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:
vuonojenmustaturska
2018-03-04 17:07:27 +02:00
committed by Jordie
parent 16ecfb7955
commit 440e888c1f
43 changed files with 87 additions and 265 deletions

View File

@@ -44,20 +44,6 @@
//Mutations that cant be taken from genetics and are not in SE //Mutations that cant be taken from genetics and are not in SE
#define NON_SCANNABLE -1 #define NON_SCANNABLE -1
// Extra powers:
#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
#define HEAL 10 // healing people with hands
#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM 12 // supersonic screaming (25%)
#define EXPLOSIVE 13 // exploding on-demand (15%)
#define REGENERATION 14 // superhuman regeneration (30%)
#define REPROCESSOR 15 // eat anything (50%)
#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
#define PHASING 17 // ability to phase through walls (40%)
#define SHIELD 18 // shielding from all projectile attacks (30%)
#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
//DNA - Because fuck you and your magic numbers being all over the codebase. //DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3 #define DNA_BLOCK_SIZE 3
@@ -81,7 +67,6 @@
#define TR_KEEPIMPLANTS 16 #define TR_KEEPIMPLANTS 16
#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey #define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
#define TR_DEFAULTMSG 64 #define TR_DEFAULTMSG 64
#define TR_KEEPSRC 128
#define TR_KEEPORGANS 256 #define TR_KEEPORGANS 256

View File

@@ -38,12 +38,6 @@
#define R_DEFAULT R_AUTOLOGIN #define R_DEFAULT R_AUTOLOGIN
#if DM_VERSION > 512
#error Remove the flag below , its been long enough
#endif
//legacy , remove post 512, it was replaced by R_POLL
#define R_REJUVINATE 2
#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated. #define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
#define ADMIN_QUE(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminmoreinfo=[REF(user)]'>?</a>)" #define ADMIN_QUE(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminmoreinfo=[REF(user)]'>?</a>)"

View File

@@ -28,7 +28,6 @@
#define CELL_VOLUME 2500 //liters in a cell #define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath #define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile #define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
//EXCITED GROUPS //EXCITED GROUPS
#define EXCITED_GROUP_BREAKDOWN_CYCLES 4 //number of FULL air controller ticks before an excited group breaks down (averages gas contents across turfs) #define EXCITED_GROUP_BREAKDOWN_CYCLES 4 //number of FULL air controller ticks before an excited group breaks down (averages gas contents across turfs)
@@ -46,10 +45,7 @@
//HEAT TRANSFER COEFFICIENTS //HEAT TRANSFER COEFFICIENTS
//Must be between 0 and 1. Values closer to 1 equalize temperature faster //Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur //Should not exceed 0.4 else strange heat flow occur
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0 #define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4 #define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now #define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
#define HEAT_CAPACITY_VACUUM 7000 //a hack to help make vacuums "cold", sacrificing realism for gameplay #define HEAT_CAPACITY_VACUUM 7000 //a hack to help make vacuums "cold", sacrificing realism for gameplay
@@ -59,8 +55,6 @@
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C #define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85 #define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_GROWTH_RATE 40000 //For small fires #define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C #define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
//GASES //GASES
@@ -74,11 +68,6 @@
#define REACTING 1 #define REACTING 1
#define STOP_REACTIONS 2 #define STOP_REACTIONS 2
//HUMANS
//Hurty numbers
#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin
#define AIR_DAMAGE_MODIFIER 2.025 //More means less damage from hot air scalding lungs, less = more damage
// Pressure limits. // Pressure limits.
#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) #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)
#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE) #define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
@@ -196,4 +185,3 @@ GLOBAL_LIST_INIT(pipe_paint_colors, list(
"Violet" = rgb(64,0,128), "Violet" = rgb(64,0,128),
"Yellow" = rgb(255,198,0) "Yellow" = rgb(255,198,0)
)) ))

