Files
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

79 lines
2.8 KiB
Plaintext

#define INVISIBILITY_NONE 0
#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_REVENANT 50
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
#define BORGMESON (1<<0)
#define BORGTHERM (1<<1)
#define BORGXRAY (1<<2)
#define BORGMATERIAL (1<<3)
//for clothing visor toggles, these determine which vars to toggle
#define VISOR_FLASHPROTECT (1<<0)
#define VISOR_TINT (1<<1)
#define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses
#define VISOR_INVISVIEW (1<<3)
// BYOND internal values for the sight flags
// See [https://www.byond.com/docs/ref/#/mob/var/sight]
/// can't see anything
//#define BLIND (1<<0)
/// can see all mobs, no matter what
//#define SEE_MOBS (1<<2)
/// can see all objs, no matter what
//#define SEE_OBJS (1<<3)
// can see all turfs (and areas), no matter what
//#define SEE_TURFS (1<<4)
/// can see self, no matter what
//#define SEE_SELF (1<<5)
/// can see infra-red objects (different sort of luminosity, essentially a copy of it, one we do not use)
//#define SEE_INFRA (1<<6)
/// if an object is located on an unlit area, but some of its pixels are
/// in a lit area (via pixel_x,y or smooth movement), can see those pixels
//#define SEE_PIXELS (1<<8)
/// can see through opaque objects
//#define SEE_THRU (1<<9)
/// render dark tiles as blackness (Note, this basically means we draw dark tiles to plane 0)
/// we can then hijack that plane with a plane master, and start drawing it anywhere we want
/// NOTE: this does not function with the SIDE_MAP map format. So we can't. :(
//#define SEE_BLACKNESS (1<<10)
/// Bitfield of sight flags that show THINGS but no lighting
/// Since lighting is an underlay on turfs, this is everything but that
#define SEE_AVOID_TURF_BLACKNESS (SEE_MOBS|SEE_OBJS)
//------------------------
// INVISIBILITY PRIORITIES
#define INVISIBILITY_PRIORITY_ADMIN 100
#define INVISIBILITY_PRIORITY_TURRET_COVER 20
#define INVISIBILITY_PRIORITY_BASIC_ANTI_INVISIBILITY 10
#define INVISIBILITY_PRIORITY_NONE 0
//------------------------
// INVISIBILITY SOURCE IDS
// Though don't feel the need to add one here if you have a simple effect that
// gets added and/or removed in only one place near each other in the code.
#define INVISIBILITY_SOURCE_INVISIMIN "invisimin"
#define INVISIBILITY_SOURCE_STEALTHMODE "stealthmode"