Merge branch 'master' into Projectile_Rework
This commit is contained in:
@@ -37,6 +37,8 @@ GLOBAL_LIST_INIT(bitflags, list(
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#define OVERLAY_QUEUED_1 (1<<8)
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///Item has priority to check when entering or leaving.
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#define ON_BORDER_1 (1<<9)
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///Whether or not this atom shows screentips when hovered over
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#define NO_SCREENTIPS_1 (1<<10)
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///Prevent clicking things below it on the same turf eg. doors/ fulltile windows.
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#define PREVENT_CLICK_UNDER_1 (1<<11)
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#define HOLOGRAM_1 (1<<12)
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@@ -57,6 +57,10 @@
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#define ADMIN_SET_SD_CODE "(<a href='?_src_=holder;[HrefToken(TRUE)];set_selfdestruct_code=1'>SETCODE</a>)"
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#define ADMIN_FULLMONTY_NONAME(user) "[ADMIN_QUE(user)] [ADMIN_PP(user)] [ADMIN_VV(user)] [ADMIN_SM(user)] [ADMIN_FLW(user)] [ADMIN_TP(user)] [ADMIN_INDIVIDUALLOG(user)] [ADMIN_SMITE(user)]"
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#define ADMIN_FULLMONTY(user) "[key_name_admin(user)] [ADMIN_FULLMONTY_NONAME(user)]"
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//ambition start
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#define ADMIN_TPMONTY_NONAME(user) "[ADMIN_QUE(user)] [ADMIN_JMP(user)] [ADMIN_FLW(user)]"
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#define ADMIN_TPMONTY(user) "[key_name_admin(user)] [ADMIN_TPMONTY_NONAME(user)]"
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//ambition end
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#define ADMIN_JMP(src) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)"
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#define COORD(src) "[src ? "([src.x],[src.y],[src.z])" : "nonexistent location"]"
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#define AREACOORD(src) "[src ? "[get_area_name(src, TRUE)] ([src.x], [src.y], [src.z])" : "nonexistent location"]"
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@@ -123,3 +123,9 @@ GLOBAL_LIST_EMPTY(living_heart_cache) //A list of all living hearts in existance
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/// The dimensions of the antagonist preview icon. Will be scaled to this size.
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#define ANTAGONIST_PREVIEW_ICON_SIZE 96
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//Objectives-Ambitions Panel
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#define REQUEST_NEW_OBJECTIVE "new_objective"
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#define REQUEST_DEL_OBJECTIVE "del_objective"
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#define REQUEST_WIN_OBJECTIVE "win_objective"
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#define REQUEST_LOSE_OBJECTIVE "lose_objective"
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@@ -116,6 +116,7 @@
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#define GLOVES_MAX_TEMP_PROTECT 1500 //For some gloves
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#define SHOES_MIN_TEMP_PROTECT 2.0 //For gloves
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#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
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#define COAT_MAX_TEMP_PROTECT 330 //For winter coats (if they can stop you from getting cold why can't they do it the other way to a lesser extent)
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#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
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#define MAX_HIGH_PRESSURE_DAMAGE 16 // CITADEL CHANGES Max to 16, low to 8.
