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https://github.com/yogstation13/Yogstation.git
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Refactors bitflag macro values into bitshifts (#37234)
* Refactors bitflag values into bitshifts * minor formatting edits * Unbitshifts a macro set that skipped 3 for whatever reason
This commit is contained in:
@@ -60,14 +60,14 @@
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#define DNA_UNIQUE_ENZYMES_LEN 32
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//Transformation proc stuff
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#define TR_KEEPITEMS 1
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#define TR_KEEPVIRUS 2
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#define TR_KEEPDAMAGE 4
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#define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize)
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#define TR_KEEPIMPLANTS 16
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#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
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#define TR_DEFAULTMSG 64
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#define TR_KEEPORGANS 256
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#define TR_KEEPITEMS (1<<0)
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#define TR_KEEPVIRUS (1<<1)
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#define TR_KEEPDAMAGE (1<<2)
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#define TR_HASHNAME (1<<3) // hashing names (e.g. monkey(e34f)) (only in monkeyize)
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#define TR_KEEPIMPLANTS (1<<4)
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#define TR_KEEPSE (1<<5) // changelings shouldn't edit the DNA's SE when turning into a monkey
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#define TR_DEFAULTMSG (1<<6)
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#define TR_KEEPORGANS (1<<8)
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#define CLONER_FRESH_CLONE "fresh"
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@@ -1,12 +1,12 @@
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//A set of constants used to determine which type of mute an admin wishes to apply:
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//Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO etc = (MUTE_IC << 1)
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//Therefore there needs to be a gap between the flags for the automute flags
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#define MUTE_IC 1
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#define MUTE_OOC 2
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#define MUTE_PRAY 4
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#define MUTE_ADMINHELP 8
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#define MUTE_DEADCHAT 16
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#define MUTE_ALL 31
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#define MUTE_IC (1<<0)
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#define MUTE_OOC (1<<1)
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#define MUTE_PRAY (1<<2)
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#define MUTE_ADMINHELP (1<<3)
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#define MUTE_DEADCHAT (1<<4)
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#define MUTE_ALL (~0)
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//Some constants for DB_Ban
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#define BANTYPE_PERMA 1
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@@ -20,21 +20,21 @@
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#define BANTYPE_ANY_JOB 9 //used to remove jobbans
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//Admin Permissions
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#define R_BUILDMODE 0x1
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#define R_ADMIN 0x2
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#define R_BAN 0x4
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#define R_FUN 0x8
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#define R_SERVER 0x10
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#define R_DEBUG 0x20
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#define R_POSSESS 0x40
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#define R_PERMISSIONS 0x80
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#define R_STEALTH 0x100
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#define R_POLL 0x200
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#define R_VAREDIT 0x400
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#define R_SOUNDS 0x800
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#define R_SPAWN 0x1000
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#define R_AUTOLOGIN 0x2000
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#define R_DBRANKS 0x4000
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#define R_BUILDMODE (1<<0)
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#define R_ADMIN (1<<1)
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#define R_BAN (1<<2)
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#define R_FUN (1<<3)
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#define R_SERVER (1<<4)
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#define R_DEBUG (1<<5)
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#define R_POSSESS (1<<6)
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#define R_PERMISSIONS (1<<7)
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#define R_STEALTH (1<<8)
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#define R_POLL (1<<9)
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#define R_VAREDIT (1<<10)
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#define R_SOUNDS (1<<11)
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#define R_SPAWN (1<<12)
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#define R_AUTOLOGIN (1<<13)
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#define R_DBRANKS (1<<14)
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#define R_DEFAULT R_AUTOLOGIN
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@@ -201,10 +201,10 @@
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#define PIPING_LAYER_P_Y 5
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#define PIPING_LAYER_LCHANGE 0.05
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#define PIPING_ALL_LAYER 1 //intended to connect with all layers, check for all instead of just one.
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#define PIPING_ONE_PER_TURF 2 //can only be built if nothing else with this flag is on the tile already.
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#define PIPING_DEFAULT_LAYER_ONLY 4 //can only exist at PIPING_LAYER_DEFAULT
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#define PIPING_CARDINAL_AUTONORMALIZE 8 //north/south east/west doesn't matter, auto normalize on build.
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#define PIPING_ALL_LAYER (1<<0) //intended to connect with all layers, check for all instead of just one.
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#define PIPING_ONE_PER_TURF (1<<1) //can only be built if nothing else with this flag is on the tile already.
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#define PIPING_DEFAULT_LAYER_ONLY (1<<2) //can only exist at PIPING_LAYER_DEFAULT
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#define PIPING_CARDINAL_AUTONORMALIZE (1<<3) //north/south east/west doesn't matter, auto normalize on build.
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//HELPERS
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#define THERMAL_ENERGY(gas) (gas.temperature * gas.heat_capacity())
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@@ -12,12 +12,12 @@
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#define BRAIN "brain"
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//bitflag damage defines used for suicide_act
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#define BRUTELOSS 1
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#define FIRELOSS 2
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#define TOXLOSS 4
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#define OXYLOSS 8
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#define SHAME 16
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#define MANUAL_SUICIDE 32 //suicide_act will do the actual killing.
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#define BRUTELOSS (1<<0)
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#define FIRELOSS (1<<1)
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#define TOXLOSS (1<<2)
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#define OXYLOSS (1<<3)
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#define SHAME (1<<4)
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#define MANUAL_SUICIDE (1<<5) //suicide_act will do the actual killing.
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#define EFFECT_STUN "stun"
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#define EFFECT_KNOCKDOWN "knockdown"
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@@ -30,11 +30,11 @@
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#define EFFECT_JITTER "jitter"
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//Bitflags defining which status effects could be or are inflicted on a mob
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#define CANSTUN 1
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#define CANKNOCKDOWN 2
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#define CANUNCONSCIOUS 4
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#define CANPUSH 8
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#define GODMODE 16
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#define CANSTUN (1<<0)
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#define CANKNOCKDOWN (1<<1)
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#define CANUNCONSCIOUS (1<<2)
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#define CANPUSH (1<<3)
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#define GODMODE (1<<4)
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//Health Defines
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#define HEALTH_THRESHOLD_CRIT 0
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@@ -6,10 +6,10 @@
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// How multiple components of the exact same type are handled in the same datum
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#define COMPONENT_DUPE_HIGHLANDER 0 //old component is deleted (default)
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#define COMPONENT_DUPE_ALLOWED 1 //duplicates allowed
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#define COMPONENT_DUPE_UNIQUE 2 //new component is deleted
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#define COMPONENT_DUPE_UNIQUE_PASSARGS 4 //old component is given the initialization args of the new
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#define COMPONENT_DUPE_HIGHLANDER 0 //old component is deleted (default)
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#define COMPONENT_DUPE_ALLOWED 1 //duplicates allowed
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#define COMPONENT_DUPE_UNIQUE 2 //new component is deleted
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#define COMPONENT_DUPE_UNIQUE_PASSARGS 4 //old component is given the initialization args of the new
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// All signals. Format:
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// When the signal is called: (signal arguments)
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@@ -3,21 +3,21 @@
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#define VIRUS_SYMPTOM_LIMIT 6
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//Visibility Flags
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#define HIDDEN_SCANNER 1
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#define HIDDEN_PANDEMIC 2
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#define HIDDEN_SCANNER (1<<0)
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#define HIDDEN_PANDEMIC (1<<1)
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//Disease Flags
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#define CURABLE 1
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#define CAN_CARRY 2
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#define CAN_RESIST 4
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#define CURABLE (1<<0)
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#define CAN_CARRY (1<<1)
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#define CAN_RESIST (1<<2)
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//Spread Flags
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#define DISEASE_SPREAD_SPECIAL 1
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#define DISEASE_SPREAD_NON_CONTAGIOUS 2
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#define DISEASE_SPREAD_BLOOD 4
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#define DISEASE_SPREAD_CONTACT_FLUIDS 8
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#define DISEASE_SPREAD_CONTACT_SKIN 16
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#define DISEASE_SPREAD_AIRBORNE 32
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#define DISEASE_SPREAD_SPECIAL (1<<0)
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#define DISEASE_SPREAD_NON_CONTAGIOUS (1<<1)
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#define DISEASE_SPREAD_BLOOD (1<<2)
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#define DISEASE_SPREAD_CONTACT_FLUIDS (1<<3)
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#define DISEASE_SPREAD_CONTACT_SKIN (1<<4)
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#define DISEASE_SPREAD_AIRBORNE (1<<5)
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//Severity Defines
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#define DISEASE_SEVERITY_POSITIVE "Positive" //Diseases that buff, heal, or at least do nothing at all
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@@ -1,103 +1,103 @@
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/*
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These defines are specific to the atom/flags_1 bitmask
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*/
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#define ALL ~0 //For convenience.
