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VOREStation/code/__defines/damage_organs.dm
T
Kashargul 72628d226c More globals (#19247)
* More globals

* planets

* .

* .

* Update jukebox.dm

* Fix timer callback syntax in jukebox.dm

* .
2026-03-15 02:54:17 -04:00

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// 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"