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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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//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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