mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
Clean up all sorts of crap, mostly defines (#36105)
* cleanbot * rejuv * more crap * more crap * still compiles * clean * is_crap
This commit is contained in:
committed by
Jordie
parent
16ecfb7955
commit
440e888c1f
@@ -44,20 +44,6 @@
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//Mutations that cant be taken from genetics and are not in SE
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#define NON_SCANNABLE -1
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// Extra powers:
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#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
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#define HEAL 10 // healing people with hands
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#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
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#define SCREAM 12 // supersonic screaming (25%)
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#define EXPLOSIVE 13 // exploding on-demand (15%)
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#define REGENERATION 14 // superhuman regeneration (30%)
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#define REPROCESSOR 15 // eat anything (50%)
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#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
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#define PHASING 17 // ability to phase through walls (40%)
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#define SHIELD 18 // shielding from all projectile attacks (30%)
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#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
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#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
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//DNA - Because fuck you and your magic numbers being all over the codebase.
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#define DNA_BLOCK_SIZE 3
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@@ -81,7 +67,6 @@
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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_KEEPSRC 128
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#define TR_KEEPORGANS 256
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@@ -38,12 +38,6 @@
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#define R_DEFAULT R_AUTOLOGIN
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#if DM_VERSION > 512
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#error Remove the flag below , its been long enough
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#endif
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//legacy , remove post 512, it was replaced by R_POLL
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#define R_REJUVINATE 2
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#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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#define ADMIN_QUE(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminmoreinfo=[REF(user)]'>?</a>)"
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@@ -28,7 +28,6 @@
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#define CELL_VOLUME 2500 //liters in a cell
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#define BREATH_VOLUME 0.5 //liters in a normal breath
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#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
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#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
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//EXCITED GROUPS
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#define EXCITED_GROUP_BREAKDOWN_CYCLES 4 //number of FULL air controller ticks before an excited group breaks down (averages gas contents across turfs)
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@@ -46,10 +45,7 @@
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//HEAT TRANSFER COEFFICIENTS
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//Must be between 0 and 1. Values closer to 1 equalize temperature faster
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//Should not exceed 0.4 else strange heat flow occur
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#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
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#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
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#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
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#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
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#define HEAT_CAPACITY_VACUUM 7000 //a hack to help make vacuums "cold", sacrificing realism for gameplay
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@@ -59,8 +55,6 @@
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#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
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#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
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#define FIRE_GROWTH_RATE 40000 //For small fires
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#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
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#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
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#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
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//GASES
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@@ -74,11 +68,6 @@
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#define REACTING 1
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#define STOP_REACTIONS 2
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//HUMANS
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//Hurty numbers
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#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin
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#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage
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// Pressure limits.
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#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
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#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
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@@ -196,4 +185,3 @@ GLOBAL_LIST_INIT(pipe_paint_colors, list(
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"Violet" = rgb(64,0,128),
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"Yellow" = rgb(255,198,0)
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))
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@@ -1,5 +1,5 @@
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//Cleaning tool strength
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#define CLEAN_VERY_WEAK 1 // What are you scrubbing the ground with a toothpick?
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// 1 is also a valid cleaning strength but completely unused so left undefined
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#define CLEAN_WEAK 2
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#define CLEAN_MEDIUM 3 // Acceptable tools
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#define CLEAN_STRONG 4 // Industrial strength
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@@ -64,8 +64,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
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#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
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//Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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@@ -3,26 +3,26 @@
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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#define COLOR_WHITE "#EEEEEE"
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#define COLOR_SILVER "#C0C0C0"
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#define COLOR_GRAY "#808080"
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//#define COLOR_WHITE "#EEEEEE"
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//#define COLOR_SILVER "#C0C0C0"
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//#define COLOR_GRAY "#808080"
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#define COLOR_FLOORTILE_GRAY "#8D8B8B"
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#define COLOR_ALMOST_BLACK "#333333"
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#define COLOR_BLACK "#000000"
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//#define COLOR_BLACK "#000000"
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#define COLOR_RED "#FF0000"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_MAROON "#800000"
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//#define COLOR_RED_LIGHT "#FF3333"
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//#define COLOR_MAROON "#800000"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_OLIVE "#808000"
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#define COLOR_LIME "#32CD32"
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//#define COLOR_OLIVE "#808000"
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//#define COLOR_LIME "#32CD32"
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#define COLOR_GREEN "#008000"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_TEAL "#008080"
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//#define COLOR_TEAL "#008080"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_BLUE_LIGHT "#33CCFF"
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#define COLOR_NAVY "#000080"
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//#define COLOR_BLUE_LIGHT "#33CCFF"
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//#define COLOR_NAVY "#000080"
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#define COLOR_PINK "#FFC0CB"
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#define COLOR_MAGENTA "#FF00FF"
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//#define COLOR_MAGENTA "#FF00FF"
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#define COLOR_PURPLE "#800080"
