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* Redoes the suit-wearing bugs, renaming them to the Zaddat. (If this shows up on the main Polaris repo, I fucked it again, please yell at me until I unfuck it) * finishes the zaddat species pending someone yelling at me and or me getting more/better sprites adds three new accessories of dubious stylistic value for the gaudy-ass suit people * i lied engineers and other Zaddat who start with a hat will no longer burn in the harsh light of the station. scarves and other decor items can now be equipped to space suits. cape, half-cape, and sash items now have valid slot flags * gives zad a larynx * gives Zaddat assisted languages * zad sprites now have weird growths * activate starvation mode * mask is now red-faced so as not to give the zaddat skin cancer * adds shrouds and zaddat hypos to cargo. renames zaddat hypos to glucose hypos since like, technically anyone can use them * aand adds zad hypos to the fitness machines. thanks for letting us not starve, spacer guild * adds zad hypos to the fitness vendor * new purple zaddat icons (untested, probably fine) * appeases anewbe * something bad has happened * Updates Zaddat per forum discussion Flashes now deal significant burn to zaddat, enough to put them in crit with two flashes Zaddat (and diona and vox) can no longer wear rigs Shrouds no longer protect against shock damage, but do protect against radiation damage Prometheans can now wear shrouds Sprites are much prettier * adds changelog * Update zaddat.yml * appeases anewbe
394 lines
15 KiB
Plaintext
394 lines
15 KiB
Plaintext
// /mob/var/stat things.
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#define CONSCIOUS 0
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#define UNCONSCIOUS 1
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#define DEAD 2
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// Bitflags defining which status effects could be or are inflicted on a mob.
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#define CANSTUN 0x1
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#define CANWEAKEN 0x2
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#define CANPARALYSE 0x4
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#define CANPUSH 0x8
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#define LEAPING 0x10
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#define HIDING 0x20
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#define PASSEMOTES 0x40 // Mob has a cortical borer or holders inside of it that need to see emotes.
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#define GODMODE 0x1000
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#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
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#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
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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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#define BORGMESON 0x1
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#define BORGTHERM 0x2
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#define BORGXRAY 0x4
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#define BORGMATERIAL 8
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#define STANCE_ATTACK 11 // Backwards compatability
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#define STANCE_ATTACKING 12 // Ditto
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/*
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#define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering.
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#define STANCE_ALERT 2 // Bears
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#define STANCE_ATTACK 3 // Attempting to get into attack position
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#define STANCE_ATTACKING 4 // Doing attacks
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#define STANCE_TIRED 5 // Bears
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#define STANCE_FOLLOW 6 // Following somone
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#define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running)
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*/
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#define STANCE_SLEEP 0 // Doing (almost) nothing, to save on CPU because nobody is around to notice or the mob died.
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#define STANCE_IDLE 1 // The more or less default state. Wanders around, looks for baddies, and spouts one-liners.
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#define STANCE_ALERT 2 // A baddie is visible but not too close, and essentially we tell them to go away or die.
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#define STANCE_APPROACH 3 // Attempting to get into range to attack them.
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#define STANCE_FIGHT 4 // Actually fighting, with melee or ranged.
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#define STANCE_BLINDFIGHT 5 // Fighting something that cannot be seen by the mob, from invisibility or out of sight.
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#define STANCE_REPOSITION 6 // Relocating to a better position while in combat. Also used when moving away from a danger like grenades.
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#define STANCE_MOVE 7 // Similar to above but for out of combat. If a baddie is seen, they'll cancel and fight them.
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#define STANCE_FOLLOW 8 // Following somone, without trying to murder them.
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#define STANCE_FLEE 9 // Run away from the target because they're too spooky/we're dying/some other reason.
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#define STANCE_DISABLED 10 // Used when the holder is afflicted with certain status effects, such as stuns or confusion.
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#define STANCES_COMBAT list(STANCE_ALERT, STANCE_APPROACH, STANCE_FIGHT, STANCE_BLINDFIGHT, STANCE_REPOSITION)
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#define LEFT 0x1
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#define RIGHT 0x2
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#define UNDER 0x4
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// Pulse levels, very simplified.
