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move invisibility to defines (#17612)
* move Invisibility to defines * . * .
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@@ -6,7 +6,7 @@ GLOBAL_LIST_EMPTY(bump_teleporters)
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icon_state = "x2"
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var/id = null //id of this bump_teleporter.
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var/id_target = null //id of bump_teleporter which this moves you to.
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invisibility = 101 //nope, can't see this
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invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
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anchored = TRUE
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density = TRUE
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opacity = 0
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@@ -33,8 +33,8 @@ var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood/clean_blood()
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fluorescent = 0
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if(invisibility != 100)
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invisibility = 100
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if(invisibility != INVISIBILITY_MAXIMUM)
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invisibility = INVISIBILITY_MAXIMUM
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amount = 0
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..(ignore=1)
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@@ -8,7 +8,7 @@
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var/list/gibdirections = list() //of lists
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var/fleshcolor //Used for gibbed humans.
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var/bloodcolor //Used for gibbed humans.
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invisibility = 99 // So a badmin can go view these by changing their see_invisible.
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invisibility = INVISIBILITY_BADMIN // So a badmin can go view these by changing their see_invisible.
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icon = 'icons/effects/map_effects.dmi'
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icon_state = "gibspawn"
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@@ -5,13 +5,13 @@
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anchored = TRUE
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unacidable = TRUE
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simulated = FALSE
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invisibility = 100
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invisibility = INVISIBILITY_MAXIMUM
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var/delete_me = FALSE
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/obj/effect/landmark/Initialize(mapload)
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. = ..()
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tag = text("landmark*[]", name)
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invisibility = 101
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invisibility = INVISIBILITY_ABSTRACT
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switch(name) //some of these are probably obsolete
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if("monkey")
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@@ -7,7 +7,7 @@
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/obj/effect/manifest/Initialize(mapload)
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. = ..()
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invisibility = 101
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invisibility = INVISIBILITY_ABSTRACT
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/obj/effect/manifest/proc/manifest()
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var/dat = span_bold("Crew Manifest") + ":<BR>"
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@@ -2,7 +2,7 @@
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// Players cannot see or interact with these.
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/obj/effect/map_effect
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anchored = TRUE
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invisibility = 99 // So a badmin can go view these by changing their see_invisible.
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invisibility = INVISIBILITY_BADMIN // So a badmin can go view these by changing their see_invisible.
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icon = 'icons/effects/map_effects.dmi'
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// Below vars concern check_for_player_proximity() and is used to not waste effort if nobody is around to appreciate the effects.
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@@ -46,7 +46,7 @@ when portals are shortly lived, or when portals are made to be obvious with spec
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/obj/effect/map_effect/portal
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name = "portal subtype"
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invisibility = 0
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invisibility = INVISIBILITY_NONE
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opacity = TRUE
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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@@ -11,7 +11,7 @@
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name = "self deleting effect"
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desc = "How are you examining what which cannot be seen?"
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icon = 'icons/effects/effects.dmi'
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invisibility = 0
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invisibility = INVISIBILITY_NONE
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var/time_to_die = 10 SECONDS // Afer which, it will delete itself.
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/obj/effect/temporary_effect/Initialize(mapload)
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@@ -6,7 +6,7 @@
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icon_state = "arrow_omni"
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invisibility = 100
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invisibility = INVISIBILITY_MAXIMUM
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// The atom which created this.
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var/atom/movable/creator
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@@ -5,7 +5,7 @@ GLOBAL_LIST_EMPTY(mapped_autostrips_mob)
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/obj/effect/step_trigger
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var/affect_ghosts = 0
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var/stopper = 1 // stops throwers
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invisibility = 99 // nope cant see this shit
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invisibility = INVISIBILITY_BADMIN // nope cant see this shit
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plane = ABOVE_PLANE
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anchored = TRUE
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icon = 'icons/mob/screen1.dmi' //VS Edit
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@@ -333,7 +333,7 @@ But for now, for what it's been used for, it works.
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unacidable = 1
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layer = 99
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anchored = 1
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invisibility = 99
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invisibility = INVISIBILITY_BADMIN
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/obj/effect/autostriptarget/Initialize(mapload)
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@@ -5,7 +5,7 @@
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anchored = TRUE
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unacidable = TRUE
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simulated = FALSE
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invisibility = 100
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invisibility = INVISIBILITY_MAXIMUM
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/obj/effect/wire_deleter/Initialize(mapload)
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. = ..()
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@@ -3,7 +3,7 @@
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name = "zone divider"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "x3"
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invisibility = 101 //nope, can't see this
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invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
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anchored = TRUE
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density = FALSE
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opacity = 0
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