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#define COLOR_ORANGE "#FF9900"
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#define COLOR_BEIGE "#CEB689"
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@@ -110,11 +110,7 @@
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#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
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#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
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//Gun Stuff
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#define SAWN_INTACT 0
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#define SAWN_OFF 1
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//Gun weapon weight
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#define WEAPON_DUAL_WIELD 0
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#define WEAPON_LIGHT 1
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#define WEAPON_MEDIUM 2
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#define WEAPON_HEAVY 3
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@@ -31,7 +31,6 @@
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//Positions for overrides list
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#define EXAMINE_POSITION_ARTICLE 1
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#define EXAMINE_POSITION_BEFORE 2
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#define EXAMINE_POSITION_NAME 3
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//End positions
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#define COMPONENT_EXNAME_CHANGED 1
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#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom)
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@@ -37,12 +37,6 @@
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#define FAILED_UNFASTEN 1
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#define SUCCESSFUL_UNFASTEN 2
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//disposal unit mode defines, which do double time as the construction defines
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#define PRESSURE_OFF 0
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#define PRESSURE_ON 1
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#define PRESSURE_MAXED 2
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#define SCREWS_OUT -1
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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@@ -51,11 +45,6 @@
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//field generator construction defines
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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//emitter construction defines
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#define EM_UNSECURED 0
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#define EM_SECURED 1
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@@ -26,7 +26,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define ON_BORDER_1 512 // 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 _UNUSED_1 2048
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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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@@ -84,7 +83,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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//Movement Types
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#define IMMOBILE 0
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#define GROUND 1
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#define FLYING 2
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@@ -118,22 +118,6 @@
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#define NECK 2048
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#define FULL_BODY 4095
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// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
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// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
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// The values here should add up to 1.
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// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
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#define THERMAL_PROTECTION_HEAD 0.3
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#define THERMAL_PROTECTION_CHEST 0.15
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#define THERMAL_PROTECTION_GROIN 0.15
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#define THERMAL_PROTECTION_LEG_LEFT 0.075
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#define THERMAL_PROTECTION_LEG_RIGHT 0.075
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#define THERMAL_PROTECTION_FOOT_LEFT 0.025
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#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
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#define THERMAL_PROTECTION_ARM_LEFT 0.075
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#define THERMAL_PROTECTION_ARM_RIGHT 0.075
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#define THERMAL_PROTECTION_HAND_LEFT 0.025
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#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
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#define NO_FEMALE_UNIFORM 0
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#define FEMALE_UNIFORM_FULL 1
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@@ -1,7 +1,5 @@
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// simple is_type and similar inline helpers
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#define isdatum(D) (istype(D, /datum))
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#define islist(L) (istype(L, /list))
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#if DM_VERSION >= 512
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@@ -64,7 +62,6 @@
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#define isjellyperson(A) (is_species(A, /datum/species/jelly))
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#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
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#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
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#define isshadowperson(A) (is_species(A, /datum/species/shadow))
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#define iszombie(A) (is_species(A, /datum/species/zombie))
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#define ishumanbasic(A) (is_species(A, /datum/species/human))
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@@ -106,8 +103,6 @@
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#define isbot(A) (istype(A, /mob/living/simple_animal/bot))
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#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
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#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
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#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
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@@ -118,16 +113,10 @@
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#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
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#define isdog(A) (istype(A, /mob/living/simple_animal/pet/dog))
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#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
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#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
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#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
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#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
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#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
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#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
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@@ -183,14 +172,10 @@ GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
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#define isigniter(O) (istype(O, /obj/item/device/assembly/igniter))
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#define isinfared(O) (istype(O, /obj/item/device/assembly/infra))
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#define isprox(O) (istype(O, /obj/item/device/assembly/prox_sensor))
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#define issignaler(O) (istype(O, /obj/item/device/assembly/signaler))
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#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
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GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
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/obj/item/stack/sheet/glass,
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/obj/item/stack/sheet/rglass,
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@@ -201,4 +186,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
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#define is_glass_sheet(O) (is_type_in_typecache(O, GLOB.glass_sheet_types))
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#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
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#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
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@@ -9,7 +9,6 @@
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#define GAME_PLANE -1
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#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
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#define SPACE_LAYER 1.8
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#define ABOVE_SPACE_LAYER 1.9
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define MID_TURF_LAYER 2.02
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#define HIGH_TURF_LAYER 2.03
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@@ -23,27 +23,6 @@
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0, 0, 0, 1 \
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) \
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// Helpers so we can (more easily) control the colour matrices.