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#define PULSE_NONE 0 // So !M.pulse checks would be possible.
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#define PULSE_SLOW 1 // <60 bpm
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#define PULSE_NORM 2 // 60-90 bpm
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#define PULSE_FAST 3 // 90-120 bpm
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#define PULSE_2FAST 4 // >120 bpm
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#define PULSE_THREADY 5 // Occurs during hypovolemic shock
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#define GETPULSE_HAND 0 // Less accurate. (hand)
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#define GETPULSE_TOOL 1 // More accurate. (med scanner, sleeper, etc.)
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//intent flags, why wasn't this done the first time?
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#define I_HELP "help"
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#define I_DISARM "disarm"
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#define I_GRAB "grab"
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#define I_HURT "harm"
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//These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom.
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#define HUMAN 1
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#define MONKEY 2
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#define ALIEN 4
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#define ROBOT 8
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#define SLIME 16
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#define SIMPLE_ANIMAL 32
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#define HEAVY 64
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#define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL|HEAVY)
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// Robot AI notifications
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#define ROBOT_NOTIFICATION_NEW_UNIT 1
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#define ROBOT_NOTIFICATION_NEW_NAME 2
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#define ROBOT_NOTIFICATION_NEW_MODULE 3
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#define ROBOT_NOTIFICATION_MODULE_RESET 4
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// Appearance change flags
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#define APPEARANCE_UPDATE_DNA 0x1
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#define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_SKIN 0x8
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#define APPEARANCE_HAIR 0x10
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#define APPEARANCE_HAIR_COLOR 0x20
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#define APPEARANCE_FACIAL_HAIR 0x40
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#define APPEARANCE_FACIAL_HAIR_COLOR 0x80
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#define APPEARANCE_EYE_COLOR 0x100
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#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
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#define APPEARANCE_ALL 0xFFFF
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// Click cooldown
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#define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions
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#define DEFAULT_QUICK_COOLDOWN 4
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#define MIN_SUPPLIED_LAW_NUMBER 15
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#define MAX_SUPPLIED_LAW_NUMBER 50
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//default item on-mob icons
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#define INV_HEAD_DEF_ICON 'icons/mob/head.dmi'
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#define INV_BACK_DEF_ICON 'icons/mob/back.dmi'
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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#define INV_W_UNIFORM_DEF_ICON 'icons/mob/uniform.dmi'
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#define INV_ACCESSORIES_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_TIE_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi'
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#define INV_SPACESUIT_DEF_ICON 'icons/mob/spacesuit.dmi'
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#define INV_WEAR_ID_DEF_ICON 'icons/mob/mob.dmi'
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#define INV_GLOVES_DEF_ICON 'icons/mob/hands.dmi'
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#define INV_EYES_DEF_ICON 'icons/mob/eyes.dmi'
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#define INV_EARS_DEF_ICON 'icons/mob/ears.dmi'
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#define INV_FEET_DEF_ICON 'icons/mob/feet.dmi'
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#define INV_BELT_DEF_ICON 'icons/mob/belt.dmi'
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#define INV_MASK_DEF_ICON 'icons/mob/mask.dmi'
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#define INV_HCUFF_DEF_ICON 'icons/mob/mob.dmi'
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#define INV_LCUFF_DEF_ICON 'icons/mob/mob.dmi'
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// Character's economic class
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#define CLASS_UPPER "Wealthy"
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#define CLASS_UPMID "Well-off"
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#define CLASS_MIDDLE "Average"
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#define CLASS_LOWMID "Underpaid"
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#define CLASS_LOWER "Poor"
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#define ECONOMIC_CLASS list(CLASS_UPPER,CLASS_UPMID,CLASS_MIDDLE,CLASS_LOWMID,CLASS_LOWER)
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// Defines mob sizes, used by lockers and to determine what is considered a small sized mob, etc.