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#define ALL (~0) //For convenience.
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#define NONE 0
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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// for /datum/var/datum_flags
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#define DF_USE_TAG 1
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#define DF_VAR_EDITED 2
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#define DF_USE_TAG (1<<0)
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#define DF_VAR_EDITED (1<<1)
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//FLAGS BITMASK
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#define STOPSPRESSUREDMAGE_1 1 //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
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#define STOPSPRESSUREDMAGE_1 (1<<0) //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
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//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
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#define NODROP_1 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
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#define NOBLUDGEON_1 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define MASKINTERNALS_1 8 // mask allows internals
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#define HEAR_1 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define CHECK_RICOCHET_1 32 // Projectiels will check ricochet on things impacted that have this.
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#define CONDUCT_1 64 // conducts electricity (metal etc.)
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#define ABSTRACT_1 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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#define NODECONSTRUCT_1 128 // For machines and structures that should not break into parts, eg, holodeck stuff
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#define OVERLAY_QUEUED_1 256 // atom queued to SSoverlay
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#define ON_BORDER_1 512 // item has priority to check when entering or leaving
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#define NODROP_1 (1<<1) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
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#define NOBLUDGEON_1 (1<<2) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define MASKINTERNALS_1 (1<<3) // mask allows internals
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#define HEAR_1 (1<<4) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define CHECK_RICOCHET_1 (1<<5) // Projectiels will check ricochet on things impacted that have this.
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#define CONDUCT_1 (1<<6) // conducts electricity (metal etc.)
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#define ABSTRACT_1 (1<<7) // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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#define NODECONSTRUCT_1 (1<<7) // For machines and structures that should not break into parts, eg, holodeck stuff
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#define OVERLAY_QUEUED_1 (1<<8) // atom queued to SSoverlay
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#define ON_BORDER_1 (1<<9) // item has priority to check when entering or leaving
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#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc
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#define NOSLIP_1 (1<<10) //prevents from slipping on wet floors, in space etc
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// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
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#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define THICKMATERIAL_1 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define DROPDEL_1 16384 // When dropped, it calls qdel on itself
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#define PREVENT_CLICK_UNDER_1 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
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#define BLOCK_GAS_SMOKE_EFFECT_1 (1<<12) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define THICKMATERIAL_1 (1<<13) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define DROPDEL_1 (1<<14) // When dropped, it calls qdel on itself
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#define PREVENT_CLICK_UNDER_1 (1<<15) //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
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/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
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#define SLOWS_WHILE_IN_HAND_2 1
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#define NO_EMP_WIRES_2 2
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#define HOLOGRAM_2 4
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#define FROZEN_2 8
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#define STATIONLOVING_2 16
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#define INFORM_ADMINS_ON_RELOCATE_2 32
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#define BANG_PROTECT_2 64
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#define SLOWS_WHILE_IN_HAND_2 (1<<0)
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#define NO_EMP_WIRES_2 (1<<1)
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#define HOLOGRAM_2 (1<<2)
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#define FROZEN_2 (1<<3)
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#define STATIONLOVING_2 (1<<4)
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#define INFORM_ADMINS_ON_RELOCATE_2 (1<<5)
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#define BANG_PROTECT_2 (1<<6)
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// An item worn in the ear slot with HEALS_EARS will heal your ears each
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// Life() tick, even if normally your ears would be too damaged to heal.
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#define HEALS_EARS_2 128
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#define HEALS_EARS_2 (1<<7)
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// A mob with OMNITONGUE has no restriction in the ability to speak
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// languages that they know. So even if they wouldn't normally be able to
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// through mob or tongue restrictions, this flag allows them to ignore
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// those restrictions.
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#define OMNITONGUE_2 256
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#define OMNITONGUE_2 (1<<8)
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// TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
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#define TESLA_IGNORE_2 512
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#define TESLA_IGNORE_2 (1<<9)
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// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define NO_MAT_REDEMPTION_2 1024
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#define NO_MAT_REDEMPTION_2 (1<<10)
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// LAVA_PROTECT used on the flags_2 variable for both SUIT and HEAD items, and stops lava damage. Must be present in both to stop lava damage.
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#define LAVA_PROTECT_2 2048
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#define LAVA_PROTECT_2 (1<<11)
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//turf-only flags
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#define NOJAUNT_1 1
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#define UNUSED_TRANSIT_TURF_1 2
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#define CAN_BE_DIRTY_1 4 // If a turf can be made dirty at roundstart. This is also used in areas.
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#define NO_DEATHRATTLE_1 16 // Do not notify deadchat about any deaths that occur on this turf.
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#define NO_RUINS_1 32 //Blocks ruins spawning on the turf
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#define NO_LAVA_GEN_1 64 //Blocks lava rivers being generated on the turf
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//#define CHECK_RICOCHET_1 32 //Same thing as atom flag.
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#define NOJAUNT_1 (1<<0)
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#define UNUSED_TRANSIT_TURF_1 (1<<1)
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#define CAN_BE_DIRTY_1 (1<<2) // If a turf can be made dirty at roundstart. This is also used in areas.
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#define NO_DEATHRATTLE_1 (1<<4) // Do not notify deadchat about any deaths that occur on this turf.
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#define NO_RUINS_1 (1<<5) //Blocks ruins spawning on the turf
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#define NO_LAVA_GEN_1 (1<<6) //Blocks lava rivers being generated on the turf
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//#define CHECK_RICOCHET_1 32 //Same thing as atom flag.
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
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*/
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//flags for pass_flags
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#define PASSTABLE 1
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#define PASSGLASS 2
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#define PASSGRILLE 4
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#define PASSBLOB 8
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#define PASSMOB 16
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#define PASSCLOSEDTURF 32
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#define LETPASSTHROW 64
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#define PASSTABLE (1<<0)
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#define PASSGLASS (1<<1)
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#define PASSGRILLE (1<<2)
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#define PASSBLOB (1<<3)
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#define PASSMOB (1<<4)
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#define PASSCLOSEDTURF (1<<5)
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#define LETPASSTHROW (1<<6)
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//Movement Types
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#define GROUND 1
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#define FLYING 2
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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// Flags for reagents
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#define REAGENT_NOREACT 1
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#define REAGENT_NOREACT (1<<0)
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF 1
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#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
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#define FLAMMABLE 4
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#define ON_FIRE 8
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#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
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#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
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#define INDESTRUCTIBLE 64 //doesn't take damage
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#define FREEZE_PROOF 128 //can't be frozen
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#define LAVA_PROOF (1<<0)
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#define FIRE_PROOF (1<<1) //100% immune to fire damage (but not necessarily to lava or heat)
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#define FLAMMABLE (1<<2)
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#define ON_FIRE (1<<3)
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#define UNACIDABLE (1<<4) //acid can't even appear on it, let alone melt it.
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#define ACID_PROOF (1<<5) //acid stuck on it doesn't melt it.
