// Damage things. TODO: Merge these down to reduce on defines. // Way to waste perfectly good damage-type names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc. #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define HALLOSS "halloss" #define ELECTROCUTE "electrocute" #define BIOACID "bioacid" #define SEARING "searing" #define ELECTROMAG "electromagnetic" #define CUT "cut" #define BRUISE "bruise" #define PIERCE "pierce" #define STUN "stun" #define WEAKEN "weaken" #define PARALYZE "paralize" #define IRRADIATE "irradiate" #define AGONY "agony" // Added in PAIN! #define SLUR "slur" #define STUTTER "stutter" #define EYE_BLUR "eye_blur" #define DROWSY "drowsy" // I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches. #define BRUTELOSS 0x1 #define FIRELOSS 0x2 #define TOXLOSS 0x4 #define OXYLOSS 0x8 #define FIRE_DAMAGE_MODIFIER 0.0215 // Higher values result in more external fire damage to the skin. (default 0.0215) #define AIR_DAMAGE_MODIFIER 2.025 // More means less damage from hot air scalding lungs, less = more damage. (default 2.025) // Organ defines. #define ORGAN_CUT_AWAY (1<<0) #define ORGAN_BLEEDING (1<<1) #define ORGAN_BROKEN (1<<2) #define ORGAN_DESTROYED (1<<3) #define ORGAN_DEAD (1<<4) #define ORGAN_MUTATED (1<<5) #define DROPLIMB_EDGE 0 #define DROPLIMB_BLUNT 1 #define DROPLIMB_BURN 2 #define DROPLIMB_ACID 3 // Damage above this value must be repaired with surgery. #define ROBOLIMB_REPAIR_CAP 30 #define ORGAN_FLESH 0 // Normal organic organs. #define ORGAN_ASSISTED 1 // Like an LVAD - No pulse, but still organic. #define ORGAN_ROBOT 2 // Fully robotic, no organic parts #define ORGAN_LIFELIKE 3 // Robotic, made to appear organic #define ORGAN_NANOFORM 4 // Fully nanoswarm organ //Germs and infections. #define GERM_LEVEL_AMBIENT 110 // Maximum germ level you can reach by standing still. #define GERM_LEVEL_MOVE_CAP 200 // Maximum germ level you can reach by running around. #define INFECTION_LEVEL_ONE 100 #define INFECTION_LEVEL_TWO 500 #define INFECTION_LEVEL_THREE 1000 #define INFECTION_LEVEL_MAX 1500 #define MODULAR_BODYPART_INVALID 0 // Cannot be detached or reattached. #define MODULAR_BODYPART_PROSTHETIC 1 // Can be detached or reattached freely. #define MODULAR_BODYPART_CYBERNETIC 2 // Can be detached or reattached to compatible parent organs. //CitRP Port #define CYBERBEAST_MONITOR_STYLES "blank=cyber_blank;\ default=cyber_default;\ eyes=eyes;\ static=cyber_static;\ alert=cyber_alert;\ happy=cyber_happ;\ unhappy=cyber_unhapp;\ flat=cyber_flat;\ sad=cyber_sad;\ heart=cyber_heart;\ cross=cyber_cross;\ wave=cyber_wave;\ uwu=cyber_uwu;\ question=cyber_question;\ lowpower=cyber_lowpower;\ idle=cyber_idle;\ nwn=cyber_nwn" //Ending a monitor style with [-colored] will override eye coloration. If you have custom colors on a monitor icon, you should do this. #define STANDARD_MONITOR_STYLES "blank=ipc_blank;\ pink=ipc_pink-colored;\ green=ipc_green-colored;\ red=ipc_red-colored;\ blue=ipc_blue-colored;\ shower=ipc_shower-colored;\ orange=ipc_orange-colored;\ nature=ipc_nature-colored;\ eight=ipc_eight-colored;\ goggles=ipc_goggles-colored;\ heart=ipc_heart-colored;\ monoeye=ipc_monoeye-colored;\ breakout=ipc_breakoutv-colored;\ yellow=ipc_yellow-colored;\ static=ipc_static-colored;\ purple=ipc_purple-colored;\ scroll=ipc_scroll;\ console=ipc_console;\ glider=ipc_gol_glider;\ rainbow=ipc_rainbow-colored;\ smiley=ipc_smiley-colored;\ database=ipc_database-colored"