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100 lines
3.6 KiB
Plaintext
100 lines
3.6 KiB
Plaintext
//Damage things //TODO: merge these down to reduce on defines
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//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...
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#define CUT "cut"
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#define BRUISE "bruise"
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#define BRUTE "brute"
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#define BURN "fire"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define STAMINA "stamina"
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#define BRAIN "brain"
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#define STUN "stun"
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#define WEAKEN "weaken"
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#define PARALYZE "paralize"
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#define IRRADIATE "irradiate"
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#define STUTTER "stutter"
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#define SLUR "slur"
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#define EYE_BLUR "eye_blur"
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#define DROWSY "drowsy"
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#define JITTER "jitter"
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//I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches
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#define BRUTELOSS 1
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#define FIRELOSS 2
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#define TOXLOSS 4
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#define OXYLOSS 8
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#define SHAME 16
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#define OBLITERATION 32
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//Bitflags defining which status effects could be or are inflicted on a mob
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#define CANSTUN 1
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#define CANWEAKEN 2
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#define CANPARALYSE 4
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#define CANPUSH 8
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#define PASSEMOTES 16 //Mob has a cortical borer or holders inside of it that need to see emotes.
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#define GOTTAGOFAST 32
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#define GOTTAGOFAST_METH 64
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#define IGNORESLOWDOWN 128
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#define GODMODE 4096
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#define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath
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#define XENO_HOST 16384 //Tracks whether we're gonna be a baby alien's mummy.
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//Health Defines
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#define HEALTH_THRESHOLD_CRIT 0
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#define HEALTH_THRESHOLD_DEAD -100
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//Grab levels
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#define GRAB_PASSIVE 1
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#define GRAB_AGGRESSIVE 2
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#define GRAB_NECK 3
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#define GRAB_UPGRADING 4
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#define GRAB_KILL 5
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//Attack types for checking shields/hit reactions
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#define MELEE_ATTACK 1
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#define UNARMED_ATTACK 2
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#define PROJECTILE_ATTACK 3
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#define THROWN_PROJECTILE_ATTACK 4
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#define LEAP_ATTACK 5
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//attack visual effects
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#define ATTACK_EFFECT_PUNCH "punch"
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#define ATTACK_EFFECT_KICK "kick"
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#define ATTACK_EFFECT_SMASH "smash"
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#define ATTACK_EFFECT_CLAW "claw"
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#define ATTACK_EFFECT_DISARM "disarm"
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#define ATTACK_EFFECT_BITE "bite"
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#define ATTACK_EFFECT_MECHFIRE "mech_fire"
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#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
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#define ATTACK_EFFECT_BOOP "boop" //Honk
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//Embedded objects
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#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
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#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
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#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
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#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
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#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
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#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
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#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)
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#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)
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#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
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//Gun Stuff
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#define SAWN_INTACT 0
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#define SAWN_OFF 1
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#define WEAPON_LIGHT 0
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#define WEAPON_MEDIUM 1
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#define WEAPON_HEAVY 2
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#define EXPLODE_NONE 0 //Don't even ask me why we need this.
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#define EXPLODE_DEVASTATE 1
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#define EXPLODE_HEAVY 2
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#define EXPLODE_LIGHT 3
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#define EMP_HEAVY 1
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#define EMP_LIGHT 2
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