mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-27 01:41:50 +00:00
* skulk.dm placeholder for testing purposes
* Made an oopsie, fixed
* Skulk flesh color and language color testing
* Adding working language key, fixed language color
* Changed skulk flesh color, may change it again soon
* Ran tgui, hopefully fixed language color
* Changed skulk language color, hopefully for good this time
* Missed a spot
* Tgui fuckery
* If at first you don't succeed, cry to yourself for a bit then try again
* Tgui makes me violent
* Eyewear no longer save Skkulakin from flashes
* Skulk bones now hurt really bad
* Adds Skulk Sprites, Back Accessories, and other Placeholders
* Desperately trying to get body_accessories to work
* Minor name changes
* Skkulakin now have colorable eyes
* Makes the silk-spinning ability somewhat work, more changes need to be made
* Fixes the Skulks' ability to spin silk, however still needs changes
* Changed Skulks easier bone breaks into a trait
* Skulks (Now with 100% ethically sourced back spines!)
* Gives Skkulakin the Vox clothing sprites (Not counting head, glasses, or masks)
* Added update_spines_layer() for testing and help purposes
* Working on getting Skulk Backspines to change color depending on preset
* Skulk Backspines are now colored the same as your preset up spawning in (Thank you, Qwerty)
* Undefines SILK_NUTRITION_AMOUNT (I made a woopsie)
* Readds a return I may have accidentally removed at some point
* Skkulakin can now chitter
* Silk now be used to craft cloth and has an icon
* TGUI is going to make me do things
* Fixes the Brittle Bones Trait to work with Frail Quirk
* Sprite Fix
* Adds masking helpers
* Made a small woopsie
* I'm genuinely a fucking idiot
* Adds a bunch of new clothing
* Changes some clothing descriptions
* Fixes more placeholders and adds two new outfits
* Made small mistake, fixed
* Temporary change (Will revert soon)
* Reverted previous changes as the event is now over
* New Skulk Clothing, added some to the racial tab in the loadout, and made low-inquis robes orderable from cargo
* Adds High-Inquis Robes into cargo console
* Adds Skkulakin Flag (Orderable From Merch Vendor)
* Made small mistake, fixed it
* Inquisitorial Crate only has Low-Inquisitor clothing again
* Commits all offered suggestions
* Converts spans to defines and sorts out the rest of Skulk clothing (No MODs just yet)
* Gives Skulks the Nian Butt Sprite for now
* Fixes a small error with biosuits
* Fixes small coding error
* Fixes a few mor small coding errors
* Update code/modules/mob/living/carbon/human/appearance.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/game/objects/items/stacks/sheets/sheet_types.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/modules/economy/merch_items.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Removes 'collective' from outfit_admin.dm
* Basic Pixel-Shifting (Not Yet Complete)
* improve skulk headwear offset
* Revert "improve skulk headwear offset"
This reverts commit 2d93d61699.
* improve skulk headwear offset
* Cleans up some code and fixes ALL hats for Skkulakin
* Lets the AI speak Skkula-Runespeak, fixes Bomber Jackets and Winter Coats, makes Backpacks look better, fixes other small sprite issues
* Let them wear pants
* Update code/modules/mob/language.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Fixes masks and glasses for skkulakin
* Fixes Inquisitor Masks and adds missing Engineering Outfits
* Fixes Explorer Suits and HECK Suit for Skulks
* Fixes a few small issues and resolves some suggested changes
* Rebuilds TGUI
* Fixes Science Jumpsuits & Radsuits
* Fix Skkulakin chef belt disappearance.
