//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31 #if DM_VERSION < 510 #error Your version of byond is too old, you need version 510 or higher #endif #define RUNWARNING // disable if they re-enable run() in 507 or newer. // They did, tested in 508.1296 - N3X #ifndef RUNWARNING #warn If you have issues with retrieving logs update byond on the server and client to 507.1277 or greater, or uncomment RUNWARNING #endif #define DEBUG #define PROFILE_MACHINES // Disable when not debugging. #define ARBITRARILY_LARGE_NUMBER 10000 //Used in delays.dm and vehicle.dm. Upper limit on delays #define MAX_VALUE 65535 #ifdef PROFILE_MACHINES #define CHECK_DISABLED(TYPE) if(disable_##TYPE) return var/global/disable_scrubbers = 0 var/global/disable_vents = 0 #else #define CHECK_DISABLED(TYPE) /* DO NOTHINK */ #endif #define PIPING_LAYER_DEFAULT 3 //starting value - this is the "central" pipe #define PIPING_LAYER_INCREMENT 1 //how much the smallest step in piping_layer is #define PIPING_LAYER_MIN 1 #define PIPING_LAYER_MAX 5 #define PIPING_LAYER_P_X 5 //each positive increment of piping_layer changes the pixel_x by this amount #define PIPING_LAYER_P_Y -5 //same, but negative because they form a diagonal #define PIPING_LAYER_LCHANGE 0.05 //how much the layer var changes per increment #define PI 3.1415 #define R_IDEAL_GAS_EQUATION 8.314 //kPa*L/(K*mol) #define ONE_ATMOSPHERE 101.325 //kPa #define CELL_VOLUME 2500 //liters in a cell #define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC - about 103.934 in case you're searching #define O2STANDARD 0.21 #define N2STANDARD 0.79 #define MOLES_O2STANDARD MOLES_CELLSTANDARD*O2STANDARD // O2 standard value (21%) #define MOLES_N2STANDARD MOLES_CELLSTANDARD*N2STANDARD // N2 standard value (79%) #define MOLES_PLASMA_VISIBLE 0.7 //Moles in a standard cell after which plasma is visible #define MIN_PLASMA_DAMAGE 1 #define MAX_PLASMA_DAMAGE 10 #define mouse_respawn_time 5 //Amount of time that must pass between a player dying as a mouse and repawning as a mouse. In minutes. #define BREATH_VOLUME 0.5 //liters in a normal breath #define BREATH_MOLES (ONE_ATMOSPHERE * BREATH_VOLUME /(T20C*R_IDEAL_GAS_EQUATION)) #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 #define BASE_ZAS_FUEL_REQ 0.1 // 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 WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE) #define WARNING_LOW_PRESSURE 50 //This is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE) #define HAZARD_LOW_PRESSURE 20 //This is when the black ultra-low pressure icon is displayed. (This one is set as a constant) #define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount. #define BODYTEMP_AUTORECOVERY_DIVISOR 0.5 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive. #define BODYTEMP_AUTORECOVERY_MAXIMUM 2.0 //Maximum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 0.5 . #define BODYTEMP_COLD_DIVISOR 100 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster. #define BODYTEMP_HEAT_DIVISOR 80 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster. #define BODYTEMP_HEATING_MAX 10 //The maximum number of degrees that your body can heat up in 1 tick, when in a hot area. #define BODYTEMP_HEAT_DAMAGE_LIMIT 360.15 // The limit the human body can take before it starts taking damage from heat. #define BODYTEMP_COLD_DAMAGE_LIMIT 220.15 // The limit the human body can take before it starts taking damage from coldness. #define SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE 5000 //These need better heat protect #define FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE 30000 //what max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0. #define FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 30000 //for fire helmet quality items (red and white hardhats) #define HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 600 //For normal helmets #define ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE 600 //For armor #define GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE 1500 //For some gloves #define SHOE_MAX_HEAT_PROTECTION_TEMPERATURE 1500 //For gloves #define IS_SPACE_COLD 1 #define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE #define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :( #define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value). #define PRESSURE_SUIT_REDUCTION_COEFFICIENT 0.8 //This is how much (percentual) a suit with the flag STOPSPRESSUREDMG reduces pressure. #define PRESSURE_HEAD_REDUCTION_COEFFICIENT 0.4 //This is how much (percentual) a helmet/hat with the flag STOPSPRESSUREDMG reduces pressure. // Heat Conductivity - 1 is fully conductive, 0 is fully insulative. #define ARMOUR_HEAT_CONDUCTIVITY 0.4 //For armour #define INS_ARMOUR_HEAT_CONDUCTIVITY 0.2 //For heat insulated suits like hardsuits or jumpers. #define MASK_HEAT_CONDUCTIVITY 0.4 //For normal masks #define INS_MASK_HEAT_CONDUCTIVITY 0.2 //For heat insulated masks such as a balaclavas, scarves & gas masks #define JUMPSUIT_HEAT_CONDUCTIVITY 0.4 //For normal jumpsuits #define INS_JUMPSUIT_HEAT_CONDUCTIVITY 0.1 //For heat insulated jumpsuits, if such a thing is even possible. #define SHOE_HEAT_CONDUCTIVITY 0.4 //For normal shoes. #define INS_SHOE_HEAT_CONDUCTIVITY 0.3 //For insulated shoes like jackboots or magboots. #define HELMET_HEAT_CONDUCTIVITY 0.4 //For helmets #define INS_HELMET_HEAT_CONDUCTIVITY 0.2 //For heat insulated helmets #define GLOVES_HEAT_CONDUCTIVITY 0.4 //For normal gloves. #define INS_GLOVES_HEAT_CONDUCTIVITY 0.2 //For some heat insulated gloves (black and yellow.) #define SPACESUIT_HEAT_CONDUCTIVITY 0 // until a time where space is no longer cold // Doors! #define DOOR_CRUSH_DAMAGE 10 // Factor of how fast mob nutrition decreases #define HUNGER_FACTOR 0.15 // Please remember when editing this that it will also affect hypothermia. // How many units of reagent are consumed per tick, by default. #define REAGENTS_METABOLISM 0.2 // By defining the effect multiplier this way, it'll exactly adjust // all effects according to how they originally were with the 0.4 metabolism #define REAGENTS_EFFECT_MULTIPLIER REAGENTS_METABOLISM / 0.4 #define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05 //Minimum ratio of air that must move to/from a tile to suspend group processing #define MINIMUM_AIR_TO_SUSPEND MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND //Minimum amount of air that has to move before a group processing can be suspended #define MINIMUM_MOLES_DELTA_TO_MOVE MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND //Either this must be active #define MINIMUM_TEMPERATURE_TO_MOVE T20C+100 //or this (or