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#define MOB_HUGE 40
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#define MOB_LARGE 30
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#define MOB_MEDIUM 20
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#define MOB_SMALL 10
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#define MOB_TINY 5
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#define MOB_MINISCULE 1
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#define TINT_NONE 0
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#define TINT_MODERATE 1
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#define TINT_HEAVY 2
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#define TINT_BLIND 3
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#define FLASH_PROTECTION_VULNERABLE -2
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#define FLASH_PROTECTION_REDUCED -1
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#define FLASH_PROTECTION_NONE 0
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#define FLASH_PROTECTION_MODERATE 1
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#define FLASH_PROTECTION_MAJOR 2
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#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
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#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
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#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
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#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
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// Incapacitation flags, used by the mob/proc/incapacitated() proc
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#define INCAPACITATION_RESTRAINED 1
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#define INCAPACITATION_BUCKLED_PARTIALLY 2
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#define INCAPACITATION_BUCKLED_FULLY 4
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#define INCAPACITATION_STUNNED 8
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#define INCAPACITATION_FORCELYING 16 //needs a better name - represents being knocked down BUT still conscious.
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#define INCAPACITATION_KNOCKOUT 32
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#define INCAPACITATION_NONE 0
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#define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY)
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#define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING)
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#define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED)
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#define INCAPACITATION_ALL (~INCAPACITATION_NONE)
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#define MODIFIER_STACK_FORBID 1 // Disallows stacking entirely.
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#define MODIFIER_STACK_EXTEND 2 // Disallows a second instance, but will extend the first instance if possible.
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#define MODIFIER_STACK_ALLOWED 3 // Multiple instances are allowed.
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#define MODIFIER_GENETIC 1 // Modifiers with this flag will be copied to mobs who get cloned.
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// Bodyparts and organs.
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#define O_EYES "eyes"
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#define O_HEART "heart"
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#define O_LUNGS "lungs"
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#define O_BRAIN "brain"
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#define O_LIVER "liver"
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#define O_KIDNEYS "kidneys"
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#define O_APPENDIX "appendix"
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#define O_VOICE "voicebox"
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#define O_STANDARD list(O_EYES, O_HEART, O_LUNGS, O_BRAIN, O_LIVER, O_KIDNEYS, O_APPENDIX, O_VOICE)
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// Non-Standard organs
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#define O_MOUTH "mouth"
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#define O_CELL "cell"
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#define O_PLASMA "plasma vessel"
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#define O_HIVE "hive node"
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#define O_NUTRIENT "nutrient vessel"
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#define O_STRATA "neural strata"
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#define O_RESPONSE "response node"
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#define O_GBLADDER "gas bladder"
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#define O_POLYP "polyp segment"
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#define O_ANCHOR "anchoring ligament"
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#define O_ACID "acid gland"
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#define O_EGG "egg sac"
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#define O_RESIN "resin spinner"
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#define O_AREJECT "immune hub"
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#define O_VENTC "morphoplastic node"
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#define O_VRLINK "virtual node"
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#define O_ALL list(O_STANDARD, O_MOUTH, O_CELL, O_PLASMA, O_HIVE, O_NUTRIENT, O_STRATA, O_RESPONSE, O_GBLADDER, O_POLYP, O_ANCHOR, O_ACID, O_EGG, O_RESIN, O_AREJECT, O_VENTC, O_VRLINK)
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// External organs, aka limbs
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#define BP_L_FOOT "l_foot"
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#define BP_R_FOOT "r_foot"
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#define BP_L_LEG "l_leg"
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#define BP_R_LEG "r_leg"
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#define BP_L_HAND "l_hand"
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#define BP_R_HAND "r_hand"
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#define BP_L_ARM "l_arm"
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#define BP_R_ARM "r_arm"
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#define BP_HEAD "head"
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#define BP_TORSO "torso"
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#define BP_GROIN "groin"
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#define BP_ALL list(BP_GROIN, BP_TORSO, BP_HEAD, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG)
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#define SYNTH_BLOOD_COLOUR "#030303"
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#define SYNTH_FLESH_COLOUR "#575757"
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#define MOB_PULL_NONE 0
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#define MOB_PULL_SMALLER 1
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#define MOB_PULL_SAME 2
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#define MOB_PULL_LARGER 3
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//XENOBIO2 FLAGS
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#define NOMUT 0
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#define COLORMUT 1
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#define SPECIESMUT 2
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//carbon taste sensitivity defines, used in mob/living/carbon/proc/ingest
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#define TASTE_HYPERSENSITIVE 3 //anything below 5%
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#define TASTE_SENSITIVE 2 //anything below 7%
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#define TASTE_NORMAL 1 //anything below 15%
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#define TASTE_DULL 0.5 //anything below 30%
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#define TASTE_NUMB 0.1 //anything below 150%
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// If they're in an FBP, what braintype.
