// Byond direction defines, because I want to put them somewhere. // #define NORTH 1 // #define SOUTH 2 // #define EAST 4 // #define WEST 8 #define TEXT_NORTH "[NORTH]" #define TEXT_SOUTH "[SOUTH]" #define TEXT_EAST "[EAST]" #define TEXT_WEST "[WEST]" /// world.icon_size #define PIXELS 32 //These get to go at the top, because they're special //You can use these defines to get the typepath of the currently running proc/verb (yes procs + verbs are objects) /* eg: /mob/living/carbon/human/death() to_chat(world, THIS_PROC_TYPE_STR) //You can only output the string versions Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a string with () (eg: the _WITH_ARGS defines) to make it look nicer) */ #define THIS_PROC_TYPE ..... #define THIS_PROC_TYPE_STR "[THIS_PROC_TYPE]" //Because you can only obtain a string of THIS_PROC_TYPE using "[]", and it's nice to just +/+= strings #define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])" #define THIS_PROC_TYPE_WEIRD ...... //This one is WEIRD, in some cases (When used in certain defines? (eg: ASSERT)) THIS_PROC_TYPE will fail to work, but THIS_PROC_TYPE_WEIRD will work instead //define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness //define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto #define NOT_IMPLEMENTED "NOT_IMPLEMENTED" //Human Overlays Indexes///////// //LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS #define MUTATIONS_LAYER 34 //mutations. Tk headglows, cold resistance glow, etc #define ANTAG_LAYER 33 //stuff for things like cultism indicators (clock cult glow, cultist red halos, whatever else new that comes up) #define GENITALS_BEHIND_LAYER 32 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer #define BODY_BEHIND_LAYER 31 //certain mutantrace features (tail when looking south) that must appear behind the body parts #define BODYPARTS_LAYER 30 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag #define MARKING_LAYER 29 //Matrixed body markings because clashing with snouts? #define BODY_ADJ_LAYER 28 //certain mutantrace features (snout, body markings) that must appear above the body parts #define GENITALS_FRONT_LAYER 27 //Draws some genitalia above clothes and the TAUR body if need be. #define BODY_LAYER 26 //underwear, undershirts, socks, eyes, lips(makeup) #define BODY_ADJ_UPPER_LAYER 25 #define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes) #define DAMAGE_LAYER 23 //damage indicators (cuts and burns) #define UNIFORM_LAYER 22 #define ID_LAYER 21 #define HANDS_PART_LAYER 20 #define SHOES_LAYER 19 #define GLOVES_LAYER 18 #define EARS_LAYER 17 #define SUIT_LAYER 16 #define GENITALS_EXPOSED_LAYER 15 #define GLASSES_LAYER 14 #define BELT_LAYER 13 //Possible make this an overlay of somethign required to wear a belt? #define SUIT_STORE_LAYER 12 #define NECK_LAYER 11 #define BACK_LAYER 10 #define HAIR_LAYER 9 //TODO: make part of head layer? #define HORNS_LAYER 8 #define FACEMASK_LAYER 7 #define HEAD_LAYER 6 #define HANDCUFF_LAYER 5 #define LEGCUFF_LAYER 4 #define HANDS_LAYER 3 #define BODY_FRONT_LAYER 2 #define FIRE_LAYER 1 //If you're on fire #define TOTAL_LAYERS 34 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_; //Human Overlay Index Shortcuts for alternate_worn_layer, layers //Because I *KNOW* somebody will think layer+1 means "above" //IT DOESN'T OK, IT MEANS "UNDER" #define