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@@ -27,6 +27,9 @@
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//INDEXES
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#define COOLDOWN_EMPLOYMENT_CABINET "employment cabinet"
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#define COOLDOWN_AMBITION "ambition"
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#define COOLDOWN_OBJECTIVES "objectives"
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#define COOLDOWN_OBJ_ADMIN_PING "obj_admin_ping"
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//car cooldowns
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#define COOLDOWN_CAR_HONK "car_honk"
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@@ -359,6 +359,9 @@
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#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
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#define COMSIG_LIVING_GET_BLOCKING_ITEMS "get_blocking_items" //from base of mob/living/get_blocking_items(): (list/items)
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#define COMSIG_LIVING_RESTING "living_on_resting" //from mob/living/set_resting
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#define COMSIG_LIVING_STOPPED_PULLING "living_on_stop_pulling" //from mob/living/stop_pulling
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#define COMSIG_LIVING_ACTIVE_BLOCK_START "active_block_start" //from base of mob/living/keybind_start_active_blocking(): (obj/item/blocking_item, list/backup_items)
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#define COMPONENT_PREVENT_BLOCK_START 1
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#define COMSIG_LIVING_ACTIVE_PARRY_START "active_parry_start" //from base of mob/living/initiate_parry_sequence(): (parrying_method, datum/parrying_item_mob_or_art, list/backup_items, list/override)
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+45
-80
@@ -6,87 +6,52 @@
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#define STORAGE_VIEW_DEPTH 2
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//ITEM INVENTORY SLOT BITMASKS
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#define ITEM_SLOT_OCLOTHING (1<<0)
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#define ITEM_SLOT_ICLOTHING (1<<1)
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#define ITEM_SLOT_GLOVES (1<<2)
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#define ITEM_SLOT_EYES (1<<3)
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#define ITEM_SLOT_EARS (1<<4)
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#define ITEM_SLOT_MASK (1<<5)
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#define ITEM_SLOT_HEAD (1<<6)
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#define ITEM_SLOT_FEET (1<<7)
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#define ITEM_SLOT_ID (1<<8)
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#define ITEM_SLOT_BELT (1<<9)
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#define ITEM_SLOT_BACK (1<<10)
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#define ITEM_SLOT_POCKET (1<<11) // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
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#define ITEM_SLOT_DENYPOCKET (1<<12) // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
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#define ITEM_SLOT_NECK (1<<13)
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#define ITEM_SLOT_HANDS (1<<14)
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#define ITEM_SLOT_BACKPACK (1<<15)
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#define ITEM_SLOT_SUITSTORE (1<<16)
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/// Suit slot (armors, costumes, space suits, etc.)
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#define ITEM_SLOT_OCLOTHING (1<<0)
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/// Jumpsuit slot
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#define ITEM_SLOT_ICLOTHING (1<<1)
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/// Glove slot
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#define ITEM_SLOT_GLOVES (1<<2)
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/// Glasses slot
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#define ITEM_SLOT_EYES (1<<3)
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/// Ear slot (radios, earmuffs)
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#define ITEM_SLOT_EARS (1<<4)
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/// Mask slot
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#define ITEM_SLOT_MASK (1<<5)
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/// Head slot (helmets, hats, etc.)
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#define ITEM_SLOT_HEAD (1<<6)
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/// Shoe slot
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#define ITEM_SLOT_FEET (1<<7)
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/// ID slot
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#define ITEM_SLOT_ID (1<<8)
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/// Belt slot
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#define ITEM_SLOT_BELT (1<<9)
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/// Back slot
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#define ITEM_SLOT_BACK (1<<10)
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/// Dextrous simplemob "hands" (used for Drones and Dextrous Guardians)
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#define ITEM_SLOT_DEX_STORAGE (1<<11)
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/// Neck slot (ties, bedsheets, scarves)
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#define ITEM_SLOT_NECK (1<<12)
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/// A character's hand slots
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#define ITEM_SLOT_HANDS (1<<13)
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/// Inside of a character's backpack
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#define ITEM_SLOT_BACKPACK (1<<14)
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/// Suit Storage slot
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#define ITEM_SLOT_SUITSTORE (1<<15)
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/// Left Pocket slot
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#define ITEM_SLOT_LPOCKET (1<<16)
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/// Right Pocket slot
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#define ITEM_SLOT_RPOCKET (1<<17)
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/// Handcuff slot
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#define ITEM_SLOT_HANDCUFFED (1<<18)
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/// Legcuff slot (bolas, beartraps)
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#define ITEM_SLOT_LEGCUFFED (1<<19)
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//SLOTS
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#define SLOT_BACK 1
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#define SLOT_WEAR_MASK 2
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#define SLOT_HANDCUFFED 3
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#define SLOT_HANDS 4 //wherever you provide a slot for hands you provide SLOT_HANDS
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//SLOT_HANDS as a slot will pick ANY available hand
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#define SLOT_BELT 5
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#define SLOT_WEAR_ID 6
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#define SLOT_EARS 7
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#define SLOT_GLASSES 8
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#define SLOT_GLOVES 9
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#define SLOT_NECK 10
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#define SLOT_HEAD 11
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#define SLOT_SHOES 12
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#define SLOT_WEAR_SUIT 13
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#define SLOT_W_UNIFORM 14
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#define SLOT_L_STORE 15
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#define SLOT_R_STORE 16
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#define SLOT_S_STORE 17
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#define SLOT_IN_BACKPACK 18
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#define SLOT_LEGCUFFED 19
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#define SLOT_GENERC_DEXTROUS_STORAGE 20
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#define SLOTS_AMT 20 // Keep this up to date!