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#define CL_MATRIX_RR 1
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#define CL_MATRIX_RG 2
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#define CL_MATRIX_RB 3
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#define CL_MATRIX_RA 4
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#define CL_MATRIX_GR 5
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#define CL_MATRIX_GG 6
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#define CL_MATRIX_GB 7
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#define CL_MATRIX_GA 8
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#define CL_MATRIX_BR 9
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#define CL_MATRIX_BG 10
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#define CL_MATRIX_BB 11
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#define CL_MATRIX_BA 12
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#define CL_MATRIX_AR 13
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#define CL_MATRIX_AG 14
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#define CL_MATRIX_AB 15
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#define CL_MATRIX_AA 16
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#define CL_MATRIX_CR 17
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#define CL_MATRIX_CG 18
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#define CL_MATRIX_CB 19
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#define CL_MATRIX_CA 20
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//Some defines to generalise colours used in lighting.
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//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
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@@ -90,4 +69,4 @@
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#define LIGHTING_NO_UPDATE 0
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#define LIGHTING_VIS_UPDATE 1
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#define LIGHTING_CHECK_UPDATE 2
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#define LIGHTING_FORCE_UPDATE 3
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#define LIGHTING_FORCE_UPDATE 3
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@@ -83,7 +83,4 @@
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#define SUPERMATTER_WARNING 3 // Ambient temp > CRITICAL_TEMPERATURE OR integrity damaged
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#define SUPERMATTER_DANGER 4 // Integrity < 50%
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#define SUPERMATTER_EMERGENCY 5 // Integrity < 25%
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#define SUPERMATTER_DELAMINATING 6 // Pretty obvious.
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//R&D Snowflakes
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#define RD_CONSOLE_LOCKED_SCREEN 0.2
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#define SUPERMATTER_DELAMINATING 6 // Pretty obvious.
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@@ -10,7 +10,6 @@
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#define BOSS_MEDAL_DRAKE "Drake"
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#define BOSS_MEDAL_HIEROPHANT "Hierophant"
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#define BOSS_MEDAL_LEGION "Legion"
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#define BOSS_MEDAL_SWARMER "Swarmer Beacon"
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#define BOSS_MEDAL_TENDRIL "Tendril"
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// Score names
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@@ -20,8 +20,8 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
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#define THIS_PROC_TYPE_STR "[THIS_PROC_TYPE]" //Because you can only obtain a string of THIS_PROC_TYPE using "[]", and it's nice to just +/+= strings
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#define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])"
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#define THIS_PROC_TYPE_WEIRD ...... //This one is WEIRD, in some cases (When used in certain defines? (eg: ASSERT)) THIS_PROC_TYPE will fail to work, but THIS_PROC_TYPE_WEIRD will work instead
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#define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
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#define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
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//define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
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//define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
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#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
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@@ -46,7 +46,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
#define HALLOWEEN "Halloween"
|
||||
#define CHRISTMAS "Christmas"
|
||||
#define FESTIVE_SEASON "Festive Season"
|
||||
#define FRIDAY_13TH "Friday the 13th"
|
||||
|
||||
//Human Overlays Indexes/////////
|
||||
#define MUTATIONS_LAYER 26 //mutations. Tk headglows, cold resistance glow, etc
|
||||
@@ -81,58 +80,11 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
|
||||
//Because I *KNOW* somebody will think layer+1 means "above"
|
||||
//IT DOESN'T OK, IT MEANS "UNDER"
|
||||
#define UNDER_BODY_BEHIND_LAYER BODY_BEHIND_LAYER+1
|
||||
#define UNDER_BODY_LAYER BODY_LAYER+1
|
||||
#define UNDER_BODY_ADJ_LAYER BODY_ADJ_LAYER+1
|
||||
#define UNDER_MUTATIONS_LAYER MUTATIONS_LAYER+1
|
||||
#define UNDER_BODYPARTS_LAYER BODYPARTS_LAYER+1
|
||||
#define UNDER_DAMAGE_LAYER DAMAGE_LAYER+1
|
||||
#define UNDER_UNIFORM_LAYER UNIFORM_LAYER+1
|
||||
#define UNDER_ID_LAYER ID_LAYER+1
|
||||
#define UNDER_HANDS_PART_LAYER HANDS_PART_LAYER+1
|
||||
#define UNDER_GLOVES_LAYER GLOVES_LAYER+1
|
||||
#define UNDER_SHOES_LAYER SHOES_LAYER+1
|
||||
#define UNDER_EARS_LAYER EARS_LAYER+1
|
||||
#define UNDER_SUIT_LAYER SUIT_LAYER+1
|
||||
#define UNDER_GLASSES_LAYER GLASSES_LAYER+1
|
||||
#define UNDER_BELT_LAYER BELT_LAYER+1
|
||||
#define UNDER_SUIT_STORE_LAYER SUIT_STORE_LAYER+1
|
||||
#define UNDER_BACK_LAYER BACK_LAYER+1
|
||||
#define UNDER_HAIR_LAYER HAIR_LAYER+1
|
||||
#define UNDER_FACEMASK_LAYER FACEMASK_LAYER+1
|
||||
#define UNDER_HEAD_LAYER HEAD_LAYER+1
|
||||
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
|
||||
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
|
||||
#define UNDER_HANDS_LAYER HANDS_LAYER+1
|
||||
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
|
||||
#define UNDER_FIRE_LAYER FIRE_LAYER+1
|
||||
|
||||
//AND -1 MEANS "ABOVE", OK?, OK!?!
