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* 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
80 lines
3.3 KiB
Plaintext
80 lines
3.3 KiB
Plaintext
/**
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* General defines used for emotes
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*/
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// Emote types.
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// These determine how the emote is treated when not directly visible (or audible).
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// These are also used in some cases for visible/audible messages.
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/// Emote is visible. These emotes will be runechatted.
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#define EMOTE_VISIBLE (1<<0)
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/// Emote is audible (in character).
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#define EMOTE_AUDIBLE (1<<1)
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/// Emote makes a sound. These emotes will specifically not be runechatted.
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#define EMOTE_SOUND (1<<2)
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/// Regardless of its existing flags, an emote with this flag will not be sent to runechat.
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#define EMOTE_FORCE_NO_RUNECHAT (1<<3)
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/// This emote uses the mouth, and so should be blocked if the user is muzzled or can't breathe (for humans).
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#define EMOTE_MOUTH (1<<4)
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// User audio cooldown system.
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// This is a value stored on the user and represents their current ability to perform audio emotes.
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/// The user is not on emote cooldown, and is ready to emote whenever.
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#define EMOTE_READY 0
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/// The user can spam emotes to their heart's content.
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#define EMOTE_INFINITE 1
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/// The user cannot emote as they have been blocked by an admin.
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#define EMOTE_ADMIN_BLOCKED 2
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/// The user cannot emote until their cooldown expires.
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#define EMOTE_ON_COOLDOWN 3
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/// Marker to separate an emote key from its parameters in user input.
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#define EMOTE_PARAM_SEPARATOR "-"
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/// Default cooldown for normal (non-audio) emotes.
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#define DEFAULT_EMOTE_COOLDOWN (1.5 SECONDS)
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// Each mob can only play an emote with audio every AUDIO_EMOTE_COOLDOWN seconds, unless a given emote overrides its own audio cooldown.
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/// Default cooldown for emote-emitted audio.
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#define AUDIO_EMOTE_COOLDOWN (5 SECONDS)
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/// Cooldown for emotes that are emitted unintentionally, to prevent them from getting audibly spammy.
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#define AUDIO_EMOTE_UNINTENTIONAL_COOLDOWN (2 SECONDS)
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// Emote parameter types
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// If nothing is passed in for a target, this can determine the possible target.
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// Our emote code will search around the user to find a matching target to use, based on the second set of defines.
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// This first set of defines denotes the behavior if a match can't be found.
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/// If this is set and a valid target is not found, the emote will not execute.
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#define EMOTE_TARGET_BHVR_MUST_MATCH 1
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/// If this is set and a valid target is not found, the emote will just ignore the parameter entirely.
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#define EMOTE_TARGET_BHVR_DEFAULT_TO_BASE 2
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/// If this is set and a valid target is not found, the emote will work with the params that it has.
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#define EMOTE_TARGET_BHVR_USE_PARAMS_ANYWAY 3
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/// No matching/processing will be performed, and the target will be purely what's passed in.
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#define EMOTE_TARGET_BHVR_RAW 4
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/// The emote target should be just a number. Anything else will be rejected.
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#define EMOTE_TARGET_BHVR_NUM 5
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// This set determines the type of target that we want to check for.
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/// The target will check all nearby living mobs.
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#define EMOTE_TARGET_MOB (1<<0)
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/// The target will check all objects nearby.
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#define EMOTE_TARGET_OBJ (1<<1)
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/// The target will check nearby mobs and objects.
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#define EMOTE_TARGET_ANY (EMOTE_TARGET_MOB | EMOTE_TARGET_OBJ)
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/// If passed as message_param, will default to using the message's postfix.
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#define EMOTE_PARAM_USE_POSTFIX 1
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/// If returned from act_on_target(), emote execution will stop.
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#define EMOTE_ACT_STOP_EXECUTION 1
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/// List of emotes useable by ghosties
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#define USABLE_DEAD_EMOTES list("*flip", "*spin")
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