View File

@@ -1,5 +1,5 @@
//Cleaning tool strength //Cleaning tool strength
#define CLEAN_VERY_WEAK 1 // What are you scrubbing the ground with a toothpick? // 1 is also a valid cleaning strength but completely unused so left undefined
#define CLEAN_WEAK 2 #define CLEAN_WEAK 2
#define CLEAN_MEDIUM 3 // Acceptable tools #define CLEAN_MEDIUM 3 // Acceptable tools
#define CLEAN_STRONG 4 // Industrial strength #define CLEAN_STRONG 4 // Industrial strength

View File

@@ -64,8 +64,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home #define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
//Objective text define //Objective text define
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar." #define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."

View File

@@ -3,26 +3,26 @@
#define COLOR_INPUT_DISABLED "#F0F0F0" #define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5" #define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_WHITE "#EEEEEE" //#define COLOR_WHITE "#EEEEEE"
#define COLOR_SILVER "#C0C0C0" //#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080" //#define COLOR_GRAY "#808080"
#define COLOR_FLOORTILE_GRAY "#8D8B8B" #define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333" #define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000" //#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000" #define COLOR_RED "#FF0000"
#define COLOR_RED_LIGHT "#FF3333" //#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000" //#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00" #define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000" //#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#32CD32" //#define COLOR_LIME "#32CD32"
#define COLOR_GREEN "#008000" #define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF" #define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080" //#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF" #define COLOR_BLUE "#0000FF"
#define COLOR_BLUE_LIGHT "#33CCFF" //#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080" //#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FFC0CB" #define COLOR_PINK "#FFC0CB"
#define COLOR_MAGENTA "#FF00FF" //#define COLOR_MAGENTA "#FF00FF"
#define COLOR_PURPLE "#800080" #define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900" #define COLOR_ORANGE "#FF9900"
#define COLOR_BEIGE "#CEB689" #define COLOR_BEIGE "#CEB689"

View File

@@ -110,11 +110,7 @@
#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) #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)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class) #define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
//Gun Stuff
#define SAWN_INTACT 0
#define SAWN_OFF 1
//Gun weapon weight //Gun weapon weight
#define WEAPON_DUAL_WIELD 0
#define WEAPON_LIGHT 1 #define WEAPON_LIGHT 1
#define WEAPON_MEDIUM 2 #define WEAPON_MEDIUM 2
#define WEAPON_HEAVY 3 #define WEAPON_HEAVY 3

View File

@@ -31,7 +31,6 @@
//Positions for overrides list //Positions for overrides list
#define EXAMINE_POSITION_ARTICLE 1 #define EXAMINE_POSITION_ARTICLE 1
#define EXAMINE_POSITION_BEFORE 2 #define EXAMINE_POSITION_BEFORE 2
#define EXAMINE_POSITION_NAME 3
//End positions //End positions
#define COMPONENT_EXNAME_CHANGED 1 #define COMPONENT_EXNAME_CHANGED 1
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom) #define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom)

View File

@@ -37,12 +37,6 @@
#define FAILED_UNFASTEN 1 #define FAILED_UNFASTEN 1
#define SUCCESSFUL_UNFASTEN 2 #define SUCCESSFUL_UNFASTEN 2
//disposal unit mode defines, which do double time as the construction defines
#define PRESSURE_OFF 0
#define PRESSURE_ON 1
#define PRESSURE_MAXED 2
#define SCREWS_OUT -1
//ai core defines //ai core defines
#define EMPTY_CORE 0 #define EMPTY_CORE 0
#define CIRCUIT_CORE 1 #define CIRCUIT_CORE 1
@@ -51,11 +45,6 @@
#define GLASS_CORE 4 #define GLASS_CORE 4
#define AI_READY_CORE 5 #define AI_READY_CORE 5
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
//emitter construction defines //emitter construction defines
#define EM_UNSECURED 0 #define EM_UNSECURED 0
#define EM_SECURED 1 #define EM_SECURED 1

