//We will round to this value in damage calculations. #define DAMAGE_PRECISION 0.1 //Damage flag defines // /// Involves corrosive substances. #define ACID "acid" /// Involved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin. #define BIO "bio" /// Involves a shockwave, usually from an explosion. #define BOMB "bomb" /// Involves a solid projectile. #define BULLET "bullet" /// Involves being eaten #define CONSUME "consume" /// Involves an EMP or energy-based projectile. #define ENERGY "energy" /// Involves fire or temperature extremes. #define FIRE "fire" /// Involves a laser. #define LASER "laser" /// Involves a melee attack or a thrown object. #define MELEE "melee" /// Involved in checking the likelihood of applying a wound to a mob. #define WOUND "wound" /// Calculates the new armour value after armour penetration. Can return negative values, and those must be caught. #define PENETRATE_ARMOUR(armour, penetration) (penetration >= 100 ? 0 : 100 * (armour - penetration) / (100 - penetration))