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