both, obviously) #define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012 #define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4 //Minimum temperature difference before group processing is suspended #define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5 //Minimum temperature difference before the gas temperatures are just set to be equal #define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION T20C+10 #define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION T20C+200 #define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4 #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 WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now //Must be between 0 and 1. Values closer to 1 equalize temperature faster //Should not exceed 0.4 else strange heat flow occur #define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C #define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C #define FIRE_SPREAD_RADIOSITY_SCALE 0.85 #define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile #define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile #define FIRE_GROWTH_RATE 40000 //For small fires //#define WATER_BOIL_TEMP 393 // Fire Damage #define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C #define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Plasma fire properties #define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C #define PLASMA_FLASHPOINT 246+T0C #define PLASMA_UPPER_TEMPERATURE 1370+T0C #define PLASMA_MINIMUM_OXYGEN_NEEDED 2 #define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 20 #define PLASMA_OXYGEN_FULLBURN 10 #define T0C 273.15 // 0degC #define T20C 293.15 // 20degC #define TCMB 2.73 // -270.42degC var/turf/space/Space_Tile = locate(/turf/space) // A space tile to reference when atmos wants to remove excess heat. #define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) // Tank starts leaking #define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) // Tank spills all contents into atmosphere #define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) // Boom 3x3 base explosion #define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) // +1 for each SCALE kPa aboe threshold // was 2 atm //This was a define, but I changed it to a variable so it can be changed in-game.(kept the all-caps definition because... code...) -Errorage var/MAX_EXPLOSION_RANGE = 14 //#define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE #define HUMAN_STRIP_DELAY 40 //takes 40ds = 4s to strip someone. #define ALIEN_SELECT_AFK_BUFFER 1 // How many minutes that a person can be AFK before not being allowed to be an alien. #define ROLE_SELECT_AFK_BUFFER 1 // Default value. #define NORMPIPERATE 30 //pipe-insulation rate divisor #define HEATPIPERATE 8 //heat-exch pipe insulation #define FLOWFRAC 0.99 // fraction of gas transfered per process #define SHOES_SLOWDOWN -1.0 // How much shoes slow you down by default. Negative values speed you up //WEIGHT CLASSES #define W_CLASS_TINY 1 #define W_CLASS_SMALL 2 #define W_CLASS_MEDIUM 3 #define W_CLASS_LARGE 4 #define W_CLASS_HUGE 5 #define W_CLASS_GIANT 20 //ITEM INVENTORY SLOT BITMASKS #define SLOT_OCLOTHING 1 #define SLOT_ICLOTHING 2 #define SLOT_GLOVES 4 #define SLOT_EYES 8 #define SLOT_EARS 16 #define SLOT_MASK 32 #define SLOT_HEAD 64 #define SLOT_FEET 128 #define SLOT_ID 256 #define SLOT_BELT 512 #define SLOT_BACK 1024 #define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets. #define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets. #define SLOT_TWOEARS 8192 #define SLOT_LEGS = 16384 //FLAGS BITMASK //Item flags! #define PROXMOVE 1 //Will the code check us when we move or when something moves near us? #define SLOWDOWN_WHEN_CARRIED 2 //Apply slowdown when carried in hands, instead of only when worn #define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message with the default handler #define MASKINTERNALS 8 // mask allows internals //#define SUITSPACE 8 // suit protects against space #define TWOHANDABLE 32 #define MUSTTWOHAND 64 #define FPRINT 256 // takes a fingerprint #define ON_BORDER 512 // item has priority to check when entering or leaving #define NOBLOODY 2048 // used to items if they don't want to get a blood overlay #define HEAR 16 #define HEAR_ALWAYS 32 // Assign a virtualhearer to the mob even when no client is controlling it. #define NOSLIP 1024 //prevents from slipping on wet floors, in space etc #define OPENCONTAINER 4096 // is an open container for chemistry purposes #define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL) #define ONESIZEFITSALL 8192 #define PLASMAGUARD 16384 //Does not get contaminated by plasma. #define NOREACT 16384 //Reagents dont' react inside this container. #define BLOCK_BREATHING 32768 //When worn, prevents breathing! #define INVULNERABLE 128 #define ALL ~0 #define NONE 0 //flags for pass_flags #define PASSTABLE 1 #define PASSGLASS 2 #define PASSGRILLE 4 #define PASSBLOB 8 #define PASSMACHINE 16//computers, vending machines, rnd machines /* These defines are used specifically with the atom/movable/languages bitmask. They are used in atom/movable/Hear() and atom/movable/say() to determine whether hearers can understand a message. They also have a secondary use in Bump() code for living mobs, in the mob_bump_flag and mob_swap_flags/mob_push_flags vars */ #define HUMAN 1 #define MONKEY 2 #define ALIEN 4 #define ROBOT 8 #define SLIME 16 #define SIMPLE_ANIMAL 32 #define ALLMOBS 63 //update this //turf-only flags #define NOJAUNT 1 #define NO_MINIMAP 2 //Invisible to minimaps (fuck minimaps) //slots #define slot_back 1 #define slot_wear_mask 2 #define slot_handcuffed 3 #define slot_l_hand 4 #define slot_r_hand 5 #define slot_belt 6 #define slot_wear_id 7 #define slot_ears 8 #define slot_glasses 9 #define slot_gloves 10 #define slot_head 11 #define slot_shoes 12 #define slot_wear_suit 13 #define slot_w_uniform 14 #define slot_l_store 15 #define slot_r_store 16 #define slot_s_store 17 #define slot_in_backpack 18 #define slot_legcuffed 19 #define slot_legs 21 //Cant seem to find a mob bitflags area other than the powers one // bitflags for mob parts #define HEAD 1 //specifically the top of the head- imagine it as the scalp. #define EYES 2048 #define MOUTH 4096 #define EARS 8192 #define UPPER_TORSO 2 #define LOWER_TORSO 4 #define LEG_LEFT 8 #define LEG_RIGHT 16 #define FOOT_LEFT 32 #define FOOT_RIGHT 64 #define ARM_LEFT 128 #define ARM_RIGHT 256 #define HAND_LEFT 512 #define HAND_RIGHT 1024 // bitflags for clothing parts #define FULL_TORSO UPPER_TORSO|LOWER_TORSO #define FACE EYES|MOUTH|BEARD #define BEARD 32768 #define FULL_HEAD HEAD|EYES|MOUTH|EARS #define LEGS LEG_LEFT|LEG_RIGHT // 24 #define FEET FOOT_LEFT|FOOT_RIGHT //96 #define ARMS ARM_LEFT|ARM_RIGHT //384 #define HANDS HAND_LEFT|HAND_RIGHT //1536 #define FULL_BODY FULL_HEAD|HANDS|FULL_TORSO|ARMS|FEET|LEGS #define IGNORE_INV 16384 // Don't make stuff invisible // bitflags for invisibility #define HIDEGLOVES HANDS #define HIDEJUMPSUIT ARMS|LEGS|FULL_TORSO #define HIDESHOES FEET #define HIDEMASK FACE #define HIDEEARS EARS #define HIDEEYES EYES #define HIDEFACE FACE #define HIDEHEADHAIR EARS|HEAD #define HIDEBEARDHAIR BEARD #define HIDEHAIR HIDEHEADHAIR|HIDEBEARDHAIR #define HIDESUITSTORAGE LOWER_TORSO // 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() as well as calculate_affecting_pressure() now // 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 each of the head parts has 7.5% #define COVER_PROTECTION_HEAD 0.075 #define COVER_PROTECTION_EYES 0.075 #define COVER_PROTECTION_MOUTH 0.075 #define COVER_PROTECTION_EARS 0.075 #define COVER_PROTECTION_UPPER_TORSO 0.15 #define COVER_PROTECTION_LOWER_TORSO 0.15 #define COVER_PROTECTION_LEG_LEFT 0.075 #define COVER_PROTECTION_LEG_RIGHT 0.075 #define COVER_PROTECTION_FOOT_LEFT 0.025 #define COVER_PROTECTION_FOOT_RIGHT 0.025 #define COVER_PROTECTION_ARM_LEFT 0.075 #define COVER_PROTECTION_ARM_RIGHT 0.075 #define COVER_PROTECTION_HAND_LEFT 0.025 #define COVER_PROTECTION_HAND_RIGHT 0.025 var/global/list/BODY_PARTS = list(HEAD,EYES,EARS,MOUTH,UPPER_TORSO,LOWER_TORSO,LEG_RIGHT,LEG_LEFT,FOOT_LEFT,FOOT_RIGHT,ARM_LEFT,ARM_RIGHT,HAND_LEFT,HAND_RIGHT) var/global/list/BODY_COVER_VALUE_LIST=list("[HEAD]" = COVER_PROTECTION_HEAD,"[EYES]" = COVER_PROTECTION_EYES,"[EARS]" = COVER_PROTECTION_EARS, "[MOUTH]" = COVER_PROTECTION_MOUTH, "[UPPER_TORSO]" = COVER_PROTECTION_UPPER_TORSO,"[LOWER_TORSO]" = COVER_PROTECTION_LOWER_TORSO,"[LEG_LEFT]" = COVER_PROTECTION_LEG_LEFT,"[LEG_RIGHT]" = COVER_PROTECTION_LEG_RIGHT,"[FOOT_LEFT]" = COVER_PROTECTION_FOOT_LEFT,"[FOOT_RIGHT]" = COVER_PROTECTION_FOOT_RIGHT,"[ARM_LEFT]" = COVER_PROTECTION_ARM_LEFT,"[ARM_RIGHT]" = COVER_PROTECTION_ARM_RIGHT,"[HAND_LEFT]" = COVER_PROTECTION_HAND_LEFT,"[HAND_RIGHT]" = COVER_PROTECTION_HAND_RIGHT) //bitflags for mutations // Extra powers: #define SHADOW (1<<10) // shadow teleportation (create in/out portals anywhere) (25%) #define SCREAM (1<<11) // supersonic screaming (25%) #define EXPLOSIVE (1<<12) // exploding on-demand (15%) #define REGENERATION (1<<13) // superhuman regeneration (30%) #define REPROCESSOR (1<<14) // eat anything (50%) #define SHAPESHIFTING (1<<15) // take on the appearance of anything (40%) #define PHASING (1<<16) // ability to phase through walls (40%) #define SHIELD (1<<17) // shielding from all projectile attacks (30%) #define SHOCKWAVE (1<<18) // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%) #define ELECTRICITY (1<<19) // ability to shoot electric attacks (15%) // String identifiers for associative list lookup // mob/var/list/mutations // Used in preferences. #define DISABILITY_FLAG_NEARSIGHTED 1 #define DISABILITY_FLAG_FAT 2 #define DISABILITY_FLAG_EPILEPTIC 4 #define DISABILITY_FLAG_DEAF 8 /////////////////////////////////////// // MUTATIONS /////////////////////////////////////// // Generic mutations: #define M_TK 1 #define M_RESIST_COLD 2 #define M_XRAY 3 #define M_HULK 4 #define M_CLUMSY 5 #define M_FAT 6 #define M_HUSK 7 #define M_NOCLONE 8 // Extra powers: #define M_LASER 9 // harm intent - click anywhere to shoot lasers from eyes #define M_CLAWS 10 // Deal extra damage with punches (but without gloves), can butcher animals without tools #define M_BEAK 11 // Can buther animals without tools #define M_TALONS 12 // Bonus kick damage //#define HEAL 12 // (Not implemented) healing people with hands //#define SHADOW 13 // (Not implemented) shadow teleportation (create in/out portals anywhere) (25%) //#define SCREAM 14 // (Not implemented) supersonic screaming (25%) //#define EXPLOSIVE 15 // (Not implemented) exploding on-demand (15%) //#define REGENERATION 16 // (Not implemented) superhuman regeneration (30%) //#define REPROCESSOR 17 // (Not implemented) eat anything (50%) //#define SHAPESHIFTING 18 // (Not implemented) take on the appearance of anything (40%) //#define PHASING 19 // (Not implemented) ability to phase through walls (40%) //#define SHIELD 20 // (Not implemented) shielding from all projectile attacks (30%) //#define SHOCKWAVE 21 // (Not implemented) attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%) //#define ELECTRICITY 22 // (Not implemented) ability to shoot electric attacks (15%) //2spooky #define SKELETON 29 #define PLANT 30 // Other Mutations: #define M_NO_BREATH 100 // no need to breathe #define M_REMOTE_VIEW 101 // remote viewing #define M_REGEN 102 // health regen #define M_RUN 103 // no slowdown #define M_REMOTE_TALK 104 // remote talking #define M_MORPH 105 // changing appearance #define M_RESIST_HEAT 106 // heat resistance #define M_HALLUCINATE 107 // hallucinations #define M_FINGERPRINTS 108 // no fingerprints #define M_NO_SHOCK 109 // insulated hands #define M_DWARF 110 // table climbing // Goon muts #define M_OBESITY 200 // Decreased metabolism #define M_TOXIC_FARTS 201 // Duh #define M_STRONG 202 // (Nothing) #define M_SOBER 203 // Increased alcohol metabolism #define M_PSY_RESIST 204 // Block remoteview #define M_SUPER_FART 205 // Duh #define M_SMILE 206 // :) #define M_ELVIS 207 // You ain't nothin' but a hound dog. // /vg/ muts #define M_LOUD 208 // CAUSES INTENSE YELLING #define M_WHISPER 209 // causes quiet whispering #define M_DIZZY 210 // Trippy. #define M_SANS 211 // IF YOU SEE THIS WHILST BROWSING CODE, YOU HAVE BEEN VISITED BY: THE FONT OF SHITPOSTING. GREAT LUCK AND WEALTH WILL COME TO YOU, BUT ONLY IF YOU SAY 'fuck comic sans' IN YOUR PR. #define M_FARSIGHT 212 // Increases mob's view range by 2 #define M_NOIR 213 // aww yis detective noir var/global/list/NOIRMATRIX = list(0.33,0.33,0.33,0,\ 0.33,0.33,0.33,0,\ 0.33,0.33,0.33,0,\ 0.00,0.00,0.00,1,\ 0.00,0.00,0.00,0) var/global/list/bad_changing_colour_ckeys = list() // Bustanuts #define M_HARDCORE 300 //disabilities #define NEARSIGHTED 1 #define EPILEPSY 2 #define COUGHING 4 #define TOURETTES 8 #define NERVOUS 16 //sdisabilities #define BLIND 1 #define MUTE 2 #define DEAF 4 //mob/var/stat things #define CONSCIOUS 0 #define UNCONSCIOUS 1 #define DEAD 2 // channel numbers for power #define EQUIP 1 #define LIGHT 2 #define ENVIRON 3 #define TOTAL 4 //for total power used only #define STATIC_EQUIP 5 #define STATIC_LIGHT 6 #define STATIC_ENVIRON 7 // bitflags for machine stat variable #define BROKEN 1 #define NOPOWER 2 #define POWEROFF 4 // tbd #define MAINT 8 // under