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Flammable Items, Abstractness, and hypnosis (#19267)
* Laser Eyes * Update dna.dm * Mecha * Update positive_genes.dm * These * These 2 * yeh * Rest of these * Update turf.dm * Update food.dm * Some moar * mooove * Update vorestation.dme * Update burning.dm * firesuit * flags * HYPNOCOLOR * xd * no filter * dc * Update ore_bag.dm * Update misc.dm * Update misc.dm
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@@ -1,6 +1,26 @@
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/// 33554431 (2^24 - 1) is the maximum value our bitflags can reach.
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#define MAX_BITFLAG_DIGITS 8
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF (1<<0)
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/// 100% immune to fire damage (but not necessarily to lava or heat)
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#define FIRE_PROOF (1<<1)
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/// atom is flammable and can have the burning component
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#define FLAMMABLE (1<<2)
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/// currently burning
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#define ON_FIRE (1<<3)
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/// acid can't even appear on it, let alone melt it.
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#define UNACIDABLE (1<<4)
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/// acid stuck on it doesn't melt it.
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#define ACID_PROOF (1<<5)
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/// doesn't take damage
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#define INDESTRUCTIBLE (1<<6)
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/// can't be frozen
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#define FREEZE_PROOF (1<<7)
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/// can't be shuttle crushed.
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#define SHUTTLE_CRUSH_PROOF (1<<8)
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/// can't be destroyed by bombs
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#define BOMB_PROOF (1<<9)
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///Object will protect itself.
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#define EMP_PROTECT_SELF (1<<0)
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///Object will protect its contents from being EMPed.
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@@ -100,3 +100,6 @@
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#define TANK_MAX_RELEASE_PRESSURE (3*ONE_ATMOSPHERE)
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#define TANK_DEFAULT_RELEASE_PRESSURE ONE_ATMOSPHERE
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#define MAX_ATMOS_TEMPERATURE 1e30 //Without having a max temp, you can get .inf temps
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///Minimum temperature for items on fire
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#define BURNING_ITEM_MINIMUM_TEMPERATURE (150+T0C)
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@@ -0,0 +1,28 @@
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//We will round to this value in damage calculations.
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#define DAMAGE_PRECISION 0.1
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//Damage flag defines //
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/// Involves corrosive substances.
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#define ACID "acid"
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/// Involved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin.
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#define BIO "bio"
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/// Involves a shockwave, usually from an explosion.
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#define BOMB "bomb"
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/// Involves a solid projectile.
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#define BULLET "bullet"
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/// Involves being eaten
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#define CONSUME "consume"
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/// Involves an EMP or energy-based projectile.
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#define ENERGY "energy"
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/// Involves fire or temperature extremes.
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#define FIRE "fire"
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/// Involves a laser.
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#define LASER "laser"
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/// Involves a melee attack or a thrown object.
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#define MELEE "melee"
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/// Involved in checking the likelihood of applying a wound to a mob.
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#define WOUND "wound"
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/// Calculates the new armour value after armour penetration. Can return negative values, and those must be caught.
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#define PENETRATE_ARMOUR(armour, penetration) (penetration >= 100 ? 0 : 100 * (armour - penetration) / (100 - penetration))
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@@ -11,7 +11,7 @@
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#define FAT 6
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#define HUSK 7
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#define NOCLONE 8
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#define LASER 9 // Harm intent - click anywhere to shoot lasers from eyes.
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#define LASER_EYES 9 // Harm intent - click anywhere to shoot lasers from eyes.
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#define HEAL 10 // Healing people with hands.
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#define FLASHPROOF 11 // Flashproof eyes.
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@@ -50,6 +50,13 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define INFINITE_AIR (1<<6) // Provides an infinite air supply.
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#define NOSTRIP (1<<7) // Items that should never get stripped
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#define DROPDEL (1<<8) // Items that delete upon being dropped
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/**
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* for all things that are technically items but don't want to be treated as such, given on a case-by-case basis
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* examples of use are hand items, omni-toolsets, non-limb limbs (hand eater, mounted chainsaw, many null rods), borg modules, bodyparts, organs, etc.