View File

@@ -26,7 +26,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define ON_BORDER_1 512 // item has priority to check when entering or leaving #define ON_BORDER_1 512 // item has priority to check when entering or leaving
#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc #define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc
#define _UNUSED_1 2048
// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment. // BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! #define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
@@ -84,7 +83,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
//Movement Types //Movement Types
#define IMMOBILE 0
#define GROUND 1 #define GROUND 1
#define FLYING 2 #define FLYING 2

View File

@@ -118,22 +118,6 @@
#define NECK 2048 #define NECK 2048
#define FULL_BODY 4095 #define FULL_BODY 4095
// 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
//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird //flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
#define NO_FEMALE_UNIFORM 0 #define NO_FEMALE_UNIFORM 0
#define FEMALE_UNIFORM_FULL 1 #define FEMALE_UNIFORM_FULL 1

View File

@@ -1,7 +1,5 @@
// simple is_type and similar inline helpers // simple is_type and similar inline helpers
#define isdatum(D) (istype(D, /datum))
#define islist(L) (istype(L, /list)) #define islist(L) (istype(L, /list))
#if DM_VERSION >= 512 #if DM_VERSION >= 512
@@ -64,7 +62,6 @@
#define isjellyperson(A) (is_species(A, /datum/species/jelly)) #define isjellyperson(A) (is_species(A, /datum/species/jelly))
#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime)) #define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent)) #define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
#define isshadowperson(A) (is_species(A, /datum/species/shadow))
#define iszombie(A) (is_species(A, /datum/species/zombie)) #define iszombie(A) (is_species(A, /datum/species/zombie))
#define ishumanbasic(A) (is_species(A, /datum/species/human)) #define ishumanbasic(A) (is_species(A, /datum/species/human))
@@ -106,8 +103,6 @@
#define isbot(A) (istype(A, /mob/living/simple_animal/bot)) #define isbot(A) (istype(A, /mob/living/simple_animal/bot))
#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
#define isshade(A) (istype(A, /mob/living/simple_animal/shade)) #define isshade(A) (istype(A, /mob/living/simple_animal/shade))
#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse)) #define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
@@ -118,16 +113,10 @@
#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat)) #define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
#define isdog(A) (istype(A, /mob/living/simple_animal/pet/dog))
#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi)) #define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile)) #define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer)) #define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian)) #define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
@@ -183,14 +172,10 @@ GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
#define isigniter(O) (istype(O, /obj/item/device/assembly/igniter)) #define isigniter(O) (istype(O, /obj/item/device/assembly/igniter))
#define isinfared(O) (istype(O, /obj/item/device/assembly/infra))
#define isprox(O) (istype(O, /obj/item/device/assembly/prox_sensor)) #define isprox(O) (istype(O, /obj/item/device/assembly/prox_sensor))
#define issignaler(O) (istype(O, /obj/item/device/assembly/signaler)) #define issignaler(O) (istype(O, /obj/item/device/assembly/signaler))
#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list( GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
/obj/item/stack/sheet/glass, /obj/item/stack/sheet/glass,
/obj/item/stack/sheet/rglass, /obj/item/stack/sheet/rglass,
@@ -201,4 +186,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
#define is_glass_sheet(O) (is_type_in_typecache(O, GLOB.glass_sheet_types)) #define is_glass_sheet(O) (is_type_in_typecache(O, GLOB.glass_sheet_types))
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob)) #define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))

View File

@@ -9,7 +9,6 @@
#define GAME_PLANE -1 #define GAME_PLANE -1
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals #define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define SPACE_LAYER 1.8 #define SPACE_LAYER 1.8
#define ABOVE_SPACE_LAYER 1.9
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define //#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define MID_TURF_LAYER 2.02 #define MID_TURF_LAYER 2.02
#define HIGH_TURF_LAYER 2.03 #define HIGH_TURF_LAYER 2.03