maintaince #define EMPED 16 // temporary broken by EMP pulse //bitflags for door switches. #define OPEN 1 #define IDSCAN 2 #define BOLTS 4 #define SHOCK 8 #define SAFE 16 #define ENGINE_EJECT_Z 3 //metal, glass, rod stacks #define MAX_STACK_AMOUNT_METAL 50 #define MAX_STACK_AMOUNT_GLASS 50 #define MAX_STACK_AMOUNT_RODS 60 #define GAS_O2 (1 << 0) #define GAS_N2 (1 << 1) #define GAS_PL (1 << 2) #define GAS_CO2 (1 << 3) #define GAS_N2O (1 << 4) #define CC_PER_SHEET_METAL 3750 #define CC_PER_SHEET_GLASS 3750 #define CC_PER_SHEET_MISC 2000 #define INV_SLOT_SIGHT "sight_slot" #define INV_SLOT_TOOL "tool_slot" #define IS_MODE_COMPILED(MODE) (ispath(text2path("/datum/game_mode/"+(MODE)))) var/list/global_mutations = list() // list of hidden mutation things //Bluh shields //Damage things //TODO: merge these down to reduce on defines //Way to waste perfectly good damagetype names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc... #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define HALLOSS "halloss" #define STUN "stun" #define WEAKEN "weaken" #define PARALYZE "paralize" #define IRRADIATE "irradiate" #define AGONY "agony" // Added in PAIN! #define STUTTER "stutter" #define EYE_BLUR "eye_blur" #define DROWSY "drowsy" //intent flags yay #define I_HELP "help" #define I_DISARM "disarm" #define I_GRAB "grab" #define I_HURT "hurt" //I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches #define BRUTELOSS 1 #define FIRELOSS 2 #define TOXLOSS 4 #define OXYLOSS 8 //Bitflags defining which status effects could be or are inflicted on a mob #define CANSTUN 1 #define CANWEAKEN 2 #define CANPARALYSE 4 #define CANPUSH 8 #define GODMODE 4096 #define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath #define DISFIGURED 16384 //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system #define XENO_HOST 32768 //Tracks whether we're gonna be a baby alien's mummy. var/static/list/scarySounds = list('sound/weapons/thudswoosh.ogg','sound/weapons/Taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg','sound/items/Welder.ogg','sound/items/Welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg') //Grab levels #define GRAB_PASSIVE 1 #define GRAB_AGGRESSIVE 2 #define GRAB_NECK 3 #define GRAB_UPGRADING 4 #define GRAB_KILL 5 //Security levels #define SEC_LEVEL_GREEN 0 #define SEC_LEVEL_BLUE 1 #define SEC_LEVEL_RED 2 #define SEC_LEVEL_DELTA 3 #define TRANSITIONEDGE 7 //Distance from edge to move to another z-level /* var/list/liftable_structures = list(\ /obj/machinery/r_n_d/fabricator/mechanic_fab/autolathe, \ /obj/machinery/constructable_frame, \ /obj/machinery/portable_atmospherics/hydroponics, \ /obj/machinery/computer, \ /obj/machinery/optable, \ /obj/structure/dispenser, \ /obj/machinery/gibber, \ /obj/machinery/microwave, \ /obj/machinery/vending, \ /obj/machinery/seed_extractor, \ /obj/machinery/space_heater, \ /obj/machinery/recharge_station, \ /obj/machinery/flasher, \ /obj/structure/stool, \ /obj/structure/closet, \ /obj/machinery/photocopier, \ /obj/structure/filingcabinet, \ /obj/structure/reagent_dispensers, \ /obj/machinery/portable_atmospherics/canister) */ //A set of constants used to determine which type of mute an admin wishes to apply: //Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO etc = (MUTE_IC << 1) //Therefore there needs to be a gap between the flags for the automute flags #define MUTE_IC 1 #define MUTE_OOC 2 #define MUTE_PRAY 4 #define MUTE_ADMINHELP 8 #define MUTE_DEADCHAT 16 #define MUTE_ALL 31 //Number of identical messages required to get the spam-prevention automute thing to trigger warnings and automutes #define SPAM_TRIGGER_WARNING 5 #define SPAM_TRIGGER_AUTOMUTE 10 //Some constants for DB_Ban #define BANTYPE_PERMA 1 #define BANTYPE_TEMP 2 #define BANTYPE_JOB_PERMA 3 #define BANTYPE_JOB_TEMP 4 #define BANTYPE_ANY_FULLBAN 5 //used to locate stuff to unban. #define BANTYPE_APPEARANCE 6 #define BANTYPE_OOC_PERMA 7 #define BANTYPE_OOC_TEMP 8 #define SEE_INVISIBLE_MINIMUM 5 #define SEE_INVISIBLE_OBSERVER_NOLIGHTING 15 //Used by Ghosts when they click "Toggle Darkness". #define INVISIBILITY_LIGHTING 20 //Used by the lighting_overlay. Any value bellow that one will let you see in the dark. #define SEE_INVISIBLE_LIVING 25 //This what players have by default. #define SEE_INVISIBLE_LEVEL_ONE 35 //Used by mobs under certain conditions. #define INVISIBILITY_LEVEL_ONE 35 //Unused. #define SEE_INVISIBLE_LEVEL_TWO 45 //Used by mobs under certain conditions. #define INVISIBILITY_LEVEL_TWO 45 //Used by turrets inside their covers. #define INVISIBILITY_OBSERVER 60 //Used by Ghosts. #define SEE_INVISIBLE_OBSERVER 60 //Used by Ghosts. #define INVISIBILITY_MAXIMUM 100 /* FOR IN-GAME TESTING PURPOSES (var/sight bitflags) BLIND 1 SEE_MOBS 4 SEE_OBJS 8 SEE_TURFS 16 SEE_SELF 32 SEE_INFRA 64 SEE_PIXELS 256 */ // Object specific defines. #define CANDLE_LUM 2 //For how bright candles are. // Some mob defines below. #define AI_CAMERA_LUMINOSITY 5 #define BORGMESON 1 #define BORGTHERM 2 #define BORGXRAY 4 //some arbitrary defines to be used by self-pruning global lists. (see master_controller) #define PROCESS_KILL 26 //Used to trigger removal from a processing list #define HOSTILE_STANCE_IDLE 1 #define HOSTILE_STANCE_ALERT 2 #define HOSTILE_STANCE_ATTACK 3 #define HOSTILE_STANCE_ATTACKING 4 #define HOSTILE_STANCE_TIRED 5 #define ROUNDSTART_LOGOUT_REPORT_TIME 6000 //Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued. //Damage things #define CUT "cut" #define BRUISE "bruise" #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define HALLOSS "halloss" #define STUN "stun" #define WEAKEN "weaken" #define PARALYZE "paralize" #define IRRADIATE "irradiate" #define STUTTER "stutter" #define SLUR "slur" #define EYE_BLUR "eye_blur" #define DROWSY "drowsy" // Special 'weapons', used in damage procs #define WPN_HIGH_BODY_TEMP "High Body Temperature" #define WPN_LOW_BODY_TEMP "Low Body Temperature" ///////////////////ORGAN DEFINES/////////////////// #define ORGAN_CUT_AWAY 1 #define ORGAN_GAUZED 2 #define ORGAN_ATTACHABLE 4 #define ORGAN_BLEEDING 8 #define ORGAN_BROKEN 32 #define ORGAN_DESTROYED 64 #define ORGAN_ROBOT 128 #define ORGAN_SPLINTED 256 #define SALVED 512 #define ORGAN_DEAD 1024 #define ORGAN_MUTATED 2048 #define ORGAN_PEG 4096 // ROB'S MAGICAL PEGLEGS v2 //////////////////MATERIAL DEFINES///////////////// #define MAT_IRON "$iron" #define MAT_GLASS "$glass" #define MAT_GOLD "$gold" #define MAT_SILVER "$silver" #define MAT_URANIUM "$uranium" #define MAT_DIAMOND "$diamond" #define MAT_PHAZON "$phazon" #define MAT_PLASMA "$plasma" #define MAT_CLOWN "$clown" #define MAT_PLASTIC "$plastic" #define MAT_CARDBOARD "$cardboard" //Please don't edit these values without speaking to Errorage first ~Carn //Admin Permissions #define R_BUILDMODE 1 #define R_ADMIN 2 #define R_BAN 4 #define R_FUN 8 #define R_SERVER 16 #define R_DEBUG 32 #define R_POSSESS 64 #define R_PERMISSIONS 128 #define R_STEALTH 256 #define R_REJUVINATE 512 #define R_VAREDIT 1024 #define R_SOUNDS 2048 #define R_SPAWN 4096 #define R_MOD 8192 #define R_ADMINBUS 16384 #define R_MAXPERMISSION 16384 //This holds the maximum value for a permission. It is used in iteration, so keep it updated. #define R_HOST 65535 //Preference toggles #define SOUND_ADMINHELP 1 #define SOUND_MIDI 2 #define SOUND_AMBIENCE 4 #define SOUND_LOBBY 8 #define CHAT_OOC 16 #define CHAT_DEAD 32 #define CHAT_GHOSTEARS 64 #define CHAT_GHOSTSIGHT 128 #define CHAT_PRAYER 256 #define CHAT_RADIO 512 #define CHAT_ATTACKLOGS 1024 #define CHAT_DEBUGLOGS 2048 #define CHAT_LOOC 4096 #define CHAT_GHOSTRADIO 8192 #define SOUND_STREAMING 16384 // /vg/ #define CHAT_GHOSTPDA 32768 #define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_ATTACKLOGS|CHAT_LOOC|SOUND_STREAMING) ////////////////////////////////// // ROLES 2.0 ////////////////////////////////// // First bit is no/yes. // Second bit is persistence (save to char prefs). // Third bit is whether we polled for that role yet. #define ROLEPREF_ENABLE 1 // Enable role for this character. #define ROLEPREF_PERSIST 2 // Save preference. #define ROLEPREF_POLLED 4 // Have we polled this guy? #define ROLEPREF_NEVER ROLEPREF_PERSIST #define ROLEPREF_NO 0 #define ROLEPREF_YES ROLEPREF_ENABLE #define ROLEPREF_ALWAYS (ROLEPREF_ENABLE|ROLEPREF_PERSIST) // Masks. #define ROLEPREF_SAVEMASK 1 // 0b00000001 - For saving shit. #define ROLEPREF_VALMASK 3 // 0b00000011 - For a lot of things. // Should correspond to jobbans, too. #define ROLE_ALIEN "alien" #define ROLE_BLOB "blob" // New! #define ROLE_BORER "borer" // New! #define ROLE_CHANGELING "changeling" #define ROLE_COMMANDO "commando" // New! #define ROLE_CULTIST "cultist" #define ROLE_MALF "malf AI" #define ROLE_NINJA "ninja" #define ROLE_OPERATIVE "operative" // New! #define ROLE_PAI "pAI" #define ROLE_PLANT "Dionaea" #define ROLE_POSIBRAIN "posibrain" #define ROLE_REV "revolutionary" #define ROLE_TRAITOR "traitor" #define ROLE_VAMPIRE "vampire" #define ROLE_VOXRAIDER "vox raider" #define ROLE_WIZARD "wizard" #define AGE_MIN 17 //youngest a character can be #define AGE_MAX 85 //oldest a character can be /*//Languages! #define LANGUAGE_HUMAN 1 #define LANGUAGE_ALIEN 2 #define LANGUAGE_DOG 4 #define LANGUAGE_CAT 8 #define LANGUAGE_BINARY 16 #define LANGUAGE_OTHER 32768 #define LANGUAGE_UNIVERSAL 65535 */ #define LEFT 1 #define RIGHT 2 // for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans. #define HEALTH_HUD 1 // a simple line rounding the mob's number health #define STATUS_HUD 2 // alive, dead, diseased, etc. #define ID_HUD 3 // the job asigned to your ID #define WANTED_HUD 4 // wanted, released, parroled, security status #define IMPLOYAL_HUD 5 // loyality implant #define IMPCHEM_HUD 6 // chemical implant #define IMPTRACK_HUD 7 // tracking implant #define SPECIALROLE_HUD 8 // AntagHUD image #define STATUS_HUD_OOC 9 // STATUS_HUD without virus db check for someone being ill. // Hypothermia - using the swiss staging system. - called by the proc undergoing_hypothermia() in handle_hypothermia.dm #define NO_HYPOTHERMIA 0 // >35C - Fine #define MILD_HYPOTHERMIA 1 // 32-35C - Awake and shivering #define MODERATE_HYPOTHERMIA 2 // 28-35C - Drowsy, not shivering. #define SEVERE_HYPOTHERMIA 3 // 20-28C - Unconcious, not shivering #define PROFOUND_HYPOTHERMIA 4 // <20C - No vital signs. //Pulse levels, very simplified #define PULSE_NONE 0 //so !M.pulse checks would be possible #define PULSE_2SLOW 1 //20-40 bpm #define PULSE_SLOW 2 //40-60 bpm #define PULSE_NORM 3 //60-90 bpm #define PULSE_FAST 4 //90-120 bpm #define PULSE_2FAST 5 //>120 bpm #define PULSE_THREADY 6 //occurs during hypovolemic shock //feel free to add shit to lists below var/list/tachycardics = list("coffee", "inaprovaline", "hyperzine", "nitroglycerin", "thirteenloko", "nicotine") //increase heart rate var/list/bradycardics = list("neurotoxin", "cryoxadone", "clonexadone", "space_drugs", "stoxin") //decrease heart rate var/list/heartstopper = list("potassium_phorochloride", "zombie_powder") //this stops the heart var/list/cheartstopper = list("potassium_chloride") //this stops the heart when overdose is met -- c = conditional //proc/get_pulse methods #define GETPULSE_HAND 0 //less accurate (hand) #define GETPULSE_TOOL 1 //more accurate (med scanner, sleeper, etc) var/list/RESTRICTED_CAMERA_NETWORKS = list( //Those networks can only be accessed by preexisting terminals. AIs and new terminals can't use them. "thunder", "ERT", "NUKE", "CREED" ) //Species flags. #define NO_BLOOD 1 #define NO_BREATHE 2 #define NO_SCAN 4 #define NO_PAIN 8 #define HAS_SKIN_TONE 16 #define HAS_LIPS 32 #define HAS_UNDERWEAR 64 #define HAS_TAIL 128 #define IS_SLOW 256 #define IS_PLANT 512 #define IS_WHITELISTED 1024 #define RAD_ABSORB 2048 #define REQUIRE_LIGHT 4096 #define CAN_BE_FAT 8192 // /vg/ #define IS_BULKY 16384 //can't wear exosuits, gloves, masks, or hardsuits #define NO_SKIN 32768 var/default_colour_matrix = list(1,0,0,0,\ 0,1,0,0,\ 0,0,1,0,\ 0,0,0,1) //species chemical flags #define NO_DRINK 1 #define NO_EAT 2 #define NO_SPLASH 4 #define NO_INJECT 8 #define NO_CRYO 16 // from bay station #define INFECTION_LEVEL_ONE 100 #define INFECTION_LEVEL_TWO 500 #define INFECTION_LEVEL_THREE 1000 //Language flags. #define WHITELISTED 1 // Language is available if the speaker is whitelisted. #define RESTRICTED 2 // Language can only be accquired by spawning or an admin. // Hairstyle flags #define HAIRSTYLE_CANTRIP 1 // 5% chance of tripping your stupid ass if you're running. // equip_to_slot_if_possible flags #define EQUIP_FAILACTION_NOTHING 0 #define EQUIP_FAILACTION_DELETE 1 #define EQUIP_FAILACTION_DROP 2 // Vampire power defines #define VAMP_REJUV 1 #define VAMP_GLARE 2 #define VAMP_HYPNO 3 #define VAMP_SHAPE 4 #define VAMP_VISION 5 #define VAMP_DISEASE 6 #define VAMP_CLOAK 7 #define VAMP_BATS 8 #define VAMP_SCREAM 9 #define VAMP_JAUNT 10 #define VAMP_SLAVE 11 #define VAMP_BLINK 12 #define VAMP_MATURE 13 #define VAMP_SHADOW 14 #define VAMP_CHARISMA 15 #define VAMP_UNDYING 16 // Moved from machine_interactions.dm #define STATION_Z 1 #define CENTCOMM_Z 2 #define TELECOMM_Z 3 #define ASTEROID_Z 5 // canGhost(Read|Write) flags #define PERMIT_ALL 1 // Bay fixed recursive_mob_check (so shit can hear things from inside a container) // Unfortunately, it created incredible amounts of lag. // Comment the following line if you want it anyway. #define USE_BROKEN_RECURSIVE_MOBCHECK ////////////////// // RECYCLING SHIT ////////////////// // Sorting categories #define NOT_RECYCLABLE 0 #define RECYK_MISC 1 #define RECYK_GLASS 2 #define RECYK_BIOLOGICAL 3 #define RECYK_METAL 4 #define RECYK_ELECTRONIC 5 #define RECYK_WOOD 6 //////////////// // job.info_flags #define JINFO_SILICON 1 // Silicon job // The default value for all uses of set background. Set background can cause gradual lag and is recommended you only turn this on if necessary. // 1 will enable set background. 