UNDER_SUIT_LAYER (SUIT_LAYER+1) #define UNDER_HEAD_LAYER (HEAD_LAYER+1) //AND -1 MEANS "ABOVE", OK?, OK!?! #define ABOVE_SHOES_LAYER (SHOES_LAYER-1) #define ABOVE_BODY_FRONT_LAYER (BODY_FRONT_LAYER-1) //some arbitrary defines to be used by self-pruning global lists. (see master_controller) #define PROCESS_KILL 26 //Used to trigger removal from a processing list // Cargo-related stuff. #define MANIFEST_ERROR_CHANCE 5 #define MANIFEST_ERROR_NAME 1 #define MANIFEST_ERROR_CONTENTS 2 #define MANIFEST_ERROR_ITEM 4 #define TRANSITIONEDGE 7 //Distance from edge to move to another z-level #define BE_CLOSE TRUE //in the case of a silicon, to select if they need to be next to the atom #define NO_DEXTERY TRUE //if other mobs (monkeys, aliens, etc) can use this #define NO_TK TRUE //used by canUseTopic() //singularity defines #define STAGE_ONE 1 #define STAGE_TWO 3 #define STAGE_THREE 5 #define STAGE_FOUR 7 #define STAGE_FIVE 9 #define STAGE_SIX 11 //From supermatter shard //SSticker.current_state values #define GAME_STATE_STARTUP 0 #define GAME_STATE_PREGAME 1 #define GAME_STATE_SETTING_UP 2 #define GAME_STATE_PLAYING 3 #define GAME_STATE_FINISHED 4 //FONTS: // Used by Paper and PhotoCopier (and PaperBin once a year). // Used by PDA's Notekeeper. // Used by NewsCaster and NewsPaper. // Used by Modular Computers #define PEN_FONT "Verdana" #define FOUNTAIN_PEN_FONT "Segoe Script" #define CRAYON_FONT "Comic Sans MS" #define PRINTER_FONT "Times New Roman" #define SIGNFONT "Times New Roman" #define CHARCOAL_FONT "Candara" #define RESIZE_DEFAULT_SIZE 1 //transfer_ai() defines. Main proc in ai_core.dm #define AI_TRANS_TO_CARD 1 //Downloading AI to InteliCard. #define AI_TRANS_FROM_CARD 2 //Uploading AI from InteliCard #define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha //check_target_facings() return defines #define FACING_SAME_DIR 1 #define FACING_EACHOTHER 2 #define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award? //Cache of bloody footprint images //Key: //"entered-[blood_state]-[dir_of_image]" //or: "exited-[blood_state]-[dir_of_image]" GLOBAL_LIST_EMPTY(bloody_footprints_cache) //Bloody shoes/footprints #define MAX_SHOE_BLOODINESS 100 #define BLOODY_FOOTPRINT_BASE_ALPHA 150 #define BLOOD_GAIN_PER_STEP 100 #define BLOOD_LOSS_PER_STEP 5 #define BLOOD_LOSS_IN_SPREAD 20 //Bloody shoe blood states #define BLOOD_STATE_BLOOD "blood" #define BLOOD_STATE_OIL "oil" #define BLOOD_STATE_NOT_BLOODY "no blood whatsoever" #define BLOOD_AMOUNT_PER_DECAL 20 //Blood Decal Colors #define BLOOD_COLOR_HUMAN "#dc0000" #define BLOOD_COLOR_XENO "#94a83c" #define BLOOD_COLOR_OIL "#301d02" #define BLOOD_COLOR_SYNTHETIC "#3f48aa" #define BLOOD_COLOR_SLIME "#00ff90" #define BLOOD_COLOR_LIZARD "#db004D" #define BLOOD_COLOR_UNIVERSAL "#db3300" #define BLOOD_COLOR_BUG "#ffc933" #define BLOOD_COLOR_PLANT "#3d610e" //suit sensors: sensor_mode defines #define SENSOR_OFF 0 #define SENSOR_LIVING 1 #define SENSOR_VITALS 2 #define SENSOR_COORDS 3 //suit sensors: has_sensor defines #define BROKEN_SENSORS -1 #define NO_SENSORS 0 #define DAMAGED_SENSORS_LIVING 1 #define DAMAGED_SENSORS_VITALS 2 #define HAS_SENSORS 3 //suit sensor flags: sensor_flag defines #define SENSOR_RANDOM (1<<0) #define SENSOR_LOCKED (1<<1) //suit sensor integrity percentage threshold defines #define SENSOR_INTEGRITY_COORDS 0.2 #define