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* Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#61719) * Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783) * bonkies * fix merge * secret gateway update (#62003) admins are now notified about a secret gateway load failing, also logs this secret z levels are protected from incorporeal movement fixes unpowered ruin areas being powered adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine) adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever * yesss * Update walks.dm * last fixed Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
17 lines
565 B
Plaintext
17 lines
565 B
Plaintext
// Helpers for checking whether a z-level conforms to a specific requirement
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// Basic levels
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#define is_centcom_level(z) SSmapping.level_trait(z, ZTRAIT_CENTCOM)
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#define is_station_level(z) SSmapping.level_trait(z, ZTRAIT_STATION)
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#define is_mining_level(z) SSmapping.level_trait(z, ZTRAIT_MINING)
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#define is_reebe(z) SSmapping.level_trait(z, ZTRAIT_REEBE)
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#define is_reserved_level(z) SSmapping.level_trait(z, ZTRAIT_RESERVED)
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#define is_away_level(z) SSmapping.level_trait(z, ZTRAIT_AWAY)
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#define is_secret_level(z) SSmapping.level_trait(z, ZTRAIT_SECRET)
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