOT_AMOUNT_FLAG (1<<(ITEM_SLOT_AMOUNT-1))
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#define ITEM_SLOT_AMOUNT 24 // IF YOU ADD ANY NEW CLOTHING SLOTS, MAKE SURE TO UPDATE THIS TO THE AMOUNT OF SLOTS.
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/// Translates an ITEM_SLOT back to an index that can be looked up in inv_slots. e.g. (1<<19) becomes 19.
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#define ITEM_SLOT_2_INDEX(slot) (round(log(2, slot), 1) + 1)
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//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
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#define HIDEGLOVES (1<<0) //APPLIES ONLY TO THE EXTERIOR SUIT!!
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#define HIDESUITSTORAGE (1<<1) //APPLIES ONLY TO THE EXTERIOR SUIT!!
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#define HIDEJUMPSUIT (1<<2) //APPLIES ONLY TO THE EXTERIOR SUIT!!
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#define HIDESHOES (1<<3) //APPLIES ONLY TO THE EXTERIOR SUIT!!
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#define HIDETAIL (1<<4) //APPLIES ONLY TO THE EXTERIOR SUIT!!
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#define HIDEMASK (1<<0) //APPLIES ONLY TO HELMETS/MASKS!!
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#define HIDEEARS (1<<1) //APPLIES ONLY TO HELMETS/MASKS!! (ears means headsets and such)
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#define HIDEEYES (1<<2) //APPLIES ONLY TO HELMETS/MASKS!! (eyes means glasses)
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#define HIDEFACE (1<<3) //APPLIES ONLY TO HELMETS/MASKS!! Dictates whether we appear as unknown.
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// Boolean defines for hands
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#define HAND_BOOL_RIGHT 0
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#define HAND_BOOL_LEFT 1
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// accessory slots
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#define ACCESSORY_SLOT_DECOR (1<<0)
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#define ACCESSORY_SLOT_UTILITY (1<<1)
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#define ACCESSORY_SLOT_ARMBAND (1<<2)
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///max number of accessories that can be equiped to one piece of clothing
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#define MAX_EQUIPABLE_ACCESSORIES 5
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//Cant seem to find a mob bitflags area other than the powers one
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// bitflags for clothing parts
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#define HEAD (1<<0)
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#define UPPER_TORSO (1<<1)
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#define LOWER_TORSO (1<<2)
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#define LEG_LEFT (1<<3)
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#define LEG_RIGHT (1<<4)
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#define LEGS (LEG_LEFT | LEG_RIGHT)
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#define FOOT_LEFT (1<<5)
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#define FOOT_RIGHT (1<<6)
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#define FEET (FOOT_LEFT | FOOT_RIGHT)
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#define ARM_LEFT (1<<7)
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#define ARM_RIGHT (1<<8)
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#define ARMS (ARM_LEFT | ARM_RIGHT)
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#define HAND_LEFT (1<<9)
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#define HAND_RIGHT (1<<10)
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#define HANDS (HAND_LEFT | HAND_RIGHT)
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#define FULL_BODY ((1<<11)-1) //10 bit bitmask, update me if we ever add more clothing parts.
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// the percentual amount of protection a piece of clothing which covers the body part offers.
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// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
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// The values here should add up to 1.
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// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
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#define THERMAL_PROTECTION_HEAD 0.3
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#define THERMAL_PROTECTION_UPPER_TORSO 0.15
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#define THERMAL_PROTECTION_LOWER_TORSO 0.15
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#define THERMAL_PROTECTION_LEG_LEFT 0.075
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#define THERMAL_PROTECTION_LEG_RIGHT 0.075
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#define THERMAL_PROTECTION_FOOT_LEFT 0.025
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#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
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#define THERMAL_PROTECTION_ARM_LEFT 0.075
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#define THERMAL_PROTECTION_ARM_RIGHT 0.075
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#define THERMAL_PROTECTION_HAND_LEFT 0.025
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#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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//flags for covering body parts
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#define GLASSESCOVERSEYES (1<<0)
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#define MASKCOVERSEYES (1<<1) // get rid of some of the other mess in these flags
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#define HEADCOVERSEYES (1<<2) // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH (1<<3) // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH (1<<4)
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// Suit sensor levels
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#define SUIT_SENSOR_OFF 0
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#define SUIT_SENSOR_BINARY 1
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#define SUIT_SENSOR_VITAL 2
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#define SUIT_SENSOR_TRACKING 3
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#define BLOCKHEADHAIR 4 // temporarily removes the user's hair overlay. Leaves facial hair.
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#define BLOCKHAIR 32768 // temporarily removes the user's hair, facial and otherwise.
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//flags for muzzle speech blocking
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#define MUZZLE_MUTE_NONE 0 // Does not mute you.
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#define MUZZLE_MUTE_MUFFLE 1 // Muffles everything you say "MHHPHHMMM!!!
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#define MUZZLE_MUTE_ALL 2 // Completely mutes you.
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