0 will disable set background. #define BACKGROUND_ENABLED 0 // multitool_topic() shit #define MT_ERROR -1 #define MT_UPDATE 1 #define MT_REINIT 2 #define AUTOIGNITION_WOOD 573.15 #define AUTOIGNITION_PAPER 519.15 #define MELTPOINT_GLASS 1500+T0C #define MELTPOINT_STEEL 1510+T0C #define MELTPOINT_SILICON 1687 // KELVIN #define MELTPOINT_PLASTIC 180+T0C #define MELTPOINT_SNOW 304.15 //about 30°C // snow business #define SNOWBALL_MINIMALTEMP 265 //about -10°C, the minimal temperature at which a thrown snowball can cool you down. #define SNOWBALL_TIMELIMIT 400 //in deciseconds, how long after being spawn does the snowball disappears if it hasn't been picked up #define SNOWSPREAD_MAXTEMP 296.15 //23°C, the maximal temperature (in Kelvin) at which cosmic snow will spread to adjacent tiles #define COSMICSNOW_MINIMALTEMP 233 //-40°C, the lowest temperature at which Cosmic snow will cool down its surroundings //the following defines refer to the number of cosmic snow tiles in the world. #define COSMICFREEZE_LEVEL_1 300 //Cosmic snow now has a chance to spawn a sappling upon spreading. #define COSMICFREEZE_LEVEL_2 600 //Cosmic snow now has a chance to spawn a snowman upon spreading. #define COSMICFREEZE_LEVEL_3 1400 //Pine Trees now has a chance to spawn a spiderling upon growing. #define COSMICFREEZE_LEVEL_4 1500 //(triggered once per round) Space bears spawn around the station. #define COSMICFREEZE_LEVEL_5 2200 //Pine Trees now have a chance to spawn a Space Bear upon growing. #define COSMICFREEZE_END 2500 //All the snow procs come to a stop, snow no longer spread. //used to define machine behaviour in attackbys and other code situations #define EMAGGABLE 1 //can we emag it? If this is flagged, the machine calls emag() #define SCREWTOGGLE 2 //does it toggle panel_open when hit by a screwdriver? #define CROWDESTROY 4 //does hitting a panel_open machine with a crowbar disassemble it? #define WRENCHMOVE 8 //does hitting it with a wrench toggle its anchored state? #define FIXED2WORK 16 //does it need to be anchored to work? Try to use this with WRENCHMOVE - hooks into power code #define EJECTNOTDEL 32 //when we destroy the machine, does it remove all its items or destroy them? #define WELD_FIXED 64 //if it is attacked by a welder and is anchored, it'll toggle between welded and unwelded to the floor #define MULTITOOL_MENU 128 //if it has multitool menu functionality inherently #define PURCHASER 256 //it connects to the centcom database at roundstart #define WIREJACK 512 //can we wirejack it? if flagged, machine calls wirejack() #define SHUTTLEWRENCH 1024 //if this flag exists, the computer can be wrenched on shuttle floors #define MAX_N_OF_ITEMS 999 // Used for certain storage machinery, BYOND infinite loop detector doesn't look things over 1000. //gun shit - prepare to have various things added to this #define SILENCECOMP 1 //Silencer-compatible #define AUTOMAGDROP 2 //Does the mag drop when it's empty? #define EMPTYCASINGS 4 //Does the gun eject empty casings? //projectiles bouncing off and phasing through obstacles #define PROJREACT_WALLS 1//includes opaque doors #define PROJREACT_WINDOWS 2//includes transparent doors #define PROJREACT_OBJS 4//structures, machines and items #define PROJREACT_MOBS 8//all mobs #define PROJREACT_BLOB 16//blob /////////////////////// ///////RESEARCH//////// /////////////////////// //used in rdmachines, to define certain behaviours //bitflags are my waifu - Comic //NB TRUELOCKS should ONLY be used for machines that produce stuff that's not good in an emergency i.e. a gun fabricator. Be very careful with it #define CONSOLECONTROL 1 //does the console control it? can't be interacted if not linked #define HASOUTPUT 2 //does it have an output? - mainly for fabricators #define TAKESMATIN 4 //does it takes materials (sheets) - mainly for fabricators #define NANOTOUCH 8 //does it have a nanoui when you smack it with your hand? - mainly for fabricators #define HASMAT_OVER 16 //does it have overlays for when you load materials in? - mainly for fabricators #define ACCESS_EMAG 32 //does it lose all its access when smacked by an emag? incompatible with CONSOLECONTROl, for obvious reasons #define LOCKBOXES 64 //does it spawn a lockbox around a design which is said to be locked? - for fabricators #define TRUELOCKS 128 //does it make a truly locked lockbox? If not set, the lockboxes made are unlockable by any crew with an ID #define IGNORE_MATS 256 //does it ignore material requirements for designs? - warning, can be OP #define IGNORE_CHEMS 512 //does it ignore chemical requirements for designs? - also super OP #define FAB_RECYCLER 1024//does it recycle materials from items? used for autolathe checks // Mecca scanner flags #define MECH_SCAN_FAIL 1 // Cannot be scanned at all. #define MECH_SCAN_ILLEGAL 2 // Can only be scanned by the antag scanner. #define MECH_SCAN_ACCESS 4 // Can only be scanned with the access required for the machine // EMOTES! #define VISIBLE 1 #define HEARABLE 2 // /vg/ - Pipeline processing (enables exploding pipes and whatnot) // COMMENT OUT TO DISABLE // #define ATMOS_PIPELINE_PROCESSING 1 #define MAXIMUM_FREQUENCY 1600 #define MINIMUM_FREQUENCY 1200 // /vg/ - Mining flags #define DIG_ROCKS 1 //mining turfs - minerals, the asteroid stuff, you know #define DIG_SOIL 2 //dirt - this flag gives it shovel functionality #define DIG_WALLS 4 //metal station walls - not the mineral ones #define DIG_RWALLS 8 //reinforced station walls - beware // For first investigation_log arg // Easier to idiot-proof it this way. #define I_HREFS "hrefs" #define I_NOTES "notes" #define I_NTSL "ntsl" #define I_SINGULO "singulo" #define I_ATMOS "atmos" // delayNext() flags. #define DELAY_MOVE 1 #define DELAY_ATTACK 2 #define DELAY_SPECIAL 4 #define DELAY_ALL (DELAY_MOVE|DELAY_ATTACK|DELAY_SPECIAL) //singularity defines #define STAGE_ONE 1 #define STAGE_TWO 3 #define STAGE_THREE 5 #define STAGE_FOUR 7 #define STAGE_FIVE 9 #define STAGE_SUPER 11 //Human Overlays Indexes/////////THIS DEFINES WHAT LAYERS APPEARS ON TOP OF OTHERS #define