View File

@@ -23,27 +23,6 @@
0, 0, 0, 1 \ 0, 0, 0, 1 \
) \ ) \
// Helpers so we can (more easily) control the colour matrices.
#define CL_MATRIX_RR 1
#define CL_MATRIX_RG 2
#define CL_MATRIX_RB 3
#define CL_MATRIX_RA 4
#define CL_MATRIX_GR 5
#define CL_MATRIX_GG 6
#define CL_MATRIX_GB 7
#define CL_MATRIX_GA 8
#define CL_MATRIX_BR 9
#define CL_MATRIX_BG 10
#define CL_MATRIX_BB 11
#define CL_MATRIX_BA 12
#define CL_MATRIX_AR 13
#define CL_MATRIX_AG 14
#define CL_MATRIX_AB 15
#define CL_MATRIX_AA 16
#define CL_MATRIX_CR 17
#define CL_MATRIX_CG 18
#define CL_MATRIX_CB 19
#define CL_MATRIX_CA 20
//Some defines to generalise colours used in lighting. //Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated //Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
@@ -90,4 +69,4 @@
#define LIGHTING_NO_UPDATE 0 #define LIGHTING_NO_UPDATE 0
#define LIGHTING_VIS_UPDATE 1 #define LIGHTING_VIS_UPDATE 1
#define LIGHTING_CHECK_UPDATE 2 #define LIGHTING_CHECK_UPDATE 2
#define LIGHTING_FORCE_UPDATE 3 #define LIGHTING_FORCE_UPDATE 3

View File

@@ -83,7 +83,4 @@
#define SUPERMATTER_WARNING 3 // Ambient temp > CRITICAL_TEMPERATURE OR integrity damaged #define SUPERMATTER_WARNING 3 // Ambient temp > CRITICAL_TEMPERATURE OR integrity damaged
#define SUPERMATTER_DANGER 4 // Integrity < 50% #define SUPERMATTER_DANGER 4 // Integrity < 50%
#define SUPERMATTER_EMERGENCY 5 // Integrity < 25% #define SUPERMATTER_EMERGENCY 5 // Integrity < 25%
#define SUPERMATTER_DELAMINATING 6 // Pretty obvious. #define SUPERMATTER_DELAMINATING 6 // Pretty obvious.
//R&D Snowflakes
#define RD_CONSOLE_LOCKED_SCREEN 0.2

View File

@@ -10,7 +10,6 @@
#define BOSS_MEDAL_DRAKE "Drake" #define BOSS_MEDAL_DRAKE "Drake"
#define BOSS_MEDAL_HIEROPHANT "Hierophant" #define BOSS_MEDAL_HIEROPHANT "Hierophant"
#define BOSS_MEDAL_LEGION "Legion" #define BOSS_MEDAL_LEGION "Legion"
#define BOSS_MEDAL_SWARMER "Swarmer Beacon"
#define BOSS_MEDAL_TENDRIL "Tendril" #define BOSS_MEDAL_TENDRIL "Tendril"
// Score names // Score names