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#define INDESTRUCTIBLE (1<<6) //doesn't take damage
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#define FREEZE_PROOF (1<<7) //can't be frozen
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@@ -1,12 +1,12 @@
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#define MEAT 1
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#define VEGETABLES 2
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#define RAW 4
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#define JUNKFOOD 8
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#define GRAIN 16
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#define FRUIT 32
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#define DAIRY 64
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#define FRIED 128
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#define ALCOHOL 256
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#define SUGAR 512
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#define GROSS 1024
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#define TOXIC 2048
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#define MEAT (1<<0)
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#define VEGETABLES (1<<1)
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#define RAW (1<<2)
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#define JUNKFOOD (1<<3)
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#define GRAIN (1<<4)
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#define FRUIT (1<<5)
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#define DAIRY (1<<6)
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#define FRIED (1<<7)
|
||||
#define ALCOHOL (1<<8)
|
||||
#define SUGAR (1<<9)
|
||||
#define GROSS (1<<10)
|
||||
#define TOXIC (1<<11)
|
||||
|
||||
@@ -11,9 +11,9 @@
|
||||
#define IC_SPAWN_RESEARCH 2 // If the circuit design will be available in the IC printer after upgrading it.
|
||||
|
||||
// Categories that help differentiate circuits that can do different tipes of actions
|
||||
#define IC_ACTION_MOVEMENT 1 // If the circuit can move the assembly
|
||||
#define IC_ACTION_COMBAT 2 // If the circuit can cause harm
|
||||
#define IC_ACTION_LONG_RANGE 4 // If the circuit communicate with something outside of the assembly
|
||||
#define IC_ACTION_MOVEMENT (1<<0) // If the circuit can move the assembly
|
||||
#define IC_ACTION_COMBAT (1<<1) // If the circuit can cause harm
|
||||
#define IC_ACTION_LONG_RANGE (1<<2) // If the circuit communicate with something outside of the assembly
|
||||
|
||||
// Displayed along with the pin name to show what type of pin it is.
|
||||
#define IC_FORMAT_ANY "\<ANY\>"
|
||||
|
||||
@@ -1,22 +1,22 @@
|
||||
|
||||
#define INTERACT_ATOM_REQUIRES_ANCHORED 1 //whether can_interact() checks for anchored. only works on movables.
|
||||
#define INTERACT_ATOM_ATTACK_HAND 2 //calls try_interact() on attack_hand() and returns that.
|
||||
#define INTERACT_ATOM_UI_INTERACT 4 //automatically calls and returns ui_interact() on interact().
|
||||
#define INTERACT_ATOM_REQUIRES_DEXTERITY 8 //user must be dextrous
|
||||
#define INTERACT_ATOM_IGNORE_INCAPACITATED 16 //ignores incapacitated check
|
||||
#define INTERACT_ATOM_IGNORE_RESTRAINED 32 //incapacitated check ignores restrained
|
||||
#define INTERACT_ATOM_CHECK_GRAB 64 //incapacitated check checks grab
|
||||
#define INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND 128//prevents leaving fingerprints automatically on attack_hand
|
||||
#define INTERACT_ATOM_NO_FINGERPRINT_INTERACT 256 //adds hiddenprints instead of fingerprints on interact
|
||||
#define INTERACT_ATOM_REQUIRES_ANCHORED (1<<0) //whether can_interact() checks for anchored. only works on movables.
|
||||
#define INTERACT_ATOM_ATTACK_HAND (1<<1) //calls try_interact() on attack_hand() and returns that.
|
||||
#define INTERACT_ATOM_UI_INTERACT (1<<2) //automatically calls and returns ui_interact() on interact().
|
||||
#define INTERACT_ATOM_REQUIRES_DEXTERITY (1<<3) //user must be dextrous
|
||||
#define INTERACT_ATOM_IGNORE_INCAPACITATED (1<<4) //ignores incapacitated check
|
||||
#define INTERACT_ATOM_IGNORE_RESTRAINED (1<<5) //incapacitated check ignores restrained
|
||||
#define INTERACT_ATOM_CHECK_GRAB (1<<6) //incapacitated check checks grab
|
||||
#define INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND (1<<7) //prevents leaving fingerprints automatically on attack_hand
|
||||
#define INTERACT_ATOM_NO_FINGERPRINT_INTERACT (1<<8) //adds hiddenprints instead of fingerprints on interact
|
||||
|
||||
#define INTERACT_ITEM_ATTACK_HAND_PICKUP 1 //attempt pickup on attack_hand for items
|
||||
#define INTERACT_ITEM_ATTACK_HAND_PICKUP (1<<0) //attempt pickup on attack_hand for items
|
||||
|
||||
#define INTERACT_MACHINE_OPEN 1 //can_interact() while open
|
||||
#define INTERACT_MACHINE_OFFLINE 2 //can_interact() while offline
|
||||
#define INTERACT_MACHINE_WIRES_IF_OPEN 4 //try to interact with wires if open
|
||||
#define INTERACT_MACHINE_ALLOW_SILICON 8 //let silicons interact
|
||||
#define INTERACT_MACHINE_OPEN_SILICON 16 //let silicons interact while open
|
||||
#define INTERACT_MACHINE_REQUIRES_SILICON 32 //must be silicon to interact
|
||||
#define INTERACT_MACHINE_SET_MACHINE 64 //MACHINES HAVE THIS BY DEFAULT, SOMEONE SHOULD RUN THROUGH MACHINES AND REMOVE IT FROM THINGS LIKE LIGHT SWITCHES WHEN POSSIBLE!!--------------------------
|
||||
#define INTERACT_MACHINE_OPEN (1<<0) //can_interact() while open
|
||||
#define INTERACT_MACHINE_OFFLINE (1<<1) //can_interact() while offline
|
||||
#define INTERACT_MACHINE_WIRES_IF_OPEN (1<<2) //try to interact with wires if open
|
||||
#define INTERACT_MACHINE_ALLOW_SILICON (1<<3) //let silicons interact
|
||||
#define INTERACT_MACHINE_OPEN_SILICON (1<<4) //let silicons interact while open
|
||||
#define INTERACT_MACHINE_REQUIRES_SILICON (1<<5) //must be silicon to interact
|
||||
#define INTERACT_MACHINE_SET_MACHINE (1<<6) //MACHINES HAVE THIS BY DEFAULT, SOMEONE SHOULD RUN THROUGH MACHINES AND REMOVE IT FROM THINGS LIKE LIGHT SWITCHES WHEN POSSIBLE!!--------------------------
|
||||
//This flag determines if a machine set_machine's the user when the user uses it, making updateUsrDialog make the user re-call interact() on it.
|
||||
//THIS FLAG IS ON ALL MACHINES BY DEFAULT, NEEDS TO BE RE-EVALUATED LATER!!
|
||||
|
||||
@@ -14,20 +14,20 @@
|
||||
#define STORAGE_VIEW_DEPTH 2
|
||||
|
||||
//ITEM INVENTORY SLOT BITMASKS
|
||||
#define SLOT_OCLOTHING 1
|
||||
#define SLOT_ICLOTHING 2
|
||||
#define SLOT_GLOVES 4
|
||||
#define SLOT_EYES 8
|
||||
#define SLOT_EARS 16
|
||||
#define SLOT_MASK 32
|
||||
#define SLOT_HEAD 64
|
||||
#define SLOT_FEET 128
|
||||
#define SLOT_ID 256
|
||||
#define SLOT_BELT 512
|
||||
#define SLOT_BACK 1024
|
||||
#define SLOT_POCKET 2048 // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
|
||||
#define SLOT_DENYPOCKET 4096 // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
|
||||
#define SLOT_NECK 8192
|
||||
#define SLOT_OCLOTHING (1<<0)
|
||||
#define SLOT_ICLOTHING (1<<1)
|
||||
#define SLOT_GLOVES (1<<2)
|
||||
#define SLOT_EYES (1<<3)
|
||||
#define SLOT_EARS (1<<4)
|
||||
#define SLOT_MASK (1<<5)
|
||||
#define SLOT_HEAD (1<<6)
|
||||
#define SLOT_FEET (1<<7)
|
||||
#define SLOT_ID (1<<8)
|
||||
#define SLOT_BELT (1<<9)
|
||||
#define SLOT_BACK (1<<10)
|
||||
#define SLOT_POCKET (1<<11) // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
|
||||
#define SLOT_DENYPOCKET (1<<12) // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
|
||||
#define SLOT_NECK (1<<13)
|
||||
|
||||
//SLOTS
|
||||
#define slot_back 1
|
||||
@@ -87,36 +87,36 @@
|
||||
|
||||
|
||||
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
|
||||
#define HIDEGLOVES 1
|
||||
#define HIDESUITSTORAGE 2
|
||||
#define HIDEJUMPSUIT 4 //these first four are only used in exterior suits
|
||||
#define HIDESHOES 8
|
||||
#define HIDEMASK 16 //these last six are only used in masks and headgear.