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#define FBP_NONE ""
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#define FBP_CYBORG "Cyborg"
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#define FBP_POSI "Positronic"
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#define FBP_DRONE "Drone"
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// 'Regular' species.
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#define SPECIES_HUMAN "Human"
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#define SPECIES_HUMAN_VATBORN "Vatborn"
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#define SPECIES_UNATHI "Unathi"
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#define SPECIES_SKRELL "Skrell"
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#define SPECIES_TESHARI "Teshari"
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#define SPECIES_TAJ "Tajara"
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#define SPECIES_PROMETHEAN "Promethean"
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#define SPECIES_DIONA "Diona"
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#define SPECIES_VOX "Vox"
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#define SPECIES_ZADDAT "Zaddat"
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// Monkey and alien monkeys.
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#define SPECIES_MONKEY "Monkey"
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#define SPECIES_MONKEY_TAJ "Farwa"
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#define SPECIES_MONKEY_SKRELL "Neaera"
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#define SPECIES_MONKEY_UNATHI "Stok"
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// Virtual Reality IDs.
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#define SPECIES_VR "Virtual Reality Avatar"
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#define SPECIES_VR_HUMAN "Virtual Reality Human"
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#define SPECIES_VR_UNATHI "Virtual Reality Unathi"
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#define SPECIES_VR_TAJ "Virtual Reality Tajara" // NO CHANGING.
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#define SPECIES_VR_SKRELL "Virtual Reality Skrell"
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#define SPECIES_VR_TESHARI "Virtual Reality Teshari"
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#define SPECIES_VR_DIONA "Virtual Reality Diona"
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#define SPECIES_VR_MONKEY "Virtual Reality Monkey"
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#define SPECIES_VR_SKELETON "Virtual Reality Skeleton"
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#define SPECIES_VR_VOX "Virtual Reality Vox"
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// Ayyy IDs.
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#define SPECIES_XENO "Xenomorph"
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#define SPECIES_XENO_DRONE "Xenomorph Drone"
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#define SPECIES_XENO_HUNTER "Xenomorph Hunter"
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#define SPECIES_XENO_SENTINEL "Xenomorph Sentinel"
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#define SPECIES_XENO_QUEEN "Xenomorph Queen"
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// Misc species. Mostly unused but might as well be complete.
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#define SPECIES_SHADOW "Shadow"
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#define SPECIES_SKELETON "Skeleton"
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#define SPECIES_GOLEM "Golem"
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#define SPECIES_EVENT1 "X Occursus"
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// Replicant types. Currently only used for alien pods and events.
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#define SPECIES_REPLICANT "Replicant"
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#define SPECIES_REPLICANT_ALPHA "Alpha Replicant"
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#define SPECIES_REPLICANT_BETA "Beta Replicant"
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// Used to seperate simple animals by ""intelligence"".
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#define SA_PLANT 1
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#define SA_ANIMAL 2
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#define SA_ROBOTIC 3
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#define SA_HUMANOID 4
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// More refined version of SA_* ""intelligence"" seperators.
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// Now includes bitflags, so to target two classes you just do 'MOB_CLASS_ANIMAL|MOB_CLASS_HUMANOID'
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#define MOB_CLASS_NONE 0 // Default value, and used to invert for _ALL.
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#define MOB_CLASS_PLANT 1 // Unused at the moment.
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#define MOB_CLASS_ANIMAL 2 // Animals and beasts like spiders, saviks, and bears.
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#define MOB_CLASS_HUMANOID 4 // Non-robotic humanoids, including /simple_mob and /carbon/humans and their alien variants.