View File

@@ -20,8 +20,8 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#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 #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
#define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])" #define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])"
#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 #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
#define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness //define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
#define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto //define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day #define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
@@ -46,7 +46,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HALLOWEEN "Halloween" #define HALLOWEEN "Halloween"
#define CHRISTMAS "Christmas" #define CHRISTMAS "Christmas"
#define FESTIVE_SEASON "Festive Season" #define FESTIVE_SEASON "Festive Season"
#define FRIDAY_13TH "Friday the 13th"
//Human Overlays Indexes///////// //Human Overlays Indexes/////////
#define MUTATIONS_LAYER 26 //mutations. Tk headglows, cold resistance glow, etc #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 //Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above" //Because I *KNOW* somebody will think layer+1 means "above"
//IT DOESN'T OK, IT MEANS "UNDER" //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_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!?! //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_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_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
//Security levels //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 #define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
//check_target_facings() return defines //check_target_facings() return defines
#define FACING_FAILED 0
#define FACING_SAME_DIR 1 #define FACING_SAME_DIR 1
#define FACING_EACHOTHER 2 #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? #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_GAIN_PER_STEP 100
#define BLOOD_LOSS_PER_STEP 5 #define BLOOD_LOSS_PER_STEP 5
#define BLOOD_LOSS_IN_SPREAD 20 #define BLOOD_LOSS_IN_SPREAD 20
#define BLOOD_FADEOUT_TIME 2
//Bloody shoe blood states //Bloody shoe blood states
#define BLOOD_STATE_HUMAN "blood" #define BLOOD_STATE_HUMAN "blood"
@@ -236,7 +186,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
#define TURF_WET_LUBE 2 #define TURF_WET_LUBE 2
#define TURF_WET_ICE 3 #define TURF_WET_ICE 3
#define TURF_WET_PERMAFROST 4 #define TURF_WET_PERMAFROST 4
#define TURF_WET_SLIDE 5
//Maximum amount of time, (in approx. seconds.) a tile can be wet for. //Maximum amount of time, (in approx. seconds.) a tile can be wet for.
#define MAXIMUM_WET_TIME 300 #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 // // 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 // Disabling certain features
#define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM #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_CONSIDER_ALPHA ~RESET_ALPHA
#define APPEARANCE_LONG_GLIDE LONG_GLIDE #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 // 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 #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 CLOCK_PROSELYTIZATION 23
#define SHUTTLE_HIJACK 24 #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_TURF 1
#define FIELD_EDGE 2 #define FIELD_EDGE 2

View File

@@ -118,7 +118,7 @@
//Sentience types, to prevent things like sentience potions from giving bosses sentience //Sentience types, to prevent things like sentience potions from giving bosses sentience
#define SENTIENCE_ORGANIC 1 #define SENTIENCE_ORGANIC 1
#define SENTIENCE_ARTIFICIAL 2 #define SENTIENCE_ARTIFICIAL 2
#define SENTIENCE_OTHER 3 // #define SENTIENCE_OTHER 3 unused
#define SENTIENCE_MINEBOT 4 #define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5 #define SENTIENCE_BOSS 5
@@ -137,29 +137,6 @@
#define ENVIRONMENT_SMASH_WALLS 2 //walls #define ENVIRONMENT_SMASH_WALLS 2 //walls
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls #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 NO_SLIP_WHEN_WALKING 1
#define SLIDE 2 #define SLIDE 2
#define GALOSHES_DONT_HELP 4 #define GALOSHES_DONT_HELP 4

View File

@@ -49,7 +49,6 @@
#define RADIO_FROM_AIRALARM "from_airalarm" #define RADIO_FROM_AIRALARM "from_airalarm"
#define RADIO_SIGNALER "signaler" #define RADIO_SIGNALER "signaler"
#define RADIO_ATMOSIA "atmosia" #define RADIO_ATMOSIA "atmosia"
#define RADIO_NAVBEACONS "navbeacons"
#define RADIO_AIRLOCK "airlock" #define RADIO_AIRLOCK "airlock"
#define RADIO_MAGNETS "magnets" #define RADIO_MAGNETS "magnets"

