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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
94 lines
3.5 KiB
Plaintext
94 lines
3.5 KiB
Plaintext
#define Clamp(x, y, z) (x <= y ? y : (x >= z ? z : x))
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#define CLAMP01(x) (Clamp(x, 0, 1))
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#define span(class, text) ("<span class='[class]'>[text]</span>")
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#define get_turf(A) get_step(A,0)
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#define isAI(A) istype(A, /mob/living/silicon/ai)
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#define isalien(A) istype(A, /mob/living/carbon/alien)
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#define isanimal(A) istype(A, /mob/living/simple_animal)
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#define isairlock(A) istype(A, /obj/machinery/door/airlock)
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#define isbrain(A) istype(A, /mob/living/carbon/brain)
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#define iscarbon(A) istype(A, /mob/living/carbon)
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#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
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#define isEye(A) istype(A, /mob/observer/eye)
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#define ishuman(A) istype(A, /mob/living/carbon/human)
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#define isliving(A) istype(A, /mob/living)
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#define ismouse(A) istype(A, /mob/living/simple_mob/animal/passive/mouse)
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#define isnewplayer(A) istype(A, /mob/new_player)
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#define isobserver(A) istype(A, /mob/observer/dead)
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#define isorgan(A) istype(A, /obj/item/organ/external)
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#define ispAI(A) istype(A, /mob/living/silicon/pai)
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#define isrobot(A) istype(A, /mob/living/silicon/robot)
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#define issilicon(A) istype(A, /mob/living/silicon)
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#define isvoice(A) istype(A, /mob/living/voice)
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#define isslime(A) istype(A, /mob/living/simple_animal/slime)
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#define isbot(A) istype(A, /mob/living/bot)
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#define isxeno(A) istype(A, /mob/living/simple_animal/xeno)
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#define isopenspace(A) istype(A, /turf/simulated/open)
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#define isweakref(A) istype(A, /weakref)
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#define RANDOM_BLOOD_TYPE pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
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#define to_chat(target, message) target << message
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#define to_world(message) world << message
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#define to_world_log(message) world.log << message
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// TODO - Baystation has this log to crazy places. For now lets just world.log, but maybe look into it later.
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#define log_world(message) world.log << message
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#define to_file(file_entry, source_var) file_entry << source_var
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#define from_file(file_entry, target_var) file_entry >> target_var
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#define CanInteract(user, state) (CanUseTopic(user, state) == STATUS_INTERACTIVE)
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#define QDEL_NULL_LIST(x) if(x) { for(var/y in x) { qdel(y) } ; x = null }
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#define QDEL_NULL(x) if(x) { qdel(x) ; x = null }
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#define ARGS_DEBUG log_debug("[__FILE__] - [__LINE__]") ; for(var/arg in args) { log_debug("\t[log_info_line(arg)]") }
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// Helper macros to aid in optimizing lazy instantiation of lists.
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// All of these are null-safe, you can use them without knowing if the list var is initialized yet
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//Picks from the list, with some safeties, and returns the "default" arg if it fails
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#define DEFAULTPICK(L, default) ((istype(L, /list) && L:len) ? pick(L) : default)
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// Ensures L is initailized after this point
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#define LAZYINITLIST(L) if (!L) L = list()
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// Sets a L back to null iff it is empty
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#define UNSETEMPTY(L) if (L && !L.len) L = null
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// Removes I from list L, and sets I to null if it is now empty
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#define LAZYREMOVE(L, I) if(L) { L -= I; if(!L.len) { L = null; } }
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// Adds I to L, initalizing I if necessary
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#define LAZYADD(L, I) if(!L) { L = list(); } L += I;
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// Reads I from L safely - Works with both associative and traditional lists.
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#define LAZYACCESS(L, I) (L ? (isnum(I) ? (I > 0 && I <= L.len ? L[I] : null) : L[I]) : null)
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// Reads the length of L, returning 0 if null
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#define LAZYLEN(L) length(L)
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// Null-safe L.Cut()
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#define LAZYCLEARLIST(L) if(L) L.Cut()
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// Reads L or an empty list if L is not a list. Note: Does NOT assign, L may be an expression.
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#define SANITIZE_LIST(L) ( islist(L) ? L : list() ) |