|
||||
#define ABOVE_BODY_BEHIND_LAYER BODY_BEHIND_LAYER-1
|
||||
#define ABOVE_BODY_LAYER BODY_LAYER-1
|
||||
#define ABOVE_BODY_ADJ_LAYER BODY_ADJ_LAYER-1
|
||||
#define ABOVE_MUTATIONS_LAYER MUTATIONS_LAYER-1
|
||||
#define ABOVE_BODYPARTS_LAYER BODYPARTS_LAYER-1
|
||||
#define ABOVE_DAMAGE_LAYER DAMAGE_LAYER-1
|
||||
#define ABOVE_UNIFORM_LAYER UNIFORM_LAYER-1
|
||||
#define ABOVE_ID_LAYER ID_LAYER-1
|
||||
#define ABOVE_HANDS_PART_LAYER HANDS_PART_LAYER-1
|
||||
#define ABOVE_GLOVES_LAYER GLOVES_LAYER-1
|
||||
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
|
||||
#define ABOVE_EARS_LAYER EARS_LAYER-1
|
||||
#define ABOVE_SUIT_LAYER SUIT_LAYER-1
|
||||
#define ABOVE_GLASSES_LAYER GLASSES_LAYER-1
|
||||
#define ABOVE_BELT_LAYER BELT_LAYER-1
|
||||
#define ABOVE_SUIT_STORE_LAYER SUIT_STORE_LAYER-1
|
||||
#define ABOVE_BACK_LAYER BACK_LAYER-1
|
||||
#define ABOVE_HAIR_LAYER HAIR_LAYER-1
|
||||
#define ABOVE_FACEMASK_LAYER FACEMASK_LAYER-1
|
||||
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
|
||||
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
|
||||
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
|
||||
#define ABOVE_HANDS_LAYER HANDS_LAYER-1
|
||||
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
|
||||
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
|
||||
|
||||
|
||||
//Security levels
|
||||
@@ -190,7 +142,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
|
||||
|
||||
//check_target_facings() return defines
|
||||
#define FACING_FAILED 0
|
||||
#define FACING_SAME_DIR 1
|
||||
#define FACING_EACHOTHER 2
|
||||
#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
|
||||
@@ -208,7 +159,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
|
||||
#define BLOOD_GAIN_PER_STEP 100
|
||||
#define BLOOD_LOSS_PER_STEP 5
|
||||
#define BLOOD_LOSS_IN_SPREAD 20
|
||||
#define BLOOD_FADEOUT_TIME 2
|
||||
|
||||
//Bloody shoe blood states
|
||||
#define BLOOD_STATE_HUMAN "blood"
|
||||
@@ -236,7 +186,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
|
||||
#define TURF_WET_LUBE 2
|
||||
#define TURF_WET_ICE 3
|
||||
#define TURF_WET_PERMAFROST 4
|
||||
#define TURF_WET_SLIDE 5
|
||||
|
||||
//Maximum amount of time, (in approx. seconds.) a tile can be wet for.
|
||||
#define MAXIMUM_WET_TIME 300
|
||||
@@ -304,10 +253,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
/////////////////////////////////////
|
||||
// atom.appearence_flags shortcuts //
|
||||
/////////////////////////////////////
|
||||
//this was added midway thru 510, so it might not exist in some versions, but we can't check by minor verison
|
||||
#ifndef TILE_BOUND
|
||||
#error this version of 510 is too old, You must use byond 510.1332 or later. (TILE_BOUND is not defined)
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
// Disabling certain features
|
||||
#define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM
|
||||
@@ -325,12 +272,7 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
#define APPEARANCE_CONSIDER_ALPHA ~RESET_ALPHA
|
||||
#define APPEARANCE_LONG_GLIDE LONG_GLIDE
|
||||
|
||||
#ifndef PIXEL_SCALE
|
||||
#define PIXEL_SCALE 0
|
||||
#if DM_VERSION >= 512
|
||||
#error HEY, PIXEL_SCALE probably exists now, remove this gross ass shim.