* fix string assoc lookups for alists
* Update code/game/objects/structures/mirror.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/species/skulk.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
---------
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Alfalfa Scout <alfalfascout@proton.me>
217 lines
8.6 KiB
Plaintext
217 lines
8.6 KiB
Plaintext
#define ALL ~0 //For convenience.
|
|
#define NONE 0
|
|
|
|
/// All the cardinal direction bitflags.
|
|
#define ALL_CARDINALS (NORTH | SOUTH | EAST | WEST)
|
|
|
|
//FLAGS BITMASK
|
|
#define STOPSPRESSUREDMAGE (1<<0) //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & ITEM_SLOT_BACK) if you see it anywhere To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
|
|
#define NODROP (1<<1) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
|
|
#define NOBLUDGEON (1<<2) // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
|
|
#define AIRTIGHT (1<<3) // mask allows internals
|
|
#define HANDSLOW (1<<4) // If an item has this flag, it will slow you to carry it
|
|
#define CONDUCT (1<<5) // conducts electricity (metal etc.)
|
|
#define ABSTRACT (1<<6) // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
|
|
#define ON_BORDER (1<<7) // item has priority to check when entering or leaving
|
|
#define PREVENT_CLICK_UNDER (1<<8)
|
|
#define NODECONSTRUCT (1<<9)
|
|
#define EARBANGPROTECT (1<<10)
|
|
#define HEADBANGPROTECT (1<<11)
|
|
#define SKIP_TRANSFORM_REEQUIP (1<<15) // This flag makes items be skipped when a user transforms species.
|
|
|
|
#define BLOCK_GAS_SMOKE_EFFECT (1<<12) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
|
|
#define THICKMATERIAL (1<<12) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
|
|
|
|
#define DROPDEL (1<<13) // When dropped, it calls qdel on itself
|
|
|
|
///Whether or not this atom shows screentips when hovered over
|
|
#define NO_SCREENTIPS (1<<14)
|
|
|
|
// Update flags for [/atom/proc/update_appearance]
|
|
/// Update the atom's name
|
|
#define UPDATE_NAME (1<<0)
|
|
/// Update the atom's desc
|
|
#define UPDATE_DESC (1<<1)
|
|
/// Update the atom's icon state
|
|
#define UPDATE_ICON_STATE (1<<2)
|
|
/// Update the atom's overlays
|
|
#define UPDATE_OVERLAYS (1<<3)
|
|
/// Update the atom's icon
|
|
#define UPDATE_ICON (UPDATE_ICON_STATE|UPDATE_OVERLAYS)
|
|
|
|
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
|
|
|
|
#define SLOWS_WHILE_IN_HAND_2 (1<<0)
|
|
#define NO_EMP_WIRES_2 (1<<1)
|
|
#define HOLOGRAM_2 (1<<2)
|
|
#define FROZEN_2 (1<<3)
|
|
#define STATIONLOVING_2 (1<<4)
|
|
#define INFORM_ADMINS_ON_RELOCATE_2 (1<<5)
|
|
#define BANG_PROTECT_2 (1<<6)
|
|
#define BLOCKS_LIGHT_2 (1<<7) // Light sources placed in anything with that flag will not emit light through them.
|
|
/// Whether a decal element's parent has already been initialized and thus has already had its decals attached.
|
|
/// see https://github.com/tgstation/tgstation/pull/71658 for a detailed explanation of the flag.
|
|
#define DECAL_INIT_UPDATE_EXPERIENCED_2 (1<<8)
|
|
|
|
// A mob with OMNITONGUE has no restriction in the ability to speak
|
|
// languages that they know. So even if they wouldn't normally be able to
|
|
// through mob or tongue restrictions, this flag allows them to ignore
|
|
// those restrictions.
|
|
#define OMNITONGUE_2 (1<<8)
|
|
|
|
/// Prevents mobs from getting chainshocked by teslas and the supermatter
|
|
#define SHOCKED_2 (1<<9)
|
|
|
|
// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
|
|
#define NO_MAT_REDEMPTION_2 (1<<10)
|
|
|
|
// LAVA_PROTECT used on the flags_2 variable for both SUIT and HEAD items, and stops lava damage. Must be present in both to stop lava damage.