FIRE_LAYER 1 //If you're on fire (/tg/ shit) #define MUTANTRACE_LAYER 2 //TODO: make part of body? #define MUTATIONS_LAYER 3 #define DAMAGE_LAYER 4 #define UNIFORM_LAYER 5 #define SHOES_LAYER 6 #define GLOVES_LAYER 7 #define EARS_LAYER 8 #define SUIT_LAYER 9 #define GLASSES_LAYER 10 #define BELT_LAYER 11 //Possible make this an overlay of somethign required to wear a belt? #define SUIT_STORE_LAYER 12 #define HAIR_LAYER 13 //TODO: make part of head layer? #define GLASSES_OVER_HAIR_LAYER 14 #define FACEMASK_LAYER 15 #define HEAD_LAYER 16 #define BACK_LAYER 17 //Back should be above head so that headgear doesn't hides backpack when facing north #define ID_LAYER 18 //IDs should be visible above suits and backpacks #define HANDCUFF_LAYER 19 #define LEGCUFF_LAYER 20 #define L_HAND_LAYER 21 #define R_HAND_LAYER 22 #define TAIL_LAYER 23 //bs12 specific. this hack is probably gonna come back to haunt me #define TARGETED_LAYER 24 //BS12: Layer for the target overlay from weapon targeting system #define TOTAL_LAYERS 25 ////////////////////////////////// //COMMENT IF YOUR DREAMDAEMON VERSION IS BELOW 507.1248 #define BORDER_USE_TURF_EXIT 1 //////////////////////// ////PDA APPS DEFINES//// //////////////////////// #define PDA_APP_RINGER 101 #define PDA_APP_SPAMFILTER 102 #define PDA_APP_BALANCECHECK 103 #define PDA_APP_STATIONMAP 104 #define PDA_APP_SNAKEII 105 #define PDA_APP_MINESWEEPER 106 #define PDA_APP_SPESSPETS 107 #define PDA_APP_SNAKEII_MAXSPEED 9 #define PDA_APP_SNAKEII_MAXLABYRINTH 8 //////////////////////// ////WIZARD SHIT GO////// //////////////////////// /* WIZARD SPELL FLAGS */ #define GHOSTCAST 1 //can a ghost cast it? #define NEEDSCLOTHES 2 //does it need the wizard garb to cast? Nonwizard spells should not have this #define NEEDSHUMAN 4 //does it require the caster to be human? #define Z2NOCAST 8 //if this is added, the spell can't be cast at centcomm #define STATALLOWED 16 //if set, the user doesn't have to be conscious to cast. Required for ghost spells #define IGNOREPREV 32 //if set, each new target does not overlap with the previous one //The following flags only affect different types of spell, and therefore overlap //Targeted spells #define INCLUDEUSER 64 //does the spell include the caster in its target selection? #define SELECTABLE 128 //can you select each target for the spell? //AOE spells #define IGNOREDENSE 64 //are dense turfs ignored in selection? #define IGNORESPACE 128 //are space turfs ignored in selection? //End split flags #define CONSTRUCT_CHECK 256 //used by construct spells - checks for nullrods #define NO_BUTTON 512 //spell won't show up in the HUD with this #define WAIT_FOR_CLICK 1024//spells wait for you to click on a target to cast //invocation #define SpI_SHOUT "shout" #define SpI_WHISPER "whisper" #define SpI_EMOTE "emote" #define SpI_NONE "none" //upgrading #define Sp_SPEED "speed" #define Sp_POWER "power" #define Sp_TOTAL "total" //casting costs #define Sp_RECHARGE "recharge" #define Sp_CHARGES "charges" #define Sp_HOLDVAR "holdervar" ///////WIZ END///////// //Some alien checks for reagents for alien races. #define IS_DIONA 1 #define IS_VOX 2 #define IS_PLASMA 3 //Turf Construction defines #define BUILD_SILENT_FAILURE -1 //We failed but don't give an error message #define BUILD_FAILURE 0 //We failed so give an error message #define BUILD_SUCCESS 1 //Looks for a lattice to build. #define BUILD_IGNORE 2 //Ignores the need for lattice to build. #define ARENA_SETUP 0 //under construction/resetting the arena #define ARENA_AVAILABLE 1 //arena is ready for a new game #define ARENA_INGAME 2 //a game is currently being played in the arena #define ARENA_ENDGAME 3 //a game just finished and the arena is about to reset // Languages #define LANGUAGE_GALACTIC_COMMON "Galactic Common" #define LANGUAGE_HUMAN "Sol Common" #define LANGUAGE_UNATHI "Sinta'unathi" #define LANGUAGE_SIIK_TAJR "Siik'tajr" #define LANGUAGE_SKRELLIAN "Skrellian" #define LANGUAGE_ROOTSPEAK "Rootspeak" #define LANGUAGE_TRADEBAND "Tradeband" #define LANGUAGE_GUTTER "Gutter" #define LANGUAGE_GREY "Grey" #define LANGUAGE_XENO "Xenomorph" #define LANGUAGE_CLATTER "Clatter" #define LANGUAGE_MONKEY "Monkey" #define LANGUAGE_VOX "Vox-pidgin" #define LANGUAGE_CULT "Cult" #define LANGUAGE_MOUSE "Mouse" // This broke the code, so fuck it //#define SAY_DEBUG 1 #ifdef SAY_DEBUG #warning SOME ASSHOLE FORGOT TO COMMENT SAY_DEBUG BEFORE COMMITTING #define say_testing(a,x) to_chat(a, ("([__FILE__]:[__LINE__] say_testing) [x]")) #else #define say_testing(a,x) // null << "[x][a]") #endif //#define JUSTFUCKMYSHITUP 1 #ifdef JUSTFUCKMYSHITUP #define writepanic(a) if(ticker && ticker.current_state >= 3 && world.cpu > 100) write_panic(a) #warning IMA FUCK YOUR SHIT UP var/proccalls = 1 //keep a list of last 10 proccalls maybe? /proc/write_panic(a) set background = 1 panicfile["[proccalls]"] << a if(++proccalls > 200) proccalls = 1 #else #define writepanic(a) null << a #endif*/ //Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it #define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process #define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square #define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources #define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone #define LIGHTING_TRANSITIONS 0 // smooth, animated transitions, similar to TG station #ifdef LIGHTING_TRANSITIONS #define LIGHTING_TRANSITION_SPEED (LIGHTING_INTERVAL - 2) #endif #define LIGHTING_ROUND_VALUE 1 / 128 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. #define LIGHTING_LAYER 10 // drawing layer for lighting overlays #define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects #define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. //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 #define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130) #define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100) #define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250) #define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225) #define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225) #define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125) #define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50) #define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50) //These ones aren't a direct colour like the ones above, because nothing would fit #define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25) #define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75) #define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75) #define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175) #define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250) //Default