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Moves around a bunch of stuff in the codebase. Add a file explaining the general structure of the codebase. (#37568)
* game/centcomm_orders => datums/centcomm_orders * code/defines/procs => code/game/procs * Moves around the rest of code/defines. * C:/Program Files/Git/obj/structure/signpost into misc_structures.dm * game/events into game/adminbus_events to distinguish from random events * game/dna => modules/dna. 1] Moving files * game/dna => modules/dna 2. defines up top * game/dna => modules/dna : .dme * game/shuttles into modules/shuttles * game/mecha into modules/mecha * game/jobs => modules/jobs ; game/striketeams => datums/striketeams * Rest of code/game folder. * ATMOSPHERICS => game/machinery/ATMOSPHERICS * ZAS => modules/ZAS * Read me * dll * double s * other typo
This commit is contained in:
47
__DEFINES/dna2.dm
Normal file
47
__DEFINES/dna2.dm
Normal file
@@ -0,0 +1,47 @@
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// What each index means:
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#define DNA_OFF_LOWERBOUND 1
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#define DNA_OFF_UPPERBOUND 2
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#define DNA_ON_LOWERBOUND 3
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#define DNA_ON_UPPERBOUND 4
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// Define block bounds (off-low,off-high,on-low,on-high)
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// Used in setupgame.dm
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#define DNA_DEFAULT_BOUNDS list(1,2049,2050,4095)
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#define DNA_HARDER_BOUNDS list(1,3049,3050,4095)
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#define DNA_HARD_BOUNDS list(1,3490,3500,4095)
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// UI Indices (can change to mutblock style, if desired)
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#define DNA_UI_HAIR_R 1
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#define DNA_UI_HAIR_G 2
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#define DNA_UI_HAIR_B 3
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#define DNA_UI_BEARD_R 4
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#define DNA_UI_BEARD_G 5
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#define DNA_UI_BEARD_B 6
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#define DNA_UI_SKIN_TONE 7
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#define DNA_UI_EYES_R 8
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#define DNA_UI_EYES_G 9
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#define DNA_UI_EYES_B 10
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#define DNA_UI_GENDER 11
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#define DNA_UI_BEARD_STYLE 12
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#define DNA_UI_HAIR_STYLE 13
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#define DNA_UI_LENGTH 13 // Update this when you add something, or you WILL break shit.
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// Bit flag related to a dna2 block.
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#define MUTCHK_FORCED 1
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/////////////////
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// GENE DEFINES
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/////////////////
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// Skip checking if it's already active.
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// Used for genes that check for value rather than a binary on/off.
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#define GENE_ALWAYS_ACTIVATE 1
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// One of the genes that can't be handed out at roundstart
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#define GENE_UNNATURAL 2
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// Species gene
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#define GENE_NATURAL 4
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#define GENETYPE_BAD 0
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#define GENETYPE_GOOD 1
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@@ -305,7 +305,7 @@ var/list/potential_bonus_items = list(
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var/vox_raider_data = SSpersistence_misc.read_data(/datum/persistence_task/vox_raiders)
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var/score_to_beat = vox_raider_data["best_score"]
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var/best_team = vox_raider_data["winning_team"]
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info = {"<h4>The shoal needs us to gather ressources. </h4>
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info = {"<h4>The shoal needs us to gather resources. </h4>
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<br/>
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Our best agents of all time were able to gather an estimate of [score_to_beat] voxcoins in assets, on [vox_raider_data["MM"]]/[vox_raider_data["DD"]]/[vox_raider_data["YY"]]. <br/>
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Their names are as follows: [best_team]."}
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0
code/ATMOSPHERICS/components/trinary_devices/filter.dm → code/game/machinery/ATMOSPHERICS/components/trinary_devices/filter.dm
Executable file → Normal file
0
code/ATMOSPHERICS/components/trinary_devices/filter.dm → code/game/machinery/ATMOSPHERICS/components/trinary_devices/filter.dm
Executable file → Normal file
@@ -1,22 +1,3 @@
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/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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/obj/structure/signpost/attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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/obj/structure/signpost/attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z)
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return
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user.loc.loc.Exited(user)
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user.forceMove(pick(latejoin))
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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@@ -81,3 +81,22 @@
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desc = "Must be a culture thing."
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density = 0
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anchored = 1
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/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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/obj/structure/signpost/attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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/obj/structure/signpost/attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z)
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return
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user.loc.loc.Exited(user)
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user.forceMove(pick(latejoin))
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if("No")
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return
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@@ -4,34 +4,6 @@
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* @author N3X15 <nexisentertainment@gmail.com>
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*/
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// What each index means:
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#define DNA_OFF_LOWERBOUND 1
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#define DNA_OFF_UPPERBOUND 2
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#define DNA_ON_LOWERBOUND 3
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#define DNA_ON_UPPERBOUND 4
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// Define block bounds (off-low,off-high,on-low,on-high)
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// Used in setupgame.dm
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#define DNA_DEFAULT_BOUNDS list(1,2049,2050,4095)
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#define DNA_HARDER_BOUNDS list(1,3049,3050,4095)
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#define DNA_HARD_BOUNDS list(1,3490,3500,4095)
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// UI Indices (can change to mutblock style, if desired)
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#define DNA_UI_HAIR_R 1
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#define DNA_UI_HAIR_G 2
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#define DNA_UI_HAIR_B 3
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#define DNA_UI_BEARD_R 4
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#define DNA_UI_BEARD_G 5
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#define DNA_UI_BEARD_B 6
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#define DNA_UI_SKIN_TONE 7
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#define DNA_UI_EYES_R 8
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#define DNA_UI_EYES_G 9
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#define DNA_UI_EYES_B 10
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#define DNA_UI_GENDER 11
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#define DNA_UI_BEARD_STYLE 12
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#define DNA_UI_HAIR_STYLE 13
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#define DNA_UI_LENGTH 13 // Update this when you add something, or you WILL break shit.
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// see DNA_SE_LENGTH in global.dm - you MUST change this if you are adding a new power.
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// Defines which values mean "on" or "off".
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@@ -89,23 +61,6 @@ var/global/list/facial_hair_styles_female_list = list()
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facial_hair_styles_female_list += H.name
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return
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/////////////////
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// GENE DEFINES
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/////////////////
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// Skip checking if it's already active.
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// Used for genes that check for value rather than a binary on/off.
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#define GENE_ALWAYS_ACTIVATE 1
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// One of the genes that can't be handed out at roundstart
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#define GENE_UNNATURAL 2
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// Species gene
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#define GENE_NATURAL 4
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#define GENETYPE_BAD 0
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#define GENETYPE_GOOD 1
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/datum/dna
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// READ-ONLY, GETS OVERWRITTEN
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// DO NOT FUCK WITH THESE OR BYOND WILL EAT YOUR FACE
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@@ -3,7 +3,6 @@
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// M: Mob to mess with
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// connected: Machine we're in, type unchecked so I doubt it's used beyond monkeying
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// flags: See below, bitfield.
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#define MUTCHK_FORCED 1
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/proc/domutcheck(var/mob/living/M, var/connected=null, var/flags=0)
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if(!M)
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