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#define MOB_CLASS_SYNTHETIC 8 // Silicons, mechanical simple mobs, FBPs, and anything else that would pass is_synthetic()
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#define MOB_CLASS_SLIME 16 // Everyone's favorite xenobiology specimen (and maybe prometheans?).
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#define MOB_CLASS_ABERRATION 32 // Weird shit.
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#define MOB_CLASS_DEMONIC 64 // Cult stuff.
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#define MOB_CLASS_BOSS 128 // Future megafauna hopefully someday.
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#define MOB_CLASS_ILLUSION 256 // Fake mobs, e.g. Technomancer illusions.
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#define MOB_CLASS_PHOTONIC 512 // Holographic mobs like holocarp, similar to _ILLUSION, but that make no attempt to hide their true nature.
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#define MOB_CLASS_ALL (~MOB_CLASS_NONE)
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// For slime commanding. Higher numbers allow for more actions.
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#define SLIME_COMMAND_OBEY 1 // When disciplined.
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#define SLIME_COMMAND_FACTION 2 // When in the same 'faction'.
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#define SLIME_COMMAND_FRIEND 3 // When befriended with a slime friendship agent.
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// Threshold for mobs being able to damage things like airlocks or reinforced glass windows.
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// If the damage is below this, nothing will happen besides a message saying that the attack was ineffective.
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// Generally, this was not a define but was commonly set to 10, however 10 may be too low now since simple_mobs now attack twice as fast,
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// at half damage compared to the old mob system, meaning mobs who could hurt structures may not be able to now, so now it is 5.
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#define STRUCTURE_MIN_DAMAGE_THRESHOLD 5
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//Vision flags, for dealing with plane visibility
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#define VIS_FULLBRIGHT 1
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#define VIS_LIGHTING 2
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#define VIS_GHOSTS 3
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#define VIS_AI_EYE 4
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#define VIS_CH_STATUS 5
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#define VIS_CH_HEALTH 6
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#define VIS_CH_LIFE 7
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#define VIS_CH_ID 8
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#define VIS_CH_WANTED 9
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#define VIS_CH_IMPLOYAL 10
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#define VIS_CH_IMPTRACK 11
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#define VIS_CH_IMPCHEM 12
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#define VIS_CH_SPECIAL 13
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#define VIS_CH_STATUS_OOC 14
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#define VIS_ADMIN1 15
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#define VIS_ADMIN2 16
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#define VIS_ADMIN3 17
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#define VIS_MESONS 18
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#define VIS_TURFS 19
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#define VIS_OBJS 20
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#define VIS_MOBS 21
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#define VIS_COUNT 21 //Must be highest number from above.
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//Some mob icon layering defines
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#define BODY_LAYER -100
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// Clothing flags, organized in roughly top-bottom
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#define EXAMINE_SKIPHELMET 0x0001
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#define EXAMINE_SKIPEARS 0x0002
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#define EXAMINE_SKIPEYEWEAR 0x0004
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#define EXAMINE_SKIPMASK 0x0008
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#define EXAMINE_SKIPJUMPSUIT 0x0010
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#define EXAMINE_SKIPTIE 0x0020
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#define EXAMINE_SKIPHOLSTER 0x0040
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#define EXAMINE_SKIPSUITSTORAGE 0x0080
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#define EXAMINE_SKIPBACKPACK 0x0100
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#define EXAMINE_SKIPGLOVES 0x0200
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#define EXAMINE_SKIPBELT 0x0400
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#define EXAMINE_SKIPSHOES 0x0800
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// Body flags
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#define EXAMINE_SKIPHEAD 0x0001
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#define EXAMINE_SKIPEYES 0x0002
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#define EXAMINE_SKIPFACE 0x0004
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#define EXAMINE_SKIPBODY 0x0008
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#define EXAMINE_SKIPGROIN 0x0010
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#define EXAMINE_SKIPARMS 0x0020
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#define EXAMINE_SKIPHANDS 0x0040
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#define EXAMINE_SKIPLEGS 0x0080
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#define EXAMINE_SKIPFEET 0x0100 |