|
||||
#define HIDEEARS 32 // (ears means headsets and such)
|
||||
#define HIDEEYES 64 // Whether eyes and glasses are hidden
|
||||
#define HIDEFACE 128 // Whether we appear as unknown.
|
||||
#define HIDEHAIR 256
|
||||
#define HIDEFACIALHAIR 512
|
||||
#define HIDENECK 1024
|
||||
#define HIDEGLOVES (1<<0)
|
||||
#define HIDESUITSTORAGE (1<<1)
|
||||
#define HIDEJUMPSUIT (1<<2) //these first four are only used in exterior suits
|
||||
#define HIDESHOES (1<<3)
|
||||
#define HIDEMASK (1<<4) //these last six are only used in masks and headgear.
|
||||
#define HIDEEARS (1<<5) // (ears means headsets and such)
|
||||
#define HIDEEYES (1<<6) // Whether eyes and glasses are hidden
|
||||
#define HIDEFACE (1<<7) // Whether we appear as unknown.
|
||||
#define HIDEHAIR (1<<8)
|
||||
#define HIDEFACIALHAIR (1<<9)
|
||||
#define HIDENECK (1<<10)
|
||||
|
||||
//bitflags for clothing coverage - also used for limbs
|
||||
#define HEAD 1
|
||||
#define CHEST 2
|
||||
#define GROIN 4
|
||||
#define LEG_LEFT 8
|
||||
#define LEG_RIGHT 16
|
||||
#define LEGS 24
|
||||
#define FOOT_LEFT 32
|
||||
#define FOOT_RIGHT 64
|
||||
#define FEET 96
|
||||
#define ARM_LEFT 128
|
||||
#define ARM_RIGHT 256
|
||||
#define ARMS 384
|
||||
#define HAND_LEFT 512
|
||||
#define HAND_RIGHT 1024
|
||||
#define HANDS 1536
|
||||
#define NECK 2048
|
||||
#define FULL_BODY 4095
|
||||
#define HEAD (1<<0)
|
||||
#define CHEST (1<<1)
|
||||
#define GROIN (1<<2)
|
||||
#define LEG_LEFT (1<<3)
|
||||
#define LEG_RIGHT (1<<4)
|
||||
#define LEGS (LEG_LEFT | LEG_RIGHT)
|
||||
#define FOOT_LEFT (1<<5)
|
||||
#define FOOT_RIGHT (1<<6)
|
||||
#define FEET (FOOT_LEFT | FOOT_RIGHT)
|
||||
#define ARM_LEFT (1<<7)
|
||||
#define ARM_RIGHT (1<<8)
|
||||
#define ARMS (ARM_LEFT | ARM_RIGHT)
|
||||
#define HAND_LEFT (1<<9)
|
||||
#define HAND_RIGHT (1<<10)
|
||||
#define HANDS (HAND_LEFT | HAND_RIGHT)
|
||||
#define NECK (1<<11)
|
||||
#define FULL_BODY (~0)
|
||||
|
||||
//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
|
||||
#define NO_FEMALE_UNIFORM 0
|
||||
@@ -137,11 +137,11 @@
|
||||
#define SQUISHED_DIGITIGRADE 2
|
||||
|
||||
//flags for covering body parts
|
||||
#define GLASSESCOVERSEYES 1
|
||||
#define MASKCOVERSEYES 2 // get rid of some of the other retardation in these flags
|
||||
#define HEADCOVERSEYES 4 // feel free to realloc these numbers for other purposes
|
||||
#define MASKCOVERSMOUTH 8 // on other items, these are just for mask/head
|
||||
#define HEADCOVERSMOUTH 16
|
||||
#define GLASSESCOVERSEYES (1<<0)
|
||||
#define MASKCOVERSEYES (1<<1) // get rid of some of the other retardation in these flags
|
||||
#define HEADCOVERSEYES (1<<2) // feel free to realloc these numbers for other purposes
|
||||
#define MASKCOVERSMOUTH (1<<3) // on other items, these are just for mask/head
|
||||
#define HEADCOVERSMOUTH (1<<4)
|
||||
|
||||
#define TINT_DARKENED 2 //Threshold of tint level to apply weld mask overlay
|
||||
#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
|
||||
|
||||
@@ -4,43 +4,43 @@
|
||||
#define CAPTAIN (1<<0)
|
||||
#define HOS (1<<1)
|
||||
#define WARDEN (1<<2)
|
||||
#define DETECTIVE (1<<3)
|
||||
#define DETECTIVE (1<<3)
|
||||
#define OFFICER (1<<4)
|
||||
#define CHIEF (1<<5)
|
||||
#define ENGINEER (1<<6)
|
||||
#define ATMOSTECH (1<<7)
|
||||
#define CHIEF (1<<5)
|
||||
#define ENGINEER (1<<6)
|
||||
#define ATMOSTECH (1<<7)
|
||||
#define ROBOTICIST (1<<8)
|
||||
#define AI_JF (1<<9)
|
||||
#define AI_JF (1<<9)
|
||||
#define CYBORG (1<<10)
|
||||
|
||||
|
||||
#define MEDSCI (1<<1)
|
||||
|
||||
#define RD_JF (1<<0)
|
||||
#define SCIENTIST (1<<1)
|
||||
#define RD_JF (1<<0)
|
||||
#define SCIENTIST (1<<1)
|
||||
#define CHEMIST (1<<2)
|
||||
#define CMO_JF (1<<3)
|
||||
#define CMO_JF (1<<3)
|
||||
#define DOCTOR (1<<4)
|
||||
#define GENETICIST (1<<5)
|
||||
#define VIROLOGIST (1<<6)
|
||||
|
||||
|
||||
#define CIVILIAN (1<<2)
|
||||
#define CIVILIAN (1<<2)
|
||||
|
||||
#define HOP (1<<0)
|
||||
#define BARTENDER (1<<1)
|
||||
#define BOTANIST (1<<2)
|
||||
#define COOK (1<<3)
|
||||
#define BARTENDER (1<<1)
|
||||
#define BOTANIST (1<<2)
|
||||
#define COOK (1<<3)
|
||||
#define JANITOR (1<<4)
|
||||
#define CURATOR (1<<5)
|
||||
#define QUARTERMASTER (1<<6)
|
||||
#define CARGOTECH (1<<7)
|
||||
#define MINER (1<<8)
|
||||
#define QUARTERMASTER (1<<6)
|
||||
#define CARGOTECH (1<<7)
|
||||
#define MINER (1<<8)
|
||||
#define LAWYER (1<<9)
|
||||
#define CHAPLAIN (1<<10)
|
||||
#define CLOWN (1<<11)
|
||||
#define MIME (1<<12)
|
||||
#define ASSISTANT (1<<13)
|
||||
#define CHAPLAIN (1<<10)
|
||||
#define CLOWN (1<<11)
|
||||
#define MIME (1<<12)
|
||||
#define ASSISTANT (1<<13)
|
||||
|
||||
#define JOB_AVAILABLE 0
|
||||
#define JOB_UNAVAILABLE_GENERIC 1
|
||||
|
||||
@@ -14,21 +14,21 @@
|
||||
|
||||
|
||||
//bitflags for door switches.
|
||||
#define OPEN 1
|
||||
#define IDSCAN 2
|
||||
#define BOLTS 4
|
||||
#define SHOCK 8
|
||||
#define SAFE 16
|
||||
#define OPEN (1<<0)
|
||||
#define IDSCAN (1<<1)
|
||||
#define BOLTS (1<<2)
|
||||
#define SHOCK (1<<3)
|
||||
#define SAFE (1<<4)
|
||||
|
||||
//used in design to specify which machine can build it
|
||||
#define IMPRINTER 1 //For circuits. Uses glass/chemicals.
|
||||
#define PROTOLATHE 2 //New stuff. Uses glass/metal/chemicals
|
||||
#define AUTOLATHE 4 //Uses glass/metal only.
|
||||
#define CRAFTLATHE 8 //Uses fuck if I know. For use eventually.
|
||||
#define MECHFAB 16 //Remember, objects utilising this flag should have construction_time and construction_cost vars.
|
||||
#define BIOGENERATOR 32 //Uses biomass
|
||||
#define LIMBGROWER 64 //Uses synthetic flesh
|
||||
#define SMELTER 128 //uses various minerals
|
||||
#define IMPRINTER (1<<0) //For circuits. Uses glass/chemicals.