View File

@@ -31,11 +31,9 @@
// Ripples, effects that signal a shuttle's arrival // Ripples, effects that signal a shuttle's arrival
#define SHUTTLE_RIPPLE_TIME 100 #define SHUTTLE_RIPPLE_TIME 100
#define SHUTTLE_RIPPLE_FADEIN 50
#define TRANSIT_REQUEST 1 #define TRANSIT_REQUEST 1
#define TRANSIT_READY 2 #define TRANSIT_READY 2
#define TRANSIT_FULL 3
#define SHUTTLE_TRANSIT_BORDER 8 #define SHUTTLE_TRANSIT_BORDER 8
@@ -79,4 +77,4 @@
#define SHUTTLE_DEFAULT_TURF_TYPE /turf/open/space #define SHUTTLE_DEFAULT_TURF_TYPE /turf/open/space
#define SHUTTLE_DEFAULT_BASETURF_TYPE /turf/open/space #define SHUTTLE_DEFAULT_BASETURF_TYPE /turf/open/space
#define SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE /area/shuttle #define SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE /area/shuttle
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space #define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space

View File

@@ -4,11 +4,11 @@
#define SEE_INVISIBLE_LIVING 25 #define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused //#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
#define INVISIBILITY_LEVEL_ONE 35 //currently unused //#define INVISIBILITY_LEVEL_ONE 35 //currently unused
#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused //#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_LEVEL_TWO 45 //currently unused //#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_OBSERVER 60 #define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60 #define SEE_INVISIBLE_OBSERVER 60

View File

@@ -15,6 +15,5 @@
#define EMPED 8 // temporary broken by EMP pulse #define EMPED 8 // temporary broken by EMP pulse
//ai power requirement defines //ai power requirement defines
#define POWER_REQ_NONE 0
#define POWER_REQ_ALL 1 #define POWER_REQ_ALL 1
#define POWER_REQ_CLOCKCULT 2 #define POWER_REQ_CLOCKCULT 2

View File

@@ -7,8 +7,6 @@
#define STATUS_EFFECT_REPLACE 2 //if it allows only one, but new instances replace #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 // // BUFFS //
/////////// ///////////

View File

@@ -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*/ 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) 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 //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 if(initator.dir == target.dir) //mobs are facing the same direction
return FACING_SAME_DIR return FACING_SAME_DIR
if(is_A_facing_B(initator,target) && is_A_facing_B(target,initator)) //mobs are facing each other if(is_A_facing_B(initator,target) && is_A_facing_B(target,initator)) //mobs are facing each other

View File

@@ -1,10 +1,8 @@
//Each lists stores ckeys for "Never for this round" option category //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_SENTIENCE_POTION "sentience_potion"
#define POLL_IGNORE_POSSESSED_BLADE "possessed_blade" #define POLL_IGNORE_POSSESSED_BLADE "possessed_blade"
#define POLL_IGNORE_ALIEN_LARVA "alien_larva" #define POLL_IGNORE_ALIEN_LARVA "alien_larva"
#define POLL_IGNORE_CLOCKWORK_MARAUDER "clockwork_marauder"
#define POLL_IGNORE_SYNDICATE "syndicate" #define POLL_IGNORE_SYNDICATE "syndicate"
#define POLL_IGNORE_HOLOPARASITE "holoparasite" #define POLL_IGNORE_HOLOPARASITE "holoparasite"

View File

@@ -66,7 +66,7 @@
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey #define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:16,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_storage_r "CENTER+1:18,SOUTH:5"//alien
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien #define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien

View File

@@ -10,6 +10,8 @@
By default, emulate the user's unarmed attack By default, emulate the user's unarmed attack
*/ */
#define TK_MAXRANGE 15
/atom/proc/attack_tk(mob/user) /atom/proc/attack_tk(mob/user)
if(user.stat || !tkMaxRangeCheck(user, src)) if(user.stat || !tkMaxRangeCheck(user, src))
return return
@@ -188,3 +190,6 @@
/obj/item/tk_grab/suicide_act(mob/user) /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>") 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) return (OXYLOSS)
#undef TK_MAXRANGE

View File

@@ -26,7 +26,6 @@ Possible to do for anyone motivated enough:
#define HOLOPAD_PASSIVE_POWER_USAGE 1 #define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2 #define HOLOGRAM_POWER_USAGE 2
#define HOLOPAD_MODE RANGE_BASED
/obj/machinery/holopad /obj/machinery/holopad
name = "holopad" name = "holopad"

