mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 02:57:48 +01:00
* CI change * world.dm * .dme world.dm * subsystem renaming * .dme for subsystems * ai_laws.dm * armor.dm * emote.dm * logging.dm * spell.dm * air_alarm.dm * crew.dm * decal.dm * emissive_blocker.dm * footstep.dm * spawner.dm * fire.dm * carbon.dm * living.dm * mob.dm * movement.dm * thermal_drill.dm * plasmamen.dm * lavaland.dm * chaplain.dm * lightning.dm * magnet.dm * mimic.dm * wizard.dm * morph.dm * vampire.dm * click.dm * self.dm * radiation_storm.dm * airlock.dm * autolathe.dm * mulebot.dm * nuclearbomb.dm * particle_accelerator.dm * smartfridge.dm * syndicatebomb.dm * vending.dm * wires.dm * sound.dm * mining.dm * syndicate_space_base.dm * monkey.dm * guardian.dm * bomb.dm * standard.dm * nuclear.dm * pinpointer.dm * access.dm * departments.dm * job.dm * science.dm * buttons.dm * cloning.dm * igniter.dm * wishgranter.dm * atmos_control.dm * message.dm * power_monitor.dm * mecha.dm * combat.dm * mining_tools.dm * meteors.dm * spiders.dm * contraband.dm * aliens.dm * uplinks.dm * voice.dm * intercom.dm * lights.dm * robot_items.dm * mineral.dm * dice.dm * extinguisher.dm * paint.dm * signs.dm * staff.dm * smokebomb.dm * boxes.dm * random.dm * janicart.dm * statue.dm * cargo.dm * asteroid.dm * headslug.dm * fulton.dm * atmospherics.dm * pump.dm * corpse.dm * oldstation.dm * gps.dm * preferences.dm * clothing.dm * ears.dm * glasses.dm * boxing.dm * color.dm * renames ninja gear files * recipes.dm * error_handler.dm * anomaly.dm * floorcluwne.dm * undead.dm * overmind.dm * shield.dm * bottle.dm * organ.dm * piano.dm * plasma_fist.dm * language.dm * mob_defines.dm * mob_helpers.dm * damage_procs.dm * _defines.dm * empress.dm and queen.dm * brain.dm * organ file renaming * subsystems.dm * constructs.dm * bot.dm * pet.dm * nature.dm * magic.dm * colors.dm * drugs.dm * medicine.dm * toxins.dm * shuttle.dm * surgery.dm * moves a bunch of define files * traits.dm * names.dm * other_mobs.dm * flags.dm * some final define files * well turns out contractor_pinpointer.dm was taken * I forgot to remove this file * how in the hell did this get unticked * I DID INCLUDE IT, but there was a "w" there * swaps the world definitions * camera renamed to SScamera * examine -> alien_examine
75 lines
3.4 KiB
Plaintext
75 lines
3.4 KiB
Plaintext
/// Defines for surgery and other stuff.
|
|
|
|
|
|
// Used in surgery step to determine how blood should be spread to the doc
|
|
/// Don't splash any blood.
|
|
#define SURGERY_BLOODSPREAD_NONE 0
|
|
/// Cover the surgeon's hands in blood.
|
|
#define SURGERY_BLOODSPREAD_HANDS 1
|
|
/// Cover the surgeon's body in blood.
|
|
#define SURGERY_BLOODSPREAD_FULLBODY 2
|
|
|
|
// The type of surgeries that an initiator can start.
|
|
// Note that this doesn't apply for surgeries applied on missing organs.
|
|
/// An initiator with this can start surgeries on organic organs. Make sure that anything that can be sharp gets this as well.
|
|
#define SURGERY_INITIATOR_ORGANIC 1
|
|
/// An initiator with this can start surgeries on robotic organs.
|
|
#define SURGERY_INITIATOR_ROBOTIC 2
|
|
|
|
// How "open" an organ is.
|
|
|
|
/// Closed up.
|
|
#define ORGAN_CLOSED 0
|
|
|
|
// Different defines for different organ types, though both can still reference ORGAN_CLOSED
|
|
/// An organic limb that's been opened, at least once.
|
|
#define ORGAN_ORGANIC_OPEN 1
|
|
/// An organ that's encased, probably with bone, where that casing has been cut through.
|
|
#define ORGAN_ORGANIC_ENCASED_OPEN 2
|
|
|
|
/// Synthetic organ that's been unscrewed.
|
|
#define ORGAN_SYNTHETIC_LOOSENED 3
|
|
/// Synthetic organ that's had its panel opened.
|
|
#define ORGAN_SYNTHETIC_OPEN 4
|
|
|
|
// Return defines for surgery steps
|
|
|
|
/// Return this from begin_step() to abort the step and not try the surgery.
|
|
#define SURGERY_BEGINSTEP_ABORT (-1)
|
|
|
|
/// Return this from begin_step() to skip the current step entirely and proceed to the next one.
|
|
/// Use this if you would end up leaving someone in an invalid state.
|
|
#define SURGERY_BEGINSTEP_SKIP (1)
|
|
|
|
// Return these from end_step/fail_step to indicate the next move
|
|
|
|
/// The surgery step was not completed for some reason, and the next action will again be on this step.
|
|
#define SURGERY_STEP_INCOMPLETE 0
|
|
/// The surgery step was completed, and the surgery should continue to the next step.
|
|
#define SURGERY_STEP_CONTINUE 1
|
|
/// This step will automatically be retried without question as long as this is returned.
|
|
/// Be very cautious with this one! Make sure that any flow where this is used has an exit condition where something else will be returned.
|
|
/// Otherwise, the user will be stuck in a loop!
|
|
#define SURGERY_STEP_RETRY_ALWAYS 2
|
|
/// This surgery step will be conditionally retried, so long as the surgery step's can_repeat() proc returns TRUE.
|
|
/// Otherwise, it'll behave just like SURGERY_STEP_INCOMPLETE.
|
|
#define SURGERY_STEP_RETRY 3
|
|
|
|
// Return values for surgery_step.initiate().
|
|
// Before you ask, yes, we need another definition for surgery steps here, since these control how we will act on the attack-chain
|
|
// side of things.
|
|
// Unless you're changing the mechanics of the surgery attack chain, you almost surely don't want to use these, and should
|
|
// instead be using the above SURGERY_STEP_X defines.
|
|
|
|
/// The surgery initiation isn't even going to be started. If you're working with the attack chain, this is probably what you'll be using.
|
|
#define SURGERY_INITIATE_CONTINUE_CHAIN 0
|
|
|
|
/// The surgery initiaition was a success. We're advancing the current surgery.
|
|
#define SURGERY_INITIATE_SUCCESS 1
|
|
|
|
/// The surgery initiation was interrupted, or for some reason never completed. We don't want to return FALSE to the attack chain, though.
|
|
#define SURGERY_INITIATE_FAILURE 2
|
|
|
|
/// The surgery never reached (or finished) the do_after. Go back to the state we were in before this even happened.
|
|
#define SURGERY_INITIATE_INTERRUPTED 3
|