|
||||
#define PROTOLATHE (1<<1) //New stuff. Uses glass/metal/chemicals
|
||||
#define AUTOLATHE (1<<2) //Uses glass/metal only.
|
||||
#define CRAFTLATHE (1<<3) //Uses fuck if I know. For use eventually.
|
||||
#define MECHFAB (1<<4) //Remember, objects utilising this flag should have construction_time and construction_cost vars.
|
||||
#define BIOGENERATOR (1<<5) //Uses biomass
|
||||
#define LIMBGROWER (1<<6) //Uses synthetic flesh
|
||||
#define SMELTER (1<<7) //uses various minerals
|
||||
//Note: More then one of these can be added to a design but imprinter and lathe designs are incompatable.
|
||||
|
||||
//Modular computer/NTNet defines
|
||||
@@ -61,10 +61,10 @@
|
||||
#define MIN_NTNET_LOGS 10
|
||||
|
||||
//Program bitflags
|
||||
#define PROGRAM_ALL 7
|
||||
#define PROGRAM_CONSOLE 1
|
||||
#define PROGRAM_LAPTOP 2
|
||||
#define PROGRAM_TABLET 4
|
||||
#define PROGRAM_ALL (~0)
|
||||
#define PROGRAM_CONSOLE (1<<0)
|
||||
#define PROGRAM_LAPTOP (1<<1)
|
||||
#define PROGRAM_TABLET (1<<2)
|
||||
//Program states
|
||||
#define PROGRAM_STATE_KILLED 0
|
||||
#define PROGRAM_STATE_BACKGROUND 1
|
||||
|
||||
@@ -195,15 +195,15 @@
|
||||
#define AI_Z_OFF 4
|
||||
|
||||
//determines if a mob can smash through it
|
||||
#define ENVIRONMENT_SMASH_NONE 0
|
||||
#define ENVIRONMENT_SMASH_STRUCTURES 1 //crates, lockers, ect
|
||||
#define ENVIRONMENT_SMASH_WALLS 2 //walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
|
||||
#define ENVIRONMENT_SMASH_NONE 0
|
||||
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) //crates, lockers, ect
|
||||
#define ENVIRONMENT_SMASH_WALLS (1<<1) //walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS (1<<2) //rwalls
|
||||
|
||||
#define NO_SLIP_WHEN_WALKING 1
|
||||
#define SLIDE 2
|
||||
#define GALOSHES_DONT_HELP 4
|
||||
#define SLIDE_ICE 8
|
||||
#define NO_SLIP_WHEN_WALKING (1<<0)
|
||||
#define SLIDE (1<<1)
|
||||
#define GALOSHES_DONT_HELP (1<<2)
|
||||
#define SLIDE_ICE (1<<3)
|
||||
|
||||
#define MAX_CHICKENS 50
|
||||
|
||||
@@ -215,12 +215,12 @@
|
||||
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
|
||||
|
||||
//Secbot and ED209 judgement criteria bitflag values
|
||||
#define JUDGE_EMAGGED 1
|
||||
#define JUDGE_IDCHECK 2
|
||||
#define JUDGE_WEAPONCHECK 4
|
||||
#define JUDGE_RECORDCHECK 8
|
||||
#define JUDGE_EMAGGED (1<<0)
|
||||
#define JUDGE_IDCHECK (1<<1)
|
||||
#define JUDGE_WEAPONCHECK (1<<2)
|
||||
#define JUDGE_RECORDCHECK (1<<3)
|
||||
//ED209's ignore monkeys
|
||||
#define JUDGE_IGNOREMONKEYS 16
|
||||
#define JUDGE_IGNOREMONKEYS (1<<4)
|
||||
|
||||
#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
|
||||
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
// Flags for the obj_flags var on /obj
|
||||
|
||||
|
||||
#define EMAGGED 1
|
||||
#define IN_USE 2 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
|
||||
#define CAN_BE_HIT 4 //can this be bludgeoned by items?
|
||||
#define BEING_SHOCKED 8 // Whether this thing is currently (already) being shocked by a tesla
|
||||
#define DANGEROUS_POSSESSION 16 //Admin possession yes/no
|
||||
#define ON_BLUEPRINTS 32 //Are we visible on the station blueprints at roundstart?
|
||||
#define UNIQUE_RENAME 64 // can you customize the description/name of the thing?
|
||||
#define USES_TGUI 128 //put on things that use tgui on ui_interact instead of custom/old UI.
|
||||
#define EMAGGED (1<<0)
|
||||
#define IN_USE (1<<1) // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
|
||||
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
|
||||
#define BEING_SHOCKED (1<<3) // Whether this thing is currently (already) being shocked by a tesla
|
||||
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
|
||||
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
|
||||
#define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing?
|
||||
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
|
||||
|
||||
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
|
||||
|
||||
// Flags for the item_flags var on /obj/item
|
||||
|
||||
#define BEING_REMOVED 1
|
||||
#define IN_INVENTORY 2 //is this item equipped into an inventory slot or hand of a mob? used for tooltips
|
||||
#define FORCE_STRING_OVERRIDE 4 // used for tooltips
|
||||
#define NEEDS_PERMIT 8 //Used by security bots to determine if this item is safe for public use.
|
||||
#define BEING_REMOVED (1<<0)
|
||||
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
|
||||
#define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips
|
||||
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
|
||||
|
||||
@@ -1,35 +1,35 @@
|
||||
|
||||
//Preference toggles
|
||||
#define SOUND_ADMINHELP 1
|
||||
#define SOUND_MIDI 2
|
||||
#define SOUND_AMBIENCE 4
|
||||
#define SOUND_LOBBY 8
|
||||
#define MEMBER_PUBLIC 16
|
||||
#define INTENT_STYLE 32
|
||||
#define MIDROUND_ANTAG 64
|
||||
#define SOUND_INSTRUMENTS 128
|
||||
#define SOUND_SHIP_AMBIENCE 256
|
||||
#define SOUND_PRAYERS 512
|
||||
#define ANNOUNCE_LOGIN 1024
|
||||
#define SOUND_ANNOUNCEMENTS 2048
|
||||
#define DISABLE_DEATHRATTLE 4096
|
||||
#define DISABLE_ARRIVALRATTLE 8192
|
||||
#define COMBOHUD_LIGHTING 16384
|
||||
#define SOUND_ADMINHELP (1<<0)
|
||||
#define SOUND_MIDI (1<<1)
|
||||
#define SOUND_AMBIENCE (1<<2)
|
||||
#define SOUND_LOBBY (1<<3)
|
||||
#define MEMBER_PUBLIC (1<<4)
|
||||
#define INTENT_STYLE (1<<5)
|
||||
#define MIDROUND_ANTAG (1<<6)
|
||||
#define SOUND_INSTRUMENTS (1<<7)
|
||||
#define SOUND_SHIP_AMBIENCE (1<<8)
|
||||
#define SOUND_PRAYERS (1<<9)
|
||||
#define ANNOUNCE_LOGIN (1<<10)
|
||||
#define SOUND_ANNOUNCEMENTS (1<<11)
|
||||
#define DISABLE_DEATHRATTLE (1<<12)
|
||||
#define DISABLE_ARRIVALRATTLE (1<<13)
|
||||
#define COMBOHUD_LIGHTING (1<<14)
|
||||
#define QUIET_ROUND 32768 // yogs - Donor features, quiet round; "why isn't this in ~yogs_defines?" - This has to be a unique power of 2, if /tg/ adds another flag it will have merge conflicts and will be obvious this has to be updated. If I put this in a different file it wouldn't be obvious and silently break stuff.