View File

@@ -269,9 +269,6 @@
if(TURF_WET_PERMAFROST) if(TURF_WET_PERMAFROST)
intensity = 120 intensity = 120
lube_flags = SLIDE_ICE | GALOSHES_DONT_HELP lube_flags = SLIDE_ICE | GALOSHES_DONT_HELP
if(TURF_WET_SLIDE)
intensity = 80
lube_flags = SLIDE | GALOSHES_DONT_HELP
else else
qdel(GetComponent(/datum/component/slippery)) qdel(GetComponent(/datum/component/slippery))
return return

View File

@@ -45,9 +45,6 @@ GLOBAL_PROTECT(protected_ranks)
/datum/admin_rank/vv_edit_var(var_name, var_value) /datum/admin_rank/vv_edit_var(var_name, var_value)
return FALSE return FALSE
#if DM_VERSION > 512
#error remove the rejuv keyword from this proc
#endif
/proc/admin_keyword_to_flag(word, previous_rights=0) /proc/admin_keyword_to_flag(word, previous_rights=0)
var/flag = 0 var/flag = 0
switch(ckey(word)) switch(ckey(word))
@@ -85,9 +82,6 @@ GLOBAL_PROTECT(protected_ranks)
flag = R_DBRANKS flag = R_DBRANKS
if("@","prev") if("@","prev")
flag = previous_rights flag = previous_rights
if("rejuv","rejuvinate")
stack_trace("Legacy keyword rejuvinate used defaulting to R_ADMIN")
flag = R_ADMIN
return flag return flag
// Adds/removes rights to this admin_rank // Adds/removes rights to this admin_rank

View File

@@ -1,5 +1,4 @@
// Contains cult communion, guide, and cult master abilities // Contains cult communion, guide, and cult master abilities
#define MARK_COOLDOWN
/datum/action/innate/cult /datum/action/innate/cult
icon_icon = 'icons/mob/actions/actions_cult.dmi' icon_icon = 'icons/mob/actions/actions_cult.dmi'

View File

@@ -2,6 +2,9 @@ GLOBAL_VAR_INIT(total_runtimes, GLOB.total_runtimes || 0)
GLOBAL_VAR_INIT(total_runtimes_skipped, 0) GLOBAL_VAR_INIT(total_runtimes_skipped, 0)
#ifdef DEBUG #ifdef DEBUG
#define ERROR_USEFUL_LEN 2
/world/Error(exception/E, datum/e_src) /world/Error(exception/E, datum/e_src)
GLOB.total_runtimes++ GLOB.total_runtimes++

View File

@@ -74,4 +74,4 @@
return FIELD_EDGE return FIELD_EDGE
if(O.parent == F) if(O.parent == F)
return FIELD_TURF return FIELD_TURF
return NO_FIELD return FALSE

View File

@@ -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_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 #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() /mob/living/carbon/human/Life()
set invisibility = 0 set invisibility = 0
if (notransform) 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 adjustToxLoss(4) //Let's be honest you shouldn't be alive by now
#undef HUMAN_MAX_OXYLOSS #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

View File

@@ -1,3 +1,4 @@
#define MAX_RANGE_FIND 32
/mob/living/carbon/monkey /mob/living/carbon/monkey
var/aggressive=0 // set to 1 using VV for an angry monkey var/aggressive=0 // set to 1 using VV for an angry monkey
@@ -475,3 +476,5 @@
if(A) if(A)
dropItemToGround(A, TRUE) dropItemToGround(A, TRUE)
update_icons() update_icons()
#undef MAX_RANGE_FIND

