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Merge branch 'dev' into ofChemistryAndStuff
Conflicts: code/game/objects/effects/chem/chemsmoke.dm code/modules/customitems/item_defines.dm code/modules/projectiles/guns/launcher/syringe_gun.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm code/modules/reagents/reagent_containers/food/drinks.dm code/modules/reagents/reagent_containers/pill.dm maps/exodus-1.dmm
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-1
@@ -267,7 +267,7 @@
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#define slot_legs 21
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#define slot_tie 22
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// Inventory slot strings.
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// Inventory slot strings.
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// since numbers cannot be used as associative list keys.
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#define slot_back_str "back"
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#define slot_l_hand_str "slot_l_hand"
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@@ -956,3 +956,19 @@ var/list/be_special_flags = list(
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#define LANGUAGE_ROOTSPEAK "Rootspeak"
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#define LANGUAGE_TRADEBAND "Tradeband"
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#define LANGUAGE_GUTTER "Gutter"
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#define WALL_CAN_OPEN 1
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#define WALL_OPENING 2
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#define CLAMP01(x) max(0, min(1, x))
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#define DEFAULT_WALL_MATERIAL "steel"
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// Convoluted setup so defines can be supplied by Bay12 main server compile script.
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// Should still work fine for people jamming the icons into their repo.
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#ifndef CUSTOM_ITEM_OBJ
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#define CUSTOM_ITEM_OBJ 'icons/obj/custom_items_obj.dmi'
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#endif
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#ifndef CUSTOM_ITEM_MOB
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#define CUSTOM_ITEM_MOB 'icons/mob/custom_items_mob.dmi'
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#endif
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