|
||||
|
||||
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|MEMBER_PUBLIC|INTENT_STYLE|MIDROUND_ANTAG|SOUND_INSTRUMENTS|SOUND_SHIP_AMBIENCE|SOUND_PRAYERS|SOUND_ANNOUNCEMENTS)
|
||||
|
||||
//Chat toggles
|
||||
#define CHAT_OOC 1
|
||||
#define CHAT_DEAD 2
|
||||
#define CHAT_GHOSTEARS 4
|
||||
#define CHAT_GHOSTSIGHT 8
|
||||
#define CHAT_PRAYER 16
|
||||
#define CHAT_RADIO 32
|
||||
#define CHAT_PULLR 64
|
||||
#define CHAT_GHOSTWHISPER 128
|
||||
#define CHAT_GHOSTPDA 256
|
||||
#define CHAT_GHOSTRADIO 512
|
||||
#define CHAT_OOC (1<<0)
|
||||
#define CHAT_DEAD (1<<1)
|
||||
#define CHAT_GHOSTEARS (1<<2)
|
||||
#define CHAT_GHOSTSIGHT (1<<3)
|
||||
#define CHAT_PRAYER (1<<4)
|
||||
#define CHAT_RADIO (1<<5)
|
||||
#define CHAT_PULLR (1<<6)
|
||||
#define CHAT_GHOSTWHISPER (1<<7)
|
||||
#define CHAT_GHOSTPDA (1<<8)
|
||||
#define CHAT_GHOSTRADIO (1<<9)
|
||||
|
||||
#define TOGGLES_DEFAULT_CHAT (CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_PULLR|CHAT_GHOSTWHISPER|CHAT_GHOSTPDA|CHAT_GHOSTRADIO)
|
||||
|
||||
@@ -66,4 +66,4 @@
|
||||
#define EXP_TYPE_GHOST "Ghost"
|
||||
|
||||
//Flags in the players table in the db
|
||||
#define DB_FLAG_EXEMPT 1
|
||||
#define DB_FLAG_EXEMPT 1
|
||||
|
||||
@@ -4,14 +4,14 @@
|
||||
|
||||
|
||||
// container_type defines
|
||||
#define INJECTABLE 1 // Makes it possible to add reagents through droppers and syringes.
|
||||
#define DRAWABLE 2 // Makes it possible to remove reagents through syringes.
|
||||
#define INJECTABLE (1<<0) // Makes it possible to add reagents through droppers and syringes.
|
||||
#define DRAWABLE (1<<1) // Makes it possible to remove reagents through syringes.
|
||||
|
||||
#define REFILLABLE 4 // Makes it possible to add reagents through any reagent container.
|
||||
#define DRAINABLE 8 // Makes it possible to remove reagents through any reagent container.
|
||||
#define REFILLABLE (1<<2) // Makes it possible to add reagents through any reagent container.
|
||||
#define DRAINABLE (1<<3) // Makes it possible to remove reagents through any reagent container.
|
||||
|
||||
#define TRANSPARENT 16 // Used on containers which you want to be able to see the reagents off.
|
||||
#define AMOUNT_VISIBLE 32 // For non-transparent containers that still have the general amount of reagents in them visible.
|
||||
#define TRANSPARENT (1<<4) // Used on containers which you want to be able to see the reagents off.
|
||||
#define AMOUNT_VISIBLE (1<<5) // For non-transparent containers that still have the general amount of reagents in them visible.
|
||||
|
||||
// Is an open container for all intents and purposes.
|
||||
#define OPENCONTAINER (REFILLABLE | DRAINABLE | TRANSPARENT)
|
||||
|
||||
@@ -49,14 +49,14 @@
|
||||
#define RESEARCH_FABRICATOR_SCREEN_SEARCH 4
|
||||
#define RESEARCH_FABRICATOR_SCREEN_CATEGORYVIEW 5
|
||||
|
||||
#define DEPARTMENTAL_FLAG_SECURITY 1
|
||||
#define DEPARTMENTAL_FLAG_MEDICAL 2
|
||||
#define DEPARTMENTAL_FLAG_CARGO 4
|
||||
#define DEPARTMENTAL_FLAG_SCIENCE 8
|
||||
#define DEPARTMENTAL_FLAG_ENGINEERING 16
|
||||
#define DEPARTMENTAL_FLAG_SERVICE 32
|
||||
#define DEPARTMENTAL_FLAG_ALL 64 //NO THIS DOESN'T ALLOW YOU TO PRINT EVERYTHING, IT'S FOR ALL DEPARTMENTS!
|
||||
//#define DEPARTMENTAL_FLAG_MINING 128
|
||||
#define DEPARTMENTAL_FLAG_SECURITY (1<<0)
|
||||
#define DEPARTMENTAL_FLAG_MEDICAL (1<<1)
|
||||
#define DEPARTMENTAL_FLAG_CARGO (1<<2)
|
||||
#define DEPARTMENTAL_FLAG_SCIENCE (1<<3)
|
||||
#define DEPARTMENTAL_FLAG_ENGINEERING (1<<4)
|
||||
#define DEPARTMENTAL_FLAG_SERVICE (1<<5)
|
||||
#define DEPARTMENTAL_FLAG_ALL (1<<6) //NO THIS DOESN'T ALLOW YOU TO PRINT EVERYTHING, IT'S FOR ALL DEPARTMENTS!
|
||||
//#define DEPARTMENTAL_FLAG_MINING (1<<7)
|
||||
|
||||
#define DESIGN_ID_IGNORE "IGNORE_THIS_DESIGN"
|
||||
|
||||
|
||||
@@ -29,12 +29,12 @@
|
||||
#define BOT_NO_ROUTE 17 // no destination beacon found (or no route)
|
||||
|
||||
//Bot types
|
||||
#define SEC_BOT 1 // Secutritrons (Beepsky) and ED-209s
|
||||
#define MULE_BOT 2 // MULEbots
|
||||
#define FLOOR_BOT 4 // Floorbots
|
||||
#define CLEAN_BOT 8 // Cleanbots
|
||||
#define MED_BOT 16 // Medibots
|
||||
#define HONK_BOT 32 // Honkbots & ED-Honks
|
||||
#define SEC_BOT (1<<0) // Secutritrons (Beepsky) and ED-209s
|
||||
#define MULE_BOT (1<<1) // MULEbots
|
||||
#define FLOOR_BOT (1<<2) // Floorbots
|
||||
#define CLEAN_BOT (1<<3) // Cleanbots
|
||||
#define MED_BOT (1<<4) // Medibots
|
||||
#define HONK_BOT (1<<5) // Honkbots & ED-Honks
|
||||
|
||||
//AI notification defines
|
||||
#define NEW_BORG 1
|
||||
|
||||
@@ -52,12 +52,12 @@
|
||||
#define ENGINE_DEFAULT_MAXSPEED_ENGINES 5
|
||||
|
||||
//Docking error flags
|
||||
#define DOCKING_SUCCESS 0
|
||||
#define DOCKING_BLOCKED 1
|
||||
#define DOCKING_IMMOBILIZED 2
|
||||
#define DOCKING_AREA_EMPTY 4
|
||||
#define DOCKING_NULL_DESTINATION 8
|
||||
#define DOCKING_NULL_SOURCE 16
|
||||
#define DOCKING_SUCCESS 0
|
||||
#define DOCKING_BLOCKED (1<<0)
|
||||
#define DOCKING_IMMOBILIZED (1<<1)
|
||||
#define DOCKING_AREA_EMPTY (1<<2)
|
||||
#define DOCKING_NULL_DESTINATION (1<<3)
|
||||
#define DOCKING_NULL_SOURCE (1<<4)
|
||||
|
||||
//Docking turf movements
|
||||
#define MOVE_TURF 1
|
||||
|
||||
@@ -17,14 +17,14 @@
|
||||
|
||||
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
|
||||
|
||||
#define BORGMESON 1
|
||||
#define BORGTHERM 2
|
||||
#define BORGXRAY 4
|
||||
#define BORGMATERIAL 8
|
||||
#define BORGMESON (1<<0)
|
||||
#define BORGTHERM (1<<1)
|
||||
#define BORGXRAY (1<<2)
|
||||
#define BORGMATERIAL (1<<3)
|
||||
|
||||
//for clothing visor toggles, these determine which vars to toggle
|
||||
#define VISOR_FLASHPROTECT 1
|
||||
#define VISOR_TINT 2
|
||||
#define VISOR_VISIONFLAGS 4 //all following flags only matter for glasses
|
||||
#define VISOR_DARKNESSVIEW 8
|
||||
#define VISOR_INVISVIEW 16
|
||||
#define VISOR_FLASHPROTECT (1<<0)
|
||||
#define VISOR_TINT (1<<1)
|
||||
#define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses
|
||||
#define VISOR_DARKNESSVIEW (1<<3)
|
||||
#define VISOR_INVISVIEW (1<<4)
|
||||
|
||||
@@ -9,10 +9,10 @@
|
||||
#define DEAD 3
|
||||
|
||||
// bitflags for machine stat variable
|
||||
#define BROKEN 1
|
||||
#define NOPOWER 2
|
||||
#define MAINT 4 // under maintaince
|
||||
#define EMPED 8 // temporary broken by EMP pulse
|
||||
#define BROKEN (1<<0)
|
||||
#define NOPOWER (1<<1)
|
||||
#define MAINT (1<<2) // under maintaince
|
||||
#define EMPED (1<<3) // temporary broken by EMP pulse
|
||||
|
||||
//ai power requirement defines
|
||||
#define POWER_REQ_ALL 1
|
||||
|
||||
@@ -6,18 +6,18 @@
|
||||
//Timing subsystem
|
||||
//Don't run if there is an identical unique timer active
|
||||
//if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, and returns the id of the existing timer
|
||||
#define TIMER_UNIQUE 0x1
|
||||
#define TIMER_UNIQUE (1<<0)
|
||||
//For unique timers: Replace the old timer rather then not start this one
|
||||
#define TIMER_OVERRIDE 0x2
|
||||
#define TIMER_OVERRIDE (1<<1)
|
||||
//Timing should be based on how timing progresses on clients, not the sever.