|
|
#define LAVA_PROTECT_2 (1<<11)
|
|
|
|
#define OVERLAY_QUEUED_2 (1<<12)
|
|
|
|
/// should the contents of this atom be acted upon
|
|
#define RAD_PROTECT_CONTENTS_2 (1<<14)
|
|
/// should this object be allowed to be contaminated
|
|
#define RAD_NO_CONTAMINATE_2 (1<<15)
|
|
/// Prevents shuttles from deleting the item
|
|
#define IMMUNE_TO_SHUTTLECRUSH_2 (1<<16)
|
|
/// Prevents malf AI animate + overload ability
|
|
#define NO_MALF_EFFECT_2 (1<<17)
|
|
/// Use when this shouldn't be obscured by large icons.
|
|
#define CRITICAL_ATOM_2 (1<<18)
|
|
/// Use this flag for items that can block randomly
|
|
#define RANDOM_BLOCKER_2 (1<<19)
|
|
/// This flag allows for wearing of a belt item, even if you're not wearing a jumpsuit
|
|
#define ALLOW_BELT_NO_JUMPSUIT_2 (1<<20)
|
|
|
|
// /atom ricochet flags
|
|
/// If the thing can reflect light (lasers/energy)
|
|
#define RICOCHET_SHINY (1<<0)
|
|
/// If the thing can reflect matter (bullets/bomb shrapnel)
|
|
#define RICOCHET_HARD (1<<1)
|
|
|
|
//Reagent flags
|
|
#define REAGENT_NOREACT 1
|
|
|
|
//Species clothing flags
|
|
#define HAS_UNDERWEAR (1<<0)
|
|
#define HAS_UNDERSHIRT (1<<1)
|
|
#define HAS_SOCKS (1<<2)
|
|
|
|
//Species Body Flags
|
|
#define HAS_HEAD_ACCESSORY (1<<0)
|
|
#define HAS_TAIL (1<<1)
|
|
#define TAIL_OVERLAPPED (1<<2)
|
|
#define HAS_SKIN_TONE (1<<3)
|
|
#define HAS_ICON_SKIN_TONE (1<<4)
|
|
#define HAS_SKIN_COLOR (1<<5)
|
|
#define HAS_HEAD_MARKINGS (1<<6)
|
|
#define HAS_BODY_MARKINGS (1<<7)
|
|
#define HAS_TAIL_MARKINGS (1<<8)
|
|
#define TAIL_WAGGING (1<<9)
|
|
#define NO_EYES (1<<10)
|
|
#define HAS_ALT_HEADS (1<<11)
|
|
#define HAS_WING (1<<12)
|
|
#define HAS_BODYACC_COLOR (1<<13)
|
|
#define BALD (1<<14)
|
|
#define ALL_RPARTS (1<<15)
|
|
#define SHAVED (1<<16)
|
|
#define HAS_BACK_SPINES (1<<17)
|
|
|
|
//Pre-baked combinations of the above body flags
|
|
#define HAS_BODY_ACCESSORY (HAS_TAIL | HAS_WING | HAS_BACK_SPINES)
|
|
#define HAS_MARKINGS (HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_TAIL_MARKINGS)
|
|
|
|
//Species Diet Flags
|
|
#define DIET_CARN (1<<0)
|
|
#define DIET_OMNI (1<<1)
|
|
#define DIET_HERB (1<<2)
|
|
|
|
|
|
//bitflags for door switches.