|
||||
#endif
|
||||
#endif
|
||||
*/
|
||||
|
||||
// Consider these images/atoms as part of the UI/HUD
|
||||
#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA|PIXEL_SCALE
|
||||
@@ -412,14 +354,6 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
#define CLOCK_PROSELYTIZATION 23
|
||||
#define SHUTTLE_HIJACK 24
|
||||
|
||||
#define TURF_DECAL_PAINT "paint"
|
||||
#define TURF_DECAL_DAMAGE "damage"
|
||||
#define TURF_DECAL_DIRT "dirt"
|
||||
|
||||
//Error handler defines
|
||||
#define ERROR_USEFUL_LEN 2
|
||||
|
||||
#define NO_FIELD 0
|
||||
#define FIELD_TURF 1
|
||||
#define FIELD_EDGE 2
|
||||
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
//Sentience types, to prevent things like sentience potions from giving bosses sentience
|
||||
#define SENTIENCE_ORGANIC 1
|
||||
#define SENTIENCE_ARTIFICIAL 2
|
||||
#define SENTIENCE_OTHER 3
|
||||
// #define SENTIENCE_OTHER 3 unused
|
||||
#define SENTIENCE_MINEBOT 4
|
||||
#define SENTIENCE_BOSS 5
|
||||
|
||||
@@ -137,29 +137,6 @@
|
||||
#define ENVIRONMENT_SMASH_WALLS 2 //walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
|
||||
|
||||
|
||||
//SNPCs
|
||||
//AI defines
|
||||
#define INTERACTING 2
|
||||
#define TRAVEL 4
|
||||
#define FIGHTING 8
|
||||
//Trait defines
|
||||
#define TRAIT_ROBUST 2
|
||||
#define TRAIT_UNROBUST 4
|
||||
#define TRAIT_SMART 8
|
||||
#define TRAIT_DUMB 16
|
||||
#define TRAIT_MEAN 32
|
||||
#define TRAIT_FRIENDLY 64
|
||||
#define TRAIT_THIEVING 128
|
||||
//Range/chance defines
|
||||
#define MAX_RANGE_FIND 32
|
||||
#define MIN_RANGE_FIND 16
|
||||
#define FUZZY_CHANCE_HIGH 85
|
||||
#define FUZZY_CHANCE_LOW 50
|
||||
#define CHANCE_TALK 1
|
||||
|
||||
#define TK_MAXRANGE 15
|
||||
|
||||
#define NO_SLIP_WHEN_WALKING 1
|
||||
#define SLIDE 2
|
||||
#define GALOSHES_DONT_HELP 4
|
||||
|
||||
@@ -49,7 +49,6 @@
|
||||
#define RADIO_FROM_AIRALARM "from_airalarm"
|
||||
#define RADIO_SIGNALER "signaler"
|
||||
#define RADIO_ATMOSIA "atmosia"
|
||||
#define RADIO_NAVBEACONS "navbeacons"
|
||||
#define RADIO_AIRLOCK "airlock"
|
||||
#define RADIO_MAGNETS "magnets"
|
||||
|
||||
|
||||
@@ -31,11 +31,9 @@
|
||||
|
||||
// Ripples, effects that signal a shuttle's arrival
|
||||
#define SHUTTLE_RIPPLE_TIME 100
|
||||
#define SHUTTLE_RIPPLE_FADEIN 50
|
||||
|
||||
#define TRANSIT_REQUEST 1
|
||||
#define TRANSIT_READY 2
|
||||
#define TRANSIT_FULL 3
|
||||
|
||||
#define SHUTTLE_TRANSIT_BORDER 8
|
||||
|
||||
@@ -79,4 +77,4 @@
|
||||
#define SHUTTLE_DEFAULT_TURF_TYPE /turf/open/space
|
||||
#define SHUTTLE_DEFAULT_BASETURF_TYPE /turf/open/space
|
||||
#define SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE /area/shuttle
|
||||
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space
|
||||
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space
|
||||
|
||||
@@ -4,11 +4,11 @@
|
||||
|
||||
#define SEE_INVISIBLE_LIVING 25
|
||||
|
||||
#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
|
||||
#define INVISIBILITY_LEVEL_ONE 35 //currently unused
|
||||
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
|
||||
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
|
||||
|
||||
#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
|
||||
#define INVISIBILITY_LEVEL_TWO 45 //currently unused
|
||||
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
|
||||
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
|
||||
|
||||
#define INVISIBILITY_OBSERVER 60
|
||||
#define SEE_INVISIBLE_OBSERVER 60
|
||||
|
||||
@@ -15,6 +15,5 @@
|
||||
#define EMPED 8 // temporary broken by EMP pulse
|
||||
|
||||
//ai power requirement defines
|
||||
#define POWER_REQ_NONE 0
|
||||
#define POWER_REQ_ALL 1
|
||||
#define POWER_REQ_CLOCKCULT 2
|
||||
|
||||
@@ -7,8 +7,6 @@
|
||||
|
||||
#define STATUS_EFFECT_REPLACE 2 //if it allows only one, but new instances replace
|
||||
|
||||
#define BASIC_STATUS_EFFECT /datum/status_effect //Has no effect.