|
||||
// tracking this is more expensive,
|
||||
// should only be used in conjuction with things that have to progress client side, such as animate() or sound()
|
||||
#define TIMER_CLIENT_TIME 0x4
|
||||
#define TIMER_CLIENT_TIME (1<<2)
|
||||
//Timer can be stopped using deltimer()
|
||||
#define TIMER_STOPPABLE 0x8
|
||||
#define TIMER_STOPPABLE (1<<3)
|
||||
//To be used with TIMER_UNIQUE
|
||||
//prevents distinguishing identical timers with the wait variable
|
||||
#define TIMER_NO_HASH_WAIT 0x10
|
||||
#define TIMER_NO_HASH_WAIT (1<<4)
|
||||
|
||||
#define TIMER_NO_INVOKE_WARNING 600 //number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something
|
||||
|
||||
|
||||
@@ -24,21 +24,21 @@
|
||||
*/
|
||||
|
||||
//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
|
||||
#define N_NORTH 2
|
||||
#define N_SOUTH 4
|
||||
#define N_EAST 16
|
||||
#define N_WEST 256
|
||||
#define N_NORTHEAST 32
|
||||
#define N_NORTHWEST 512
|
||||
#define N_SOUTHEAST 64
|
||||
#define N_SOUTHWEST 1024
|
||||
#define N_NORTH (1<<1)
|
||||
#define N_SOUTH (1<<2)
|
||||
#define N_EAST (1<<4)
|
||||
#define N_WEST (1<<8)
|
||||
#define N_NORTHEAST (1<<5)
|
||||
#define N_NORTHWEST (1<<9)
|
||||
#define N_SOUTHEAST (1<<6)
|
||||
#define N_SOUTHWEST (1<<10)
|
||||
|
||||
#define SMOOTH_FALSE 0 //not smooth
|
||||
#define SMOOTH_TRUE 1 //smooths with exact specified types or just itself
|
||||
#define SMOOTH_MORE 2 //smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
|
||||
#define SMOOTH_DIAGONAL 4 //if atom should smooth diagonally, this should be present in 'smooth' var
|
||||
#define SMOOTH_BORDER 8 //atom will smooth with the borders of the map
|
||||
#define SMOOTH_QUEUED 16 //atom is currently queued to smooth.
|
||||
#define SMOOTH_FALSE 0 //not smooth
|
||||
#define SMOOTH_TRUE (1<<0) //smooths with exact specified types or just itself
|
||||
#define SMOOTH_MORE (1<<1) //smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
|
||||
#define SMOOTH_DIAGONAL (1<<2) //if atom should smooth diagonally, this should be present in 'smooth' var
|
||||
#define SMOOTH_BORDER (1<<3) //atom will smooth with the borders of the map
|
||||
#define SMOOTH_QUEUED (1<<4) //atom is currently queued to smooth.
|
||||
|
||||
#define NULLTURF_BORDER 123456789
|
||||
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
#define ROTATION_ALTCLICK 1
|
||||
#define ROTATION_WRENCH 2
|
||||
#define ROTATION_VERBS 4
|
||||
#define ROTATION_COUNTERCLOCKWISE 8
|
||||
#define ROTATION_CLOCKWISE 16
|
||||
#define ROTATION_FLIP 32
|
||||
#define ROTATION_ALTCLICK (1<<0)
|
||||
#define ROTATION_WRENCH (1<<1)
|
||||
#define ROTATION_VERBS (1<<2)
|
||||
#define ROTATION_COUNTERCLOCKWISE (1<<3)
|
||||
#define ROTATION_CLOCKWISE (1<<4)
|
||||
#define ROTATION_FLIP (1<<5)
|
||||
|
||||
/datum/component/simple_rotation
|
||||
var/datum/callback/can_user_rotate //Checks if user can rotate
|
||||
var/datum/callback/can_be_rotated //Check if object can be rotated at all
|
||||
var/datum/callback/after_rotation //Additional stuff to do after rotation
|
||||
|
||||
|
||||
var/rotation_flags = NONE
|
||||
var/default_rotation_direction = ROTATION_CLOCKWISE
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
#define MECHA_INT_FIRE 1
|
||||
#define MECHA_INT_TEMP_CONTROL 2
|
||||
#define MECHA_INT_SHORT_CIRCUIT 4
|
||||
#define MECHA_INT_TANK_BREACH 8
|
||||
#define MECHA_INT_CONTROL_LOST 16
|
||||
#define MECHA_INT_FIRE (1<<0)
|
||||
#define MECHA_INT_TEMP_CONTROL (1<<1)
|
||||
#define MECHA_INT_SHORT_CIRCUIT (1<<2)
|
||||
#define MECHA_INT_TANK_BREACH (1<<3)
|
||||
#define MECHA_INT_CONTROL_LOST (1<<4)
|
||||
|
||||
#define MELEE 1
|
||||
#define RANGED 2
|
||||
|
||||
@@ -1,18 +1,18 @@
|
||||
#define CART_SECURITY (1<<0)
|
||||
#define CART_ENGINE (1<<1)
|
||||
#define CART_ATMOS (1<<2)
|
||||
#define CART_MEDICAL (1<<3)
|
||||
#define CART_MANIFEST (1<<4)
|
||||
#define CART_CLOWN (1<<5)
|
||||
#define CART_MIME (1<<6)
|
||||
#define CART_JANITOR (1<<7)
|
||||
#define CART_SECURITY (1<<0)
|
||||
#define CART_ENGINE (1<<1)
|
||||
#define CART_ATMOS (1<<2)
|
||||
#define CART_MEDICAL (1<<3)
|
||||
#define CART_MANIFEST (1<<4)
|
||||
#define CART_CLOWN (1<<5)
|
||||
#define CART_MIME (1<<6)
|
||||
#define CART_JANITOR (1<<7)
|
||||
#define CART_REAGENT_SCANNER (1<<8)
|
||||
#define CART_NEWSCASTER (1<<9)
|
||||
#define CART_REMOTE_DOOR (1<<10)
|
||||
#define CART_STATUS_DISPLAY (1<<11)
|
||||
#define CART_QUARTERMASTER (1<<12)
|
||||
#define CART_HYDROPONICS (1<<13)
|
||||
#define CART_DRONEPHONE (1<<14)
|
||||
#define CART_NEWSCASTER (1<<9)
|
||||
#define CART_REMOTE_DOOR (1<<10)
|
||||
#define CART_STATUS_DISPLAY (1<<11)
|
||||
#define CART_QUARTERMASTER (1<<12)
|
||||
#define CART_HYDROPONICS (1<<13)
|
||||
#define CART_DRONEPHONE (1<<14)
|
||||
|
||||
|
||||
/obj/item/cartridge
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
#define WIRE_RECEIVE 1
|
||||
#define WIRE_PULSE 2
|
||||
#define WIRE_PULSE_SPECIAL 4
|
||||
#define WIRE_RADIO_RECEIVE 8
|
||||
#define WIRE_RADIO_PULSE 16
|
||||
#define WIRE_RECEIVE (1<<0)
|
||||
#define WIRE_PULSE (1<<1)
|
||||
#define WIRE_PULSE_SPECIAL (1<<2)
|
||||
#define WIRE_RADIO_RECEIVE (1<<3)
|
||||
#define WIRE_RADIO_PULSE (1<<4)
|
||||
|
||||
/obj/item/device/assembly
|
||||
name = "assembly"
|
||||
|
||||
@@ -207,13 +207,13 @@
|
||||
air_contents.gases[/datum/gas/oxygen][MOLES] = (O2STANDARD * maximum_pressure * filled) * air_contents.volume / (R_IDEAL_GAS_EQUATION * air_contents.temperature)
|
||||
air_contents.gases[/datum/gas/nitrogen][MOLES] = (N2STANDARD * maximum_pressure * filled) * air_contents.volume / (R_IDEAL_GAS_EQUATION * air_contents.temperature)
|
||||
|
||||
#define HOLDING 1
|
||||
#define CONNECTED 2
|
||||
#define EMPTY 4
|
||||
#define LOW 8
|
||||
#define MEDIUM 16
|
||||
#define FULL 32
|
||||
#define DANGER 64
|
||||
#define HOLDING (1<<0)
|
||||
#define CONNECTED (1<<1)
|
||||
#define EMPTY (1<<2)
|
||||
#define LOW (1<<3)
|
||||
#define MEDIUM (1<<4)
|
||||
#define FULL (1<<5)
|
||||
#define DANGER (1<<6)
|
||||
/obj/machinery/portable_atmospherics/canister/update_icon()
|
||||
if(stat & BROKEN)
|
||||
cut_overlays()
|
||||
|
||||
@@ -15,15 +15,15 @@
|
||||
|
||||
//Only a maximum of one action and one intent should be active at any given time.