|
|
#define OPEN (1<<0)
|
|
#define IDSCAN (1<<1)
|
|
#define BOLTS (1<<2)
|
|
#define SHOCK (1<<3)
|
|
#define SAFE (1<<4)
|
|
|
|
//flags for pass_flags
|
|
#define PASSTABLE (1<<0)
|
|
#define PASSGLASS (1<<1)
|
|
#define PASSGRILLE (1<<2)
|
|
#define PASSBLOB (1<<3)
|
|
#define PASSMOB (1<<4)
|
|
#define LETPASSTHROW (1<<5)
|
|
#define PASSFENCE (1<<6)
|
|
#define PASSDOOR (1<<7)
|
|
#define PASSGIRDER (1<<8)
|
|
#define PASSTAKE (1<<9)
|
|
#define PASSBARRICADE (1<<10)
|
|
|
|
//turf-only flags, under the flags variable
|
|
#define BLESSED_TILE (1<<0)
|
|
#define NO_LAVA_GEN (1<<1) //Blocks lava rivers being generated on the turf
|
|
#define NO_RUINS (1<<2)
|
|
#define LAVA_BRIDGE (1<<3) //! This turf has already been reserved for a lavaland bridge placement.
|
|
|
|
// turf flags, under the turf_flags variable
|
|
/// If a turf is an unused reservation turf awaiting assignment
|
|
#define UNUSED_RESERVATION_TURF (1<<4)
|
|
/// If a turf is a reserved turf
|
|
#define RESERVATION_TURF (1<<5)
|
|
|
|
//ORGAN TYPE FLAGS
|
|
#define AFFECT_ROBOTIC_ORGAN 1
|
|
#define AFFECT_ORGANIC_ORGAN 2
|
|
#define AFFECT_ALL_ORGANS 3
|
|
|
|
//Fire and Acid stuff, for resistance_flags
|
|
#define LAVA_PROOF (1<<0)
|
|
#define FIRE_PROOF (1<<1) //100% immune to fire damage (but not necessarily to lava or heat)
|
|
#define FLAMMABLE (1<<2)
|
|
#define ON_FIRE (1<<3)
|
|
#define UNACIDABLE (1<<4) //acid can't even appear on it, let alone melt it.
|
|
#define ACID_PROOF (1<<5) //acid stuck on it doesn't melt it.
|
|
#define INDESTRUCTIBLE (1<<6) //doesn't take damage
|
|
#define FREEZE_PROOF (1<<7) //can't be frozen
|
|
|
|
//tesla_zap
|
|
#define ZAP_MACHINE_EXPLOSIVE (1<<0)
|
|
#define ZAP_ALLOW_DUPLICATES (1<<1)
|
|
#define ZAP_OBJ_DAMAGE (1<<2)
|
|
#define ZAP_MOB_DAMAGE (1<<3)
|
|
#define ZAP_MOB_STUN (1<<4)
|
|
#define ZAP_GENERATES_POWER (1<<5)
|
|
|
|
#define ZAP_DEFAULT_FLAGS (ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
|
|
#define ZAP_FUSION_FLAGS (ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN)
|
|
#define ZAP_SUPERMATTER_FLAGS (ZAP_GENERATES_POWER)
|
|
|
|
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
|
|
GLOBAL_LIST_INIT(more_bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536, 131072, 262144, 524288))
|
|
|
|
//Mob mobility var flags
|
|
/// can move
|
|
#define MOBILITY_MOVE (1<<0)
|
|
/// can, and is, standing up
|
|
#define MOBILITY_STAND (1<<1)
|
|
/// can pickup items
|
|
#define MOBILITY_PICKUP (1<<2)
|
|
/// can hold and use items
|
|
#define MOBILITY_USE (1<<3)
|
|
/// can pull things
|
|
#define MOBILITY_PULL (1<<4)
|
|
|
|
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_PULL)
|
|
|
|
// Scope component flags
|
|
/// Do we have the scope cancel on move?
|
|
#define SCOPE_MOVEMENT_CANCELS (1<<0)
|
|
/// Can we use scope from mechs, lockers, etc?
|
|
#define SCOPE_TURF_ONLY (1<<1)
|
|
/// Do we let the user scope and click on the middle of their screen?
|
|
#define SCOPE_CLICK_MIDDLE (1<<2)
|
|
/// Should the user hold the item in active hand to use it?
|
|
#define SCOPE_NEED_ACTIVE_HAND (1<<3)
|