|
||||
|
||||
///////////
|
||||
// BUFFS //
|
||||
///////////
|
||||
|
||||
@@ -920,7 +920,7 @@ GLOBAL_LIST_INIT(WALLITEMS_INVERSE, typecacheof(list(
|
||||
That said, this proc should not be used if the change facing proc of the click code is overriden at the same time*/
|
||||
if(!ismob(target) || target.lying)
|
||||
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
|
||||
return FACING_FAILED
|
||||
return FALSE
|
||||
if(initator.dir == target.dir) //mobs are facing the same direction
|
||||
return FACING_SAME_DIR
|
||||
if(is_A_facing_B(initator,target) && is_A_facing_B(target,initator)) //mobs are facing each other
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
//Each lists stores ckeys for "Never for this round" option category
|
||||
|
||||
#define POLL_IGNORE_PAI "pai"
|
||||
#define POLL_IGNORE_SENTIENCE_POTION "sentience_potion"
|
||||
#define POLL_IGNORE_POSSESSED_BLADE "possessed_blade"
|
||||
#define POLL_IGNORE_ALIEN_LARVA "alien_larva"
|
||||
#define POLL_IGNORE_CLOCKWORK_MARAUDER "clockwork_marauder"
|
||||
#define POLL_IGNORE_SYNDICATE "syndicate"
|
||||
#define POLL_IGNORE_HOLOPARASITE "holoparasite"
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
|
||||
#define ui_monkey_back "CENTER-2:16,SOUTH:5" //monkey
|
||||
|
||||
#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
|
||||
//#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
|
||||
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
|
||||
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien
|
||||
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
By default, emulate the user's unarmed attack
|
||||
*/
|
||||
|
||||
#define TK_MAXRANGE 15
|
||||
|
||||
/atom/proc/attack_tk(mob/user)
|
||||
if(user.stat || !tkMaxRangeCheck(user, src))
|
||||
return
|
||||
@@ -188,3 +190,6 @@
|
||||
/obj/item/tk_grab/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is using [user.p_their()] telekinesis to choke [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (OXYLOSS)
|
||||
|
||||
|
||||
#undef TK_MAXRANGE
|
||||
|
||||
@@ -26,7 +26,6 @@ Possible to do for anyone motivated enough:
|
||||
|
||||
#define HOLOPAD_PASSIVE_POWER_USAGE 1
|
||||
#define HOLOGRAM_POWER_USAGE 2
|
||||
#define HOLOPAD_MODE RANGE_BASED
|
||||
|
||||
/obj/machinery/holopad
|
||||
name = "holopad"
|
||||
|
||||
@@ -269,9 +269,6 @@
|
||||
if(TURF_WET_PERMAFROST)
|
||||
intensity = 120
|
||||
lube_flags = SLIDE_ICE | GALOSHES_DONT_HELP
|
||||
if(TURF_WET_SLIDE)
|
||||
intensity = 80
|
||||
lube_flags = SLIDE | GALOSHES_DONT_HELP
|
||||
else
|
||||
qdel(GetComponent(/datum/component/slippery))
|
||||
return
|
||||
|
||||
@@ -45,9 +45,6 @@ GLOBAL_PROTECT(protected_ranks)
|
||||
/datum/admin_rank/vv_edit_var(var_name, var_value)
|
||||
return FALSE
|
||||
|
||||
#if DM_VERSION > 512
|
||||
#error remove the rejuv keyword from this proc
|
||||
#endif
|
||||
/proc/admin_keyword_to_flag(word, previous_rights=0)
|
||||
var/flag = 0
|
||||
switch(ckey(word))
|
||||
@@ -85,9 +82,6 @@ GLOBAL_PROTECT(protected_ranks)
|
||||
flag = R_DBRANKS
|
||||
if("@","prev")
|
||||
flag = previous_rights
|
||||
if("rejuv","rejuvinate")
|
||||
stack_trace("Legacy keyword rejuvinate used defaulting to R_ADMIN")
|
||||
flag = R_ADMIN
|
||||
return flag
|
||||
|
||||
// Adds/removes rights to this admin_rank
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