SENSOR_INTEGRITY_VITALS 0.6 #define SENSOR_INTEGRITY_BINARY 1 //Wet floor type flags. Stronger ones should be higher in number. #define TURF_DRY (0) #define TURF_WET_WATER (1<<0) #define TURF_WET_PERMAFROST (1<<1) #define TURF_WET_ICE (1<<2) #define TURF_WET_LUBE (1<<3) #define TURF_WET_SUPERLUBE (1<<4) #define IS_WET_OPEN_TURF(O) O.GetComponent(/datum/component/wet_floor) //Maximum amount of time, (in deciseconds) a tile can be wet for. #define MAXIMUM_WET_TIME 5 MINUTES //unmagic-strings for types of polls #define POLLTYPE_OPTION "OPTION" #define POLLTYPE_TEXT "TEXT" #define POLLTYPE_RATING "NUMVAL" #define POLLTYPE_MULTI "MULTICHOICE" #define POLLTYPE_IRV "IRV" //subtypesof(), typesof() without the parent path #define subtypesof(typepath) ( typesof(typepath) - typepath ) //Gets the turf this atom inhabits #define get_turf(A) (get_step(A, 0)) //Same as above except gets the area instead #define get_area(A) (isarea(A) ? A : get_step(A, 0)?.loc) //Ghost orbit types: #define GHOST_ORBIT_CIRCLE "circle" #define GHOST_ORBIT_TRIANGLE "triangle" #define GHOST_ORBIT_HEXAGON "hexagon" #define GHOST_ORBIT_SQUARE "square" #define GHOST_ORBIT_PENTAGON "pentagon" //Ghost showing preferences: #define GHOST_ACCS_NONE 1 #define GHOST_ACCS_DIR 50 #define GHOST_ACCS_FULL 100 #define GHOST_ACCS_NONE_NAME "default sprites" #define GHOST_ACCS_DIR_NAME "only directional sprites" #define GHOST_ACCS_FULL_NAME "full accessories" #define GHOST_ACCS_DEFAULT_OPTION GHOST_ACCS_FULL GLOBAL_LIST_INIT(ghost_accs_options, list(GHOST_ACCS_NONE, GHOST_ACCS_DIR, GHOST_ACCS_FULL)) //So save files can be sanitized properly. #define GHOST_OTHERS_SIMPLE 1 #define GHOST_OTHERS_DEFAULT_SPRITE 50 #define GHOST_OTHERS_THEIR_SETTING 100 #define GHOST_OTHERS_SIMPLE_NAME "white ghost" #define GHOST_OTHERS_DEFAULT_SPRITE_NAME "default sprites" #define GHOST_OTHERS_THEIR_SETTING_NAME "their setting" #define GHOST_OTHERS_DEFAULT_OPTION GHOST_OTHERS_THEIR_SETTING #define GHOST_MAX_VIEW_RANGE_DEFAULT 10 #define GHOST_MAX_VIEW_RANGE_MEMBER 14 GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DEFAULT_SPRITE, GHOST_OTHERS_THEIR_SETTING)) //Same as ghost_accs_options. //pda fonts #define MONO "Monospaced" #define VT "VT323" #define ORBITRON "Orbitron" #define SHARE "Share Tech Mono" GLOBAL_LIST_INIT(pda_styles, list(MONO, VT, ORBITRON, SHARE)) //pda icon reskins #define PDA_SKIN_CLASSIC "Classic" #define PDA_SKIN_ALT "Holographic" #define PDA_SKIN_RUGGED "Rugged" #define PDA_SKIN_MODERN "Modern" #define PDA_SKIN_MINIMAL "Minimal" GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_SKIN_ALT = 'icons/obj/pda_alt.dmi', PDA_SKIN_RUGGED = 'icons/obj/pda_rugged.dmi', PDA_SKIN_MODERN = 'icons/obj/pda_modern.dmi', PDA_SKIN_MINIMAL = 'icons/obj/pda_minimal.dmi')) ///////////////////////////////////// // atom.appearence_flags shortcuts // ///////////////////////////////////// /* // Disabling certain features #define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM #define APPEARANCE_IGNORE_COLOUR RESET_COLOR #define APPEARANCE_IGNORE_CLIENT_COLOUR NO_CLIENT_COLOR #define APPEARANCE_IGNORE_COLOURING (RESET_COLOR|NO_CLIENT_COLOR) #define APPEARANCE_IGNORE_ALPHA RESET_ALPHA #define APPEARANCE_NORMAL_GLIDE ~LONG_GLIDE // Enabling certain features #define APPEARANCE_CONSIDER_TRANSFORM ~RESET_TRANSFORM #define APPEARANCE_CONSIDER_COLOUR ~RESET_COLOUR #define APPEARANCE_CONSIDER_CLIENT_COLOUR ~NO_CLIENT_COLOR #define APPEARANCE_CONSIDER_COLOURING (~RESET_COLOR|~NO_CLIENT_COLOR) #define APPEARANCE_CONSIDER_ALPHA ~RESET_ALPHA #define APPEARANCE_LONG_GLIDE LONG_GLIDE */ // Consider these images/atoms as part of the UI/HUD #define APPEARANCE_UI_IGNORE_ALPHA (RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA|PIXEL_SCALE) #define APPEARANCE_UI (RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|PIXEL_SCALE) //Just space #define SPACE_ICON_STATE "[((x + y) ^ ~(x * y) + z) % 25]" // Maploader bounds indices #define MAP_MINX 1 #define MAP_MINY 2 #define MAP_MINZ 3 #define MAP_MAXX 4 #define MAP_MAXY 5 #define MAP_MAXZ 6 // Defib stats #define DEFIB_TIME_LIMIT 1500 #define DEFIB_TIME_LOSS 60 // Diagonal movement #define FIRST_DIAG_STEP 1 #define SECOND_DIAG_STEP 2 #define DEADCHAT_ARRIVALRATTLE "arrivalrattle" #define DEADCHAT_DEATHRATTLE "deathrattle" #define DEADCHAT_REGULAR "regular-deadchat" // Bluespace shelter deploy checks #define SHELTER_DEPLOY_ALLOWED "allowed" #define SHELTER_DEPLOY_BAD_TURFS "bad turfs" #define SHELTER_DEPLOY_BAD_AREA "bad area" #define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects" //debug printing macros #define debug_world(msg) if (GLOB.Debug2) to_chat(world, "DEBUG: [msg]") #define debug_usr(msg) if (GLOB.Debug2&&usr) to_chat(usr, "DEBUG: [msg]") #define debug_admins(msg) if (GLOB.Debug2) to_chat(GLOB.admins, "DEBUG: [msg]") #define debug_world_log(msg) if (GLOB.Debug2) log_world("DEBUG: [msg]") #define INCREMENT_TALLY(L, stat) if(L[stat]){L[stat]++}else{L[stat] = 1} //TODO Move to a pref #define STATION_GOAL_BUDGET 1 //Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1. #define LUMA_R 0.213 #define LUMA_G 0.715 #define LUMA_B 0.072 //different types of atom colorations #define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color #define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted #define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf) #define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color) #define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are. //Endgame Results #define NUKE_NEAR_MISS 1 #define NUKE_MISS_STATION 2 #define NUKE_SYNDICATE_BASE 3 #define STATION_DESTROYED_NUKE 4 #define STATION_EVACUATED 5 #define BLOB_WIN 8 #define BLOB_NUKE 9 #define BLOB_DESTROYED 10 #define CULT_ESCAPE 11 #define CULT_FAILURE 12 #define CULT_SUMMON 13 #define NUKE_MISS 14 #define OPERATIVES_KILLED 15 #define OPERATIVE_SKIRMISH 16 #define REVS_WIN 17 #define REVS_LOSE 18 #define WIZARD_KILLED 19 #define STATION_NUKED 20 #define CLOCK_SUMMON 21 #define CLOCK_SILICONS 22 #define CLOCK_PROSELYTIZATION 23 #define SHUTTLE_HIJACK 24 #define GANG_VICTORY 25 #define FIELD_TURF 1 #define FIELD_EDGE 2 //gibtonite state defines #define GIBTONITE_UNSTRUCK 0 #define GIBTONITE_ACTIVE 1 #define GIBTONITE_STABLE 2 #define GIBTONITE_DETONATE 3 //for obj explosion block calculation #define EXPLOSION_BLOCK_PROC -1 //for determining which type of heartbeat sound is playing #define BEAT_FAST 1 #define BEAT_SLOW 2 #define BEAT_NONE 0 //https://secure.byond.com/docs/ref/info.html#/atom/var/mouse_opacity #define MOUSE_OPACITY_TRANSPARENT 0 #define MOUSE_OPACITY_ICON 1 #define MOUSE_OPACITY_OPAQUE 2 //world/proc/shelleo #define SHELLEO_ERRORLEVEL 1 #define