frequencies of signal based RC stuff, because comic and his magic numbers. #define FREQ_DISPOSAL 1367 //Ore processing types for the ore processor #define ORE_PROCESSING_GENERAL 1 #define ORE_PROCESSING_ALLOY 2 #define SOUND_AMBIANCE 485 //Literally arbitrary. //incorporeal_move values #define INCORPOREAL_DEACTIVATE 0 #define INCORPOREAL_GHOST 1 #define INCORPOREAL_NINJA 2 #define INCORPOREAL_ETHEREAL 3 //MALFUNCTION FLAGS #define COREFIRERESIST 1 #define HIGHRESCAMS 2 //RCD schematic bitflags. #define RCD_SELF_SANE 1 //Check proximity ourselves. #define RCD_GET_TURF 2 //If used on objs/mobs, get the turf instead. #define RCD_RANGE 4 //Use range() instead of adjacency. (old RPD behaviour.) (overriden by RCD_SELF_SANE) #define RCD_SELF_COST 8 //Handle energy usage ourselves. (energy availability still checked). //Mob sizes #define SIZE_TINY 1 //Mice, lizards, borers, kittens - mostly things that can fit into a man's palm #define SIZE_SMALL 2 //Monkeys, dionae, cats, dogs #define SIZE_NORMAL 3 //Humanoids, robots, small slimes and most of the other animals #define SIZE_BIG 4 //The AI, large slimes, wizard 'creatures', goliaths, hivebots #define SIZE_HUGE 5 //Pine trees #define ADIABATIC_EXPONENT 0.667 //This means something g-guys //For mob/proc/show_message (code/modules/mob/mob.dm @ 248) #define MESSAGE_SEE 1 //Visible message #define MESSAGE_HEAR 2 //Hearable message //Food flags. code/modules/reagents/reagent_containers/food/snacks.dm #define FOOD_MEAT 1 #define FOOD_ANIMAL 2 #define FOOD_SWEET 4 #define FOOD_LIQUID 8 /* * * * Logging define * * */ #define WARNING(MSG) world.log << "##WARNING: [MSG] in [__FILE__] at line [__LINE__] src: [src] usr: [usr]." #define warning(msg) world.log << "## WARNING: [msg]" #define testing(msg) world.log << "## TESTING: [msg]" #define log_game(text) diary << html_decode("\[[time_stamp()]]GAME: [text]") #define log_vote(text) diary << html_decode("\[[time_stamp()]]VOTE: [text]") #define log_access(text) diary << html_decode("\[[time_stamp()]]ACCESS: [text]") #define log_say(text) diary << html_decode("\[[time_stamp()]]SAY: [text]") #define log_ooc(text) diary << html_decode("\[[time_stamp()]]OOC: [text]") #define log_whisper(text) diary << html_decode("\[[time_stamp()]]WHISPER: [text]") #define log_cultspeak(text) diary << html_decode("\[[time_stamp()]]CULT: [text]") #define log_narspeak(text) diary << html_decode("\[[time_stamp()]]NARSIE: [text]") #define log_emote(text) diary << html_decode("\[[time_stamp()]]EMOTE: [text]") #define log_attack(text) diaryofmeanpeople << html_decode("\[[time_stamp()]]ATTACK: [text]") #define log_adminsay(text) diary << html_decode("\[[time_stamp()]]ADMINSAY: [text]") #define log_adminwarn(text) diary << html_decode("\[[time_stamp()]]ADMINWARN: [text]") #define log_pda(text) diary << html_decode("\[[time_stamp()]]PDA: [text]") #define log_blobspeak(text) diary << html_decode("\[[time_stamp()]]BLOB: [text]") #define log_blobtelepathy(text) diary << html_decode("\[[time_stamp()]]BLOBTELE: [text]") //OOC isbanned #define oocban_isbanned(key) oocban_keylist.Find("[ckey(key)]") //message modes. you're not supposed to mess with these. #define MODE_HEADSET "headset" #define MODE_ROBOT "robot" #define MODE_R_HAND "right hand" #define MODE_L_HAND "left hand" #define MODE_INTERCOM "intercom" #define MODE_BINARY "binary" #define MODE_WHISPER "whisper" #define MODE_SECURE_HEADSET "secure headset" #define MODE_DEPARTMENT "department" #define MODE_ALIEN "alientalk" #define MODE_HOLOPAD "holopad" #define MODE_CHANGELING "changeling" #define MODE_CULTCHAT "cultchat" #define MODE_ANCIENT "ancientchat" //Hardcore mode stuff #define STARVATION_MIN 60 //If you have less nutrition than this value, the hunger indicator starts flashing #define STARVATION_NOTICE 45 //If you have more nutrition than this value, you get an occasional message reminding you that you're going to starve soon #define STARVATION_WEAKNESS 20 //Otherwise, if you have more nutrition than this value, you occasionally become weak and receive minor damage #define STARVATION_NEARDEATH 5 //Otherwise, if you have more nutrition than this value, you have seizures and occasionally receive damage //If you have less nutrition than STARVATION_NEARDEATH, you start getting damage #define STARVATION_OXY_DAMAGE 2.5 #define STARVATION_TOX_DAMAGE 2.5 #define STARVATION_BRAIN_DAMAGE 2.5 #define STARVATION_OXY_HEAL_RATE 1 //While starving, THIS much oxygen damage is restored per life tick (instead of the default 5) // Disposals destinations. #define DISP_DISPOSALS "Disposals" #define DISP_CARGO_BAY "Cargo Bay" #define DISP_QM_OFFICE "QM Office" #define DISP_ENGINEERING "Engineering" #define DISP_CE_OFFICE "CE Office" #define DISP_ATMOSPHERICS "Atmospherics" #define DISP_SECURITY "Security" #define DISP_HOS_OFFICE "HoS Office" #define DISP_MEDBAY "Medbay" #define DISP_CMO_OFFICE "CMO Office" #define DISP_CHEMISTRY "Chemistry" #define DISP_RESEARCH "Research" #define DISP_RD_OFFICE "RD Office" #define DISP_ROBOTICS "Robotics" #define DISP_HOP_OFFICE "HoP Office" #define DISP_LIBRARY "Library" #define DISP_CHAPEL "Chapel" #define DISP_THEATRE "Theatre" #define DISP_BAR "Bar" #define DISP_KITCHEN "Kitchen" #define DISP_HYDROPONICS "Hydroponics" #define DISP_JANITOR_CLOSET "Janitor Closet" #define DISP_GENETICS "Genetics" #define DISP_TELECOMMS "Telecomms" #define DISP_MECHANICS "Mechanics" #define DISP_TELESCIENCE "Telescience" //Human attack types #define NORMAL_ATTACK 0 #define ATTACK_BITE 1 #define ATTACK_KICK 2 // Defines for the map writer, moved here for reasons. #define DMM_IGNORE_AREAS 1 #define DMM_IGNORE_TURFS 2 #define DMM_IGNORE_OBJS 4 #define DMM_IGNORE_NPCS 8 #define DMM_IGNORE_PLAYERS 16 #define DMM_IGNORE_MOBS 24 //Cancer defines for the scanners #define CANCER_STAGE_BENIGN 1 //Not 100 % medically correct, but we'll assume benign cancer never fails to worsen. No effect, but can be detected before it fucks you up. Instant #define CANCER_STAGE_SMALL_TUMOR 300 //Cancer starts to have small effects depending on what the affected limb is, generally inconclusive ones. 5 minutes #define CANCER_STAGE_LARGE_TUMOR 600 //Cancer starts to have serious effects depending on what the affected limb is, generally obvious one, up to visible tumor growth. 15 minutes #define CANCER_STAGE_METASTASIS 1200 //Cancer has maximal effects, growing out of control in the organ, and can start "colonizing" other organs very quickly, dooming the patient. 30 minutes #define EVENT_OBJECT_INDEX "o" #define EVENT_PROC_INDEX "p" #define HIGHLANDER "highlander"