View File

@@ -50,7 +50,7 @@
var/turf/T = get_turf(src) var/turf/T = get_turf(src)
var/area/A = get_area(src) var/area/A = get_area(src)
switch(requires_power) switch(requires_power)
if(POWER_REQ_NONE) if(NONE)
return FALSE return FALSE
if(POWER_REQ_ALL) if(POWER_REQ_ALL)
return !T || !A || ((!A.power_equip || isspaceturf(T)) && !is_type_in_list(loc, list(/obj/item, /obj/mecha))) return !T || !A || ((!A.power_equip || isspaceturf(T)) && !is_type_in_list(loc, list(/obj/item, /obj/mecha)))

View File

@@ -154,6 +154,7 @@
return 1 return 1
return 0 return 0
#undef VOX_DELAY
#endif #endif
/mob/living/silicon/ai/could_speak_in_language(datum/language/dt) /mob/living/silicon/ai/could_speak_in_language(datum/language/dt)

View File

@@ -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 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_RD_HACK_FAILED "RDHACKFAIL"
#define DRAIN_MOB_SHOCK "MOBSHOCK" #define DRAIN_MOB_SHOCK "MOBSHOCK"
#define DRAIN_MOB_SHOCK_FAILED "MOBSHOCKFAIL" #define DRAIN_MOB_SHOCK_FAILED "MOBSHOCKFAIL"

View File

@@ -18,6 +18,11 @@ field_generator power level display
#define FG_CHARGING 1 #define FG_CHARGING 1
#define FG_ONLINE 2 #define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/obj/machinery/field/generator /obj/machinery/field/generator
name = "field generator" name = "field generator"
desc = "A large thermal battery that projects a high amount of energy when powered." desc = "A large thermal battery that projects a high amount of energy when powered."

View File

@@ -81,14 +81,8 @@
#define COMPFRICTION 5e5 #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() /obj/machinery/power/compressor/locate_machinery()
if(turbine) if(turbine)
return 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 // 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. // 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 TURBGENQ 100000
#define TURBGENG 0.5 #define TURBGENG 0.5
@@ -370,3 +363,7 @@
if("reconnect") if("reconnect")
locate_machinery() locate_machinery()
. = TRUE . = TRUE
#undef COMPFRICTION
#undef TURBGENQ
#undef TURBGENG

View File

@@ -27,7 +27,7 @@
var/obj/item/ammo_casing/chambered = null 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 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_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/burst_size = 1 //how large a burst is
var/fire_delay = 0 //rate of fire for burst firing and semi auto 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 var/firing_burst = 0 //Prevent the weapon from firing again while already firing

View File

@@ -21,9 +21,9 @@
/obj/item/gun/ballistic/update_icon() /obj/item/gun/ballistic/update_icon()
..() ..()
if(current_skin) 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 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) /obj/item/gun/ballistic/process_chamber(empty_chamber = 1)
@@ -185,7 +185,7 @@
/obj/item/gun/ballistic/proc/sawoff(mob/user) /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>") to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
return return
user.changeNext_move(CLICK_CD_MELEE) user.changeNext_move(CLICK_CD_MELEE)
@@ -197,7 +197,7 @@
return return
if(do_after(user, 30, target = src)) if(do_after(user, 30, target = src))
if(sawn_state == SAWN_OFF) if(sawn_off)
return return
user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>") user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
name = "sawn-off [src.name]" name = "sawn-off [src.name]"
@@ -206,7 +206,7 @@
item_state = "gun" item_state = "gun"
slot_flags &= ~SLOT_BACK //you can't sling it on your back 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) 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() update_icon()
return 1 return 1

View File

@@ -311,7 +311,7 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params) /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 var/obj/item/stack/cable_coil/C = A
if(C.use(10)) if(C.use(10))
slot_flags = SLOT_BACK slot_flags = SLOT_BACK
@@ -339,7 +339,7 @@
icon_state = "ishotgun" icon_state = "ishotgun"
item_state = "gun" item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
sawn_state = SAWN_OFF sawn_off = TRUE
slot_flags = SLOT_BELT slot_flags = SLOT_BELT