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* This is used for general exclusion, such as preventing insertions into other items
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* Basically, these aren't "real" items. <= wow thanks for the fucking insight sherlock
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*/
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#define ABSTRACT (1<<9)
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// Flags for pass_flags. - Used in /atom/var/pass_flags
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#define PASSTABLE (1<<0)
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@@ -8,7 +8,7 @@
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#define MECHA_PROC_DAMAGE 2
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#define MECHA_PROC_INT_TEMP 4
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#define MELEE 1
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#define MECH_MELEE 1
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#define RANGED 2
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#define MECH_FACTION_NT "nano"
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@@ -1,3 +1,35 @@
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// Flags for the obj_flags var on /obj
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/// Object has been affected by a cryptographic sequencer (EMAG) disabling it or causing other malicious effects
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#define EMAGGED (1<<0)
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/// Can this be bludgeoned by items
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#define CAN_BE_HIT (1<<1)
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/// Admin possession yes/no
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#define DANGEROUS_POSSESSION (1<<2)
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/// Can you customize the description/name of the thing
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#define UNIQUE_RENAME (1<<3)
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/// If it can be renamed, is its description excluded
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#define RENAME_NO_DESC (1<<4)
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/// Should this object block z falling from loc
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#define BLOCK_Z_OUT_DOWN (1<<5)
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/// Should this object block z uprise from loc
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#define BLOCK_Z_OUT_UP (1<<6)
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/// Should this object block z falling from above
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#define BLOCK_Z_IN_DOWN (1<<7)
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/// Should this object block z uprise from below
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#define BLOCK_Z_IN_UP (1<<8)
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/// Does this object prevent things from being built on it
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#define BLOCKS_CONSTRUCTION (1<<9)
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/// Does this object prevent same-direction things from being built on it
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#define BLOCKS_CONSTRUCTION_DIR (1<<10)
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/// Can we ignore density when building on this object (for example, directional windows and grilles)
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#define IGNORE_DENSITY (1<<11)
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/// Can this object conduct electricity
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#define CONDUCTS_ELECTRICITY (1<<12)
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/// Atoms don't spawn anything when deconstructed (they just vanish)
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#define NO_DEBRIS_AFTER_DECONSTRUCTION (1<<13)
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/// Flag which tells an object to hang onto an support atom on late initialize. Usefull only during mapload and supported by some atoms only
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#define MOUNT_ON_LATE_INITIALIZE (1<<14)
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/// Flags for specifically what kind of items to get in get_equipped_items
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#define INCLUDE_POCKETS (1<<0)
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#define INCLUDE_ACCESSORIES (1<<1)
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@@ -163,6 +163,8 @@
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#define span_lightpurple(str) ("<span class='lightpurple'>" + str + "</span>")
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#define span_darkpink(str) ("<span class='darkpink'>" + str + "</span>")
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#define span_rose(str) ("<span class='rose'>" + str + "</span>")
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#define span_hypnophrase(str) ("<span class='hypnophrase'>" + str + "</span>")
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/* System and Debug */
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// System filter
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@@ -131,6 +131,7 @@
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#define FIRE_PRIORITY_CHARSETUP 25
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#define FIRE_PRIORITY_AIRFLOW 30
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#define FIRE_PRIORITY_AIR 35
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#define FIRE_PRIORITY_BURNING 40
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_PROCESS 45
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#define FIRE_PRIORITY_THROWING 45
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@@ -57,6 +57,11 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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#define TRAIT_ELECTROVORE_OBLIGATE "electrovore_obligate"
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// adds wet stacks when licking someone
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#define TRAIT_SLOBBER "slobber"
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/// Trait from being under the floor in some manner
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#define TRAIT_UNDERFLOOR "underfloor"
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#define TRAIT_RESISTHEAT "resist_heat"
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/// For when you want to be able to touch hot things, but still want fire to be an issue.
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#define TRAIT_RESISTHEATHANDS "resist_heat_handsonly"
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// Owner will be considered a tiny mob for some interactions, such as airlocks not opening unless they have a client, or being vacuumed up by the vacpack
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#define TRAIT_AMBIENT_PEST_MOB "ambient_pest_mob"
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///Trait given by /datum/component/germ_sensitive
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