SHELLEO_STDOUT 2 #define SHELLEO_STDERR 3 //server security mode #define SECURITY_SAFE 1 #define SECURITY_ULTRASAFE 2 #define SECURITY_TRUSTED 3 //Dummy mob reserve slots #define DUMMY_HUMAN_SLOT_PREFERENCES "dummy_preference_preview" #define DUMMY_HUMAN_SLOT_HOLOFORM "dummy_holoform_generation" #define DUMMY_HUMAN_SLOT_ADMIN "admintools" #define DUMMY_HUMAN_SLOT_MANIFEST "dummy_manifest_generation" #define DUMMY_HUMAN_SLOT_HALLUCINATION "dummy_hallucination" #define DUMMY_HUMAN_SLOT_EXAMINER "dummy_examiner" #define PR_ANNOUNCEMENTS_PER_ROUND 5 //The number of unique PR announcements allowed per round //This makes sure that a single person can only spam 3 reopens and 3 closes before being ignored #define MAX_PROC_DEPTH 195 // 200 proc calls deep and shit breaks, this is a bit lower to give some safety room #define SYRINGE_DRAW 0 #define SYRINGE_INJECT 1 //gold slime core spawning #define NO_SPAWN 0 #define HOSTILE_SPAWN 1 #define FRIENDLY_SPAWN 2 //slime core activation type #define SLIME_ACTIVATE_MINOR 1 #define SLIME_ACTIVATE_MAJOR 2 #define LUMINESCENT_DEFAULT_GLOW 2 #define RIDING_OFFSET_ALL "ALL" //stack recipe placement check types #define STACK_CHECK_CARDINALS "cardinals" //checks if there is an object of the result type in any of the cardinal directions #define STACK_CHECK_ADJACENT "adjacent" //checks if there is an object of the result type within one tile //text files #define BRAIN_DAMAGE_FILE "traumas.json" #define ION_FILE "ion_laws.json" #define PIRATE_NAMES_FILE "pirates.json" #define REDPILL_FILE "redpill.json" #define ARCADE_FILE "arcade.json" // #define BOOMER_FILE "boomer.json" // #define LOCATIONS_FILE "locations.json" // #define WANTED_FILE "wanted_message.json" // #define VISTA_FILE "steve.json" #define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json" #define BONE_SCAR_FILE "wounds/bone_scar_desc.json" #define SCAR_LOC_FILE "wounds/scar_loc.json" //Fullscreen overlay resolution in tiles. #define FULLSCREEN_OVERLAY_RESOLUTION_X 15 #define FULLSCREEN_OVERLAY_RESOLUTION_Y 15 #define SUMMON_GUNS "guns" #define SUMMON_MAGIC "magic" #define TELEPORT_CHANNEL_BLUESPACE "bluespace" //Classic bluespace teleportation, requires a sender but no receiver #define TELEPORT_CHANNEL_QUANTUM "quantum" //Quantum-based teleportation, requires both sender and receiver, but is free from normal disruption #define TELEPORT_CHANNEL_WORMHOLE "wormhole" //Wormhole teleportation, is not disrupted by bluespace fluctuations but tends to be very random or unsafe #define TELEPORT_CHANNEL_MAGIC "magic" //Magic teleportation, does whatever it wants (unless there's antimagic) #define TELEPORT_CHANNEL_CULT "cult" //Cult teleportation, does whatever it wants (unless there's holiness) #define TELEPORT_CHANNEL_FREE "free" //Anything else //Run the world with this parameter to enable a single run though of the game setup and tear down process with unit tests in between #define TEST_RUN_PARAMETER "test-run" //Force the log directory to be something specific in the data/logs folder #define OVERRIDE_LOG_DIRECTORY_PARAMETER "log-directory" //Prevent the master controller from starting automatically, overrides TEST_RUN_PARAMETER #define NO_INIT_PARAMETER "no-init" //Force the config directory to be something other than "config" #define OVERRIDE_CONFIG_DIRECTORY_PARAMETER "config-directory" #define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.") // list of all null rod weapons #define HOLY_WEAPONS /obj/item/nullrod, /obj/item/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/clothing/gloves/fingerless/pugilist/chaplain, /obj/item/melee/baseball_bat/chaplain // Used by PDA and cartridge code to reduce repetitiveness of spritesheets #define PDAIMG(what) {""} //Filters #define AMBIENT_OCCLUSION(_size, _color) list("type"="drop_shadow","x"=0,"y"=-2,"size"=_size,"color"=_color) #define EYE_BLUR(size) list("type"="blur", "size"=size) #define GRAVITY_MOTION_BLUR list("type"="motion_blur","x"=0,"y"=0) #define STANDARD_GRAVITY 1 //Anything above this is high gravity, anything below no grav #define GRAVITY_DAMAGE_TRESHOLD 3 //Starting with this value gravity will start to damage mobs #define CAMERA_NO_GHOSTS 0 #define CAMERA_SEE_GHOSTS_BASIC 1 #define CAMERA_SEE_GHOSTS_ORBIT 2 #define CLIENT_FROM_VAR(I) (ismob(I) ? I:client : (istype(I, /client) ? I : (istype(I, /datum/mind) ? I:current?:client : null))) #define AREASELECT_CORNERA "corner A" #define AREASELECT_CORNERB "corner B" #define VARSET_FROM_LIST(L, V) if(L && L[#V]) V = L[#V] #define VARSET_FROM_LIST_IF(L, V, C...) if(L && L[#V] && (C)) V = L[#V] #define VARSET_TO_LIST(L, V) if(L) L[#V] = V #define VARSET_TO_LIST_IF(L, V, C...) if(L && (C)) L[#V] = V #define PREF_SAVELOAD_COOLDOWN 5 #define VOMIT_TOXIC 1 #define VOMIT_PURPLE 2 // possible bitflag return values of intercept_zImpact(atom/movable/AM, levels = 1) calls #define FALL_INTERCEPTED (1<<0) //Stops the movable from falling further and crashing on the ground #define FALL_NO_MESSAGE (1<<1) //Used to suppress the "[A] falls through [old_turf]" messages where it'd make little sense at all, like going downstairs. #define FALL_STOP_INTERCEPTING (1<<2) //Used in situations where halting the whole "intercept" loop would be better, like supermatter dusting (and thus deleting) the atom. //Misc text define. Does 4 spaces. Used as a makeshift tabulator. #define FOURSPACES "    " #define CRYOMOBS 'icons/obj/cryo_mobs.dmi' #define CUSTOM_HOLOFORM_DELAY 10 SECONDS //prevents spamming to make lag. it's pretty expensive to do this. #define HOLOFORM_FILTER_AI "FILTER_AI" #define HOLOFORM_FILTER_PAI "FILTER_PAI" #define HOLOFORM_FILTER_STATIC "FILTER_STATIC" #define CANT_REENTER_ROUND -1 //Nightshift levels. #define NIGHTSHIFT_AREA_FORCED 0 //ALWAYS nightshift if nightshift is enabled #define NIGHTSHIFT_AREA_PUBLIC 1 //hallways #define NIGHTSHIFT_AREA_RECREATION 2 //dorms common areas, etc #define NIGHTSHIFT_AREA_DEPARTMENT_HALLS 3 //interior hallways, etc #define NIGHTSHIFT_AREA_NONE 4 //default/highest. #define UNTIL(X) while(!(X)) stoplag() //Scavenging element defines for special loot "events". #define SCAVENGING_FOUND_NOTHING "found_nothing" #define SCAVENGING_SPAWN_MOUSE "spawn_mouse" #define SCAVENGING_SPAWN_MICE "spawn_mice" #define SCAVENGING_SPAWN_TOM "spawn_tom_the_mouse" //Scavenging element defines for ckey/mind restrictions. #define NO_LOOT_RESTRICTION 0 #define LOOT_RESTRICTION_MIND 1 #define LOOT_RESTRICTION_CKEY 2 #define LOOT_RESTRICTION_MIND_PILE 3 //limited to the current pile. #define LOOT_RESTRICTION_CKEY_PILE 4 //Idem //stages of shoe tying-ness #define SHOES_UNTIED 0 #define SHOES_TIED 1 #define SHOES_KNOTTED 2 #define WANTED_FILE "wanted_message.json"