// Contains cult communion, guide, and cult master abilities
|
||||
#define MARK_COOLDOWN
|
||||
|
||||
/datum/action/innate/cult
|
||||
icon_icon = 'icons/mob/actions/actions_cult.dmi'
|
||||
|
||||
@@ -2,6 +2,9 @@ GLOBAL_VAR_INIT(total_runtimes, GLOB.total_runtimes || 0)
|
||||
GLOBAL_VAR_INIT(total_runtimes_skipped, 0)
|
||||
|
||||
#ifdef DEBUG
|
||||
|
||||
#define ERROR_USEFUL_LEN 2
|
||||
|
||||
/world/Error(exception/E, datum/e_src)
|
||||
GLOB.total_runtimes++
|
||||
|
||||
|
||||
@@ -74,4 +74,4 @@
|
||||
return FIELD_EDGE
|
||||
if(O.parent == F)
|
||||
return FIELD_TURF
|
||||
return NO_FIELD
|
||||
return FALSE
|
||||
|
||||
@@ -20,6 +20,22 @@
|
||||
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
|
||||
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
|
||||
|
||||
// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
|
||||
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
|
||||
// The values here should add up to 1.
|
||||
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
|
||||
#define THERMAL_PROTECTION_HEAD 0.3
|
||||
#define THERMAL_PROTECTION_CHEST 0.15
|
||||
#define THERMAL_PROTECTION_GROIN 0.15
|
||||
#define THERMAL_PROTECTION_LEG_LEFT 0.075
|
||||
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
|
||||
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
|
||||
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
|
||||
#define THERMAL_PROTECTION_ARM_LEFT 0.075
|
||||
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
|
||||
#define THERMAL_PROTECTION_HAND_LEFT 0.025
|
||||
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
|
||||
|
||||
/mob/living/carbon/human/Life()
|
||||
set invisibility = 0
|
||||
if (notransform)
|
||||
@@ -411,3 +427,14 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
|
||||
adjustToxLoss(4) //Let's be honest you shouldn't be alive by now
|
||||
|
||||
#undef HUMAN_MAX_OXYLOSS
|
||||
#undef THERMAL_PROTECTION_HEAD
|
||||
#undef THERMAL_PROTECTION_CHEST
|
||||
#undef THERMAL_PROTECTION_GROIN
|
||||
#undef THERMAL_PROTECTION_LEG_LEFT
|
||||
#undef THERMAL_PROTECTION_LEG_RIGHT
|
||||
#undef THERMAL_PROTECTION_FOOT_LEFT
|
||||
#undef THERMAL_PROTECTION_FOOT_RIGHT
|
||||
#undef THERMAL_PROTECTION_ARM_LEFT
|
||||
#undef THERMAL_PROTECTION_ARM_RIGHT
|
||||
#undef THERMAL_PROTECTION_HAND_LEFT
|
||||
#undef THERMAL_PROTECTION_HAND_RIGHT
|
||||
@@ -1,3 +1,4 @@
|
||||
#define MAX_RANGE_FIND 32
|
||||
|
||||
/mob/living/carbon/monkey
|
||||
var/aggressive=0 // set to 1 using VV for an angry monkey
|
||||
@@ -475,3 +476,5 @@
|
||||
if(A)
|
||||
dropItemToGround(A, TRUE)
|
||||
update_icons()
|
||||
|
||||
#undef MAX_RANGE_FIND
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
var/turf/T = get_turf(src)
|
||||
var/area/A = get_area(src)
|
||||
switch(requires_power)
|
||||
if(POWER_REQ_NONE)
|
||||
if(NONE)
|
||||
return FALSE
|
||||
if(POWER_REQ_ALL)
|
||||
return !T || !A || ((!A.power_equip || isspaceturf(T)) && !is_type_in_list(loc, list(/obj/item, /obj/mecha)))
|
||||
|
||||
@@ -154,6 +154,7 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
#undef VOX_DELAY
|
||||
#endif
|
||||
|
||||
/mob/living/silicon/ai/could_speak_in_language(datum/language/dt)
|
||||
|
||||
@@ -18,7 +18,6 @@ Contents:
|
||||
|
||||
#define INVALID_DRAIN "INVALID" //This one is if the drain proc needs to cancel, eg missing variables, etc, it's important.