|
||||
//Actions
|
||||
#define PARROT_PERCH 1 //Sitting/sleeping, not moving
|
||||
#define PARROT_SWOOP 2 //Moving towards or away from a target
|
||||
#define PARROT_WANDER 4 //Moving without a specific target in mind
|
||||
#define PARROT_PERCH (1<<0) //Sitting/sleeping, not moving
|
||||
#define PARROT_SWOOP (1<<1) //Moving towards or away from a target
|
||||
#define PARROT_WANDER (1<<2) //Moving without a specific target in mind
|
||||
|
||||
//Intents
|
||||
#define PARROT_STEAL 8 //Flying towards a target to steal it/from it
|
||||
#define PARROT_ATTACK 16 //Flying towards a target to attack it
|
||||
#define PARROT_RETURN 32 //Flying towards its perch
|
||||
#define PARROT_FLEE 64 //Flying away from its attacker
|
||||
#define PARROT_STEAL (1<<3) //Flying towards a target to steal it/from it
|
||||
#define PARROT_ATTACK (1<<4) //Flying towards a target to attack it
|
||||
#define PARROT_RETURN (1<<5) //Flying towards its perch
|
||||
#define PARROT_FLEE (1<<6) //Flying away from its attacker
|
||||
|
||||
|
||||
/mob/living/simple_animal/parrot
|
||||
|
||||
@@ -1,30 +1,30 @@
|
||||
//update_state
|
||||
#define UPSTATE_CELL_IN 1
|
||||
#define UPSTATE_OPENED1 2
|
||||
#define UPSTATE_OPENED2 4
|
||||
#define UPSTATE_MAINT 8
|
||||
#define UPSTATE_BROKE 16
|
||||
#define UPSTATE_BLUESCREEN 32
|
||||
#define UPSTATE_WIREEXP 64
|
||||
#define UPSTATE_ALLGOOD 128
|
||||
#define UPSTATE_CELL_IN (1<<0)
|
||||
#define UPSTATE_OPENED1 (1<<1)
|
||||
#define UPSTATE_OPENED2 (1<<2)
|
||||
#define UPSTATE_MAINT (1<<3)
|
||||
#define UPSTATE_BROKE (1<<4)
|
||||
#define UPSTATE_BLUESCREEN (1<<5)
|
||||
#define UPSTATE_WIREEXP (1<<6)
|
||||
#define UPSTATE_ALLGOOD (1<<7)
|
||||
|
||||
#define APC_RESET_EMP "emp"
|
||||
|
||||
//update_overlay
|
||||
#define APC_UPOVERLAY_CHARGEING0 1
|
||||
#define APC_UPOVERLAY_CHARGEING1 2
|
||||
#define APC_UPOVERLAY_CHARGEING2 4
|
||||
#define APC_UPOVERLAY_EQUIPMENT0 8
|
||||
#define APC_UPOVERLAY_EQUIPMENT1 16
|
||||
#define APC_UPOVERLAY_EQUIPMENT2 32
|
||||
#define APC_UPOVERLAY_LIGHTING0 64
|
||||
#define APC_UPOVERLAY_LIGHTING1 128
|
||||
#define APC_UPOVERLAY_LIGHTING2 256
|
||||
#define APC_UPOVERLAY_ENVIRON0 512
|
||||
#define APC_UPOVERLAY_ENVIRON1 1024
|
||||
#define APC_UPOVERLAY_ENVIRON2 2048
|
||||
#define APC_UPOVERLAY_LOCKED 4096
|
||||
#define APC_UPOVERLAY_OPERATING 8192
|
||||
#define APC_UPOVERLAY_CHARGEING0 (1<<0)
|
||||
#define APC_UPOVERLAY_CHARGEING1 (1<<1)
|
||||
#define APC_UPOVERLAY_CHARGEING2 (1<<2)
|
||||
#define APC_UPOVERLAY_EQUIPMENT0 (1<<3)
|
||||
#define APC_UPOVERLAY_EQUIPMENT1 (1<<4)
|
||||
#define APC_UPOVERLAY_EQUIPMENT2 (1<<5)
|
||||
#define APC_UPOVERLAY_LIGHTING0 (1<<6)
|
||||
#define APC_UPOVERLAY_LIGHTING1 (1<<7)
|
||||
#define APC_UPOVERLAY_LIGHTING2 (1<<8)
|
||||
#define APC_UPOVERLAY_ENVIRON0 (1<<9)
|
||||
#define APC_UPOVERLAY_ENVIRON1 (1<<10)
|
||||
#define APC_UPOVERLAY_ENVIRON2 (1<<11)
|
||||
#define APC_UPOVERLAY_LOCKED (1<<12)
|
||||
#define APC_UPOVERLAY_OPERATING (1<<13)
|
||||
|
||||
|
||||
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
|
||||
|
||||
@@ -2,11 +2,11 @@
|
||||
//All based on clusterMin and clusterMax as guides
|
||||
|
||||
//Individual defines
|
||||
#define CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
|
||||
#define CLUSTER_CHECK_DIFFERENT_TURFS 2 //Don't let turfs of DIFFERENT types cluster
|
||||
#define CLUSTER_CHECK_DIFFERENT_ATOMS 4 //Don't let atoms of DIFFERENT types cluster
|
||||
#define CLUSTER_CHECK_SAME_TURFS 8 //Don't let turfs of the SAME type cluster
|
||||
#define CLUSTER_CHECK_SAME_ATOMS 16 //Don't let atoms of the SAME type cluster
|
||||
#define CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
|
||||
#define CLUSTER_CHECK_DIFFERENT_TURFS (1<<1) //Don't let turfs of DIFFERENT types cluster
|
||||
#define CLUSTER_CHECK_DIFFERENT_ATOMS (1<<2) //Don't let atoms of DIFFERENT types cluster
|
||||
#define CLUSTER_CHECK_SAME_TURFS (1<<3) //Don't let turfs of the SAME type cluster
|
||||
#define CLUSTER_CHECK_SAME_ATOMS (1<<4) //Don't let atoms of the SAME type cluster
|
||||
|
||||
//Combined defines
|
||||
#define CLUSTER_CHECK_SAMES 24 //Don't let any of the same type cluster
|
||||
@@ -197,4 +197,3 @@
|
||||
to_chat(src, "Generating Region")
|
||||
N.generate()
|
||||
to_chat(src, "Generated Region")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user