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Paradise/code/__DEFINES/combat.dm
variableundefined 6e79364b65 Here we go again
2019-05-03 21:47:07 +08:00

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//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 BRAIN "brain"
#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
#define OBLITERATION 32
//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 PASSEMOTES 16 //Mob has a cortical borer or holders inside of it that need to see emotes.
#define GOTTAGOFAST 32
#define GOTTAGOFAST_METH 64
#define IGNORESLOWDOWN 128
#define GODMODE 4096
#define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath
#define XENO_HOST 16384 //Tracks whether we're gonna be a baby alien's mummy.
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
#define HEALTH_THRESHOLD_DEAD -100
//Grab levels
#define GRAB_PASSIVE 1
#define GRAB_AGGRESSIVE 2
#define GRAB_NECK 3
#define GRAB_UPGRADING 4
#define GRAB_KILL 5
//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
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
#define ATTACK_EFFECT_KICK "kick"
#define ATTACK_EFFECT_SMASH "smash"
#define ATTACK_EFFECT_CLAW "claw"
#define ATTACK_EFFECT_DISARM "disarm"
#define ATTACK_EFFECT_BITE "bite"
#define ATTACK_EFFECT_MECHFIRE "mech_fire"
#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
#define ATTACK_EFFECT_BOOP "boop" //Honk
//Embedded objects
#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
//Gun Stuff
#define SAWN_INTACT 0
#define SAWN_OFF 1
#define WEAPON_LIGHT 0
#define WEAPON_MEDIUM 1
#define WEAPON_HEAVY 2
#define EXPLODE_NONE 0 //Don't even ask me why we need this.
#define EXPLODE_DEVASTATE 1
#define EXPLODE_HEAVY 2
#define EXPLODE_LIGHT 3
#define EMP_HEAVY 1
#define EMP_LIGHT 2