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* Part 1 * WIP * The rest of these * More stuff * Whoops, did that wrong * typo * gweeen * This all works * SHOWER * Rads * awa * rad * Update life.dm * edits * Makes lvl 3 rads give you a warning. You should already know by this point, but this makes it EXTRA clear you're getting fucked * Update vorestation.dme * aaa * propagate * gwah * more fixes * AAA * Update radiation.dm * Update radiation.dm * mobs rads * rads * fix this * Update _reagents.dm * these * Get rid of these * rad * Update config.txt * fixed * Update radiation_effects.dm
39 lines
1.7 KiB
Plaintext
39 lines
1.7 KiB
Plaintext
// Tool types, if you add new ones please add them to /obj/item/debug/omnitool in code/game/objects/items/debug_items.dm
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#define TOOL_CROWBAR "crowbar"
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#define TOOL_MULTITOOL "multitool"
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#define TOOL_SCREWDRIVER "screwdriver"
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#define TOOL_WIRECUTTER "wirecutter"
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#define TOOL_WRENCH "wrench"
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#define TOOL_WELDER "welder"
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#define TOOL_CABLE_COIL "cablecoil"
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#define TOOL_ANALYZER "analyzer"
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#define TOOL_MINING "mining"
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#define TOOL_SHOVEL "shovel"
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#define TOOL_RETRACTOR "retractor"
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#define TOOL_HEMOSTAT "hemostat"
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#define TOOL_CAUTERY "cautery"
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#define TOOL_DRILL "drill"
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#define TOOL_SCALPEL "scalpel"
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#define TOOL_SAW "saw"
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#define TOOL_BONESET "bonesetter"
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#define TOOL_KNIFE "knife"
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#define TOOL_BLOODFILTER "bloodfilter"
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#define TOOL_ROLLINGPIN "rollingpin"
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/**
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* A helper for checking if an item interaction should be skipped.
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* This is only used explicitly because some interactions may not want to ever be skipped.
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*/
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#define SHOULD_SKIP_INTERACTION(target, item, user) (HAS_TRAIT(target, TRAIT_COMBAT_MODE_SKIP_INTERACTION) && (user.a_intent == I_HURT))
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/// Return when an item interaction is successful.
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/// This cancels the rest of the chain entirely and indicates success.
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#define ITEM_INTERACT_SUCCESS (1<<0) // Same as TRUE, as most tool (legacy) tool acts return TRUE on success
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/// Return to prevent the rest of the attack chain from being executed / preventing the item user from thwacking the target.
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/// Similar to [ITEM_INTERACT_SUCCESS], but does not necessarily indicate success.
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#define ITEM_INTERACT_BLOCKING (1<<1)
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/// Only for people who get confused by the naming scheme
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#define ITEM_INTERACT_FAILURE ITEM_INTERACT_BLOCKING
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/// Return to skip the rest of the interaction chain, going straight to attack.
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#define ITEM_INTERACT_SKIP_TO_ATTACK (1<<2)
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