|
||||
|
||||
#define DRAIN_RD_HACKED "RDHACK"
|
||||
#define DRAIN_RD_HACK_FAILED "RDHACKFAIL"
|
||||
#define DRAIN_MOB_SHOCK "MOBSHOCK"
|
||||
#define DRAIN_MOB_SHOCK_FAILED "MOBSHOCKFAIL"
|
||||
@@ -18,6 +18,11 @@ field_generator power level display
|
||||
#define FG_CHARGING 1
|
||||
#define FG_ONLINE 2
|
||||
|
||||
//field generator construction defines
|
||||
#define FG_UNSECURED 0
|
||||
#define FG_SECURED 1
|
||||
#define FG_WELDED 2
|
||||
|
||||
/obj/machinery/field/generator
|
||||
name = "field generator"
|
||||
desc = "A large thermal battery that projects a high amount of energy when powered."
|
||||
|
||||
@@ -81,14 +81,8 @@
|
||||
|
||||
|
||||
#define COMPFRICTION 5e5
|
||||
#define COMPSTARTERLOAD 2800
|
||||
|
||||
|
||||
// Crucial to make things work!!!!
|
||||
// OLD FIX - explanation given down below.
|
||||
// /obj/machinery/power/compressor/CanPass(atom/movable/mover, turf/target)
|
||||
// return !density
|
||||
|
||||
/obj/machinery/power/compressor/locate_machinery()
|
||||
if(turbine)
|
||||
return
|
||||
@@ -169,7 +163,6 @@
|
||||
// These are crucial to working of a turbine - the stats modify the power output. TurbGenQ modifies how much raw energy can you get from
|
||||
// rpms, TurbGenG modifies the shape of the curve - the lower the value the less straight the curve is.
|
||||
|
||||
#define TURBPRES 9000000
|
||||
#define TURBGENQ 100000
|
||||
#define TURBGENG 0.5
|
||||
|
||||
@@ -370,3 +363,7 @@
|
||||
if("reconnect")
|
||||
locate_machinery()
|
||||
. = TRUE
|
||||
|
||||
#undef COMPFRICTION
|
||||
#undef TURBGENQ
|
||||
#undef TURBGENG
|
||||
@@ -27,7 +27,7 @@
|
||||
var/obj/item/ammo_casing/chambered = null
|
||||
trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
|
||||
var/sawn_desc = null //description change if weapon is sawn-off
|
||||
var/sawn_state = SAWN_INTACT
|
||||
var/sawn_off = FALSE
|
||||
var/burst_size = 1 //how large a burst is
|
||||
var/fire_delay = 0 //rate of fire for burst firing and semi auto
|
||||
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
|
||||
|
||||
@@ -21,9 +21,9 @@
|
||||
/obj/item/gun/ballistic/update_icon()
|
||||
..()
|
||||
if(current_skin)
|
||||
icon_state = "[unique_reskin[current_skin]][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
|
||||
icon_state = "[unique_reskin[current_skin]][suppressed ? "-suppressed" : ""][sawn_off ? "-sawn" : ""]"
|
||||
else
|
||||
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
|
||||
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_off ? "-sawn" : ""]"
|
||||
|
||||
|
||||
/obj/item/gun/ballistic/process_chamber(empty_chamber = 1)
|
||||
@@ -185,7 +185,7 @@
|
||||
|
||||
|
||||
/obj/item/gun/ballistic/proc/sawoff(mob/user)
|
||||
if(sawn_state == SAWN_OFF)
|
||||
if(sawn_off)
|
||||
to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
@@ -197,7 +197,7 @@
|
||||
return
|
||||
|
||||
if(do_after(user, 30, target = src))
|
||||
if(sawn_state == SAWN_OFF)
|
||||
if(sawn_off)
|
||||
return
|
||||
user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
|
||||
name = "sawn-off [src.name]"
|
||||
@@ -206,7 +206,7 @@
|
||||
item_state = "gun"
|
||||
slot_flags &= ~SLOT_BACK //you can't sling it on your back
|
||||
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
||||
sawn_state = SAWN_OFF
|
||||
sawn_off = TRUE
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
@@ -311,7 +311,7 @@
|
||||
|
||||
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/stack/cable_coil) && !sawn_state)
|
||||
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
|
||||
var/obj/item/stack/cable_coil/C = A
|
||||
if(C.use(10))
|
||||
slot_flags = SLOT_BACK
|
||||
@@ -339,7 +339,7 @@
|
||||
icon_state = "ishotgun"
|
||||
item_state = "gun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
sawn_state = SAWN_OFF
|
||||
sawn_off = TRUE
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user