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//I hate that this has to exist
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/proc/slotdefine2slotbit(slotdefine) //Keep this up to date with the value of SLOT BITMASKS and SLOTS (the two define sections above)
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. = 0
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switch(slotdefine)
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if(SLOT_BACK)
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. = ITEM_SLOT_BACK
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if(SLOT_WEAR_MASK)
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. = ITEM_SLOT_MASK
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if(SLOT_NECK)
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. = ITEM_SLOT_NECK
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if(SLOT_BELT)
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. = ITEM_SLOT_BELT
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if(SLOT_WEAR_ID)
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. = ITEM_SLOT_ID
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if(SLOT_EARS)
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. = ITEM_SLOT_EARS
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if(SLOT_GLASSES)
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. = ITEM_SLOT_EYES
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if(SLOT_GLOVES)
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. = ITEM_SLOT_GLOVES
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if(SLOT_HEAD)
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. = ITEM_SLOT_HEAD
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if(SLOT_SHOES)
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. = ITEM_SLOT_FEET
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if(SLOT_WEAR_SUIT)
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. = ITEM_SLOT_OCLOTHING
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if(SLOT_W_UNIFORM)
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. = ITEM_SLOT_ICLOTHING
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if(SLOT_L_STORE, SLOT_R_STORE)
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. = ITEM_SLOT_POCKET
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if(SLOT_HANDS)
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. = ITEM_SLOT_HANDS
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if(SLOT_IN_BACKPACK)
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. = ITEM_SLOT_BACKPACK
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if(SLOT_S_STORE)
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. = ITEM_SLOT_SUITSTORE
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/// Total amount of slots
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#define SLOTS_AMT 20 // Keep this up to date!
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//SLOT GROUP HELPERS
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#define ITEM_SLOT_POCKETS (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET)
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//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
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#define HIDEGLOVES (1<<0)
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@@ -245,4 +210,4 @@ GLOBAL_LIST_INIT(security_wintercoat_allowed, typecacheof(list(
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#define GET_INTERNAL_SLOTS(C) list(C.head, C.wear_mask)
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//Slots that won't trigger humans' update_genitals() on equip().
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GLOBAL_LIST_INIT(no_genitals_update_slots, list(SLOT_L_STORE, SLOT_R_STORE, SLOT_S_STORE, SLOT_IN_BACKPACK, SLOT_LEGCUFFED, SLOT_HANDCUFFED, SLOT_HANDS, SLOT_GENERC_DEXTROUS_STORAGE))
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GLOBAL_LIST_INIT(no_genitals_update_slots, list(ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET, ITEM_SLOT_SUITSTORE, ITEM_SLOT_BACKPACK, ITEM_SLOT_LEGCUFFED, ITEM_SLOT_HANDCUFFED, ITEM_SLOT_HANDS, ITEM_SLOT_DEX_STORAGE))
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@@ -105,6 +105,9 @@
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#define TORADIANS(degrees) ((degrees) * 0.0174532925)
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/// Gets shift x that would be required the bitflag (1<<x)
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#define TOBITSHIFT(bit) ( log(2, bit) )
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// Will filter out extra rotations and negative rotations
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// E.g: 540 becomes 180. -180 becomes 180.
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#define SIMPLIFY_DEGREES(degrees) (MODULUS((degrees), 360))
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@@ -74,5 +74,5 @@
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)
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#define BOMB_TARGET_POINTS 50000 //Adjust as needed. Actual hard cap is double this, but will never be reached due to hyperbolic curve.
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#define BOMB_TARGET_SIZE 200 // The shockwave radius required for a bomb to get TECHWEB_BOMB_MIDPOINT points.
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#define BOMB_SUB_TARGET_EXPONENT 2 // The power of the points curve below the target size. Higher = less points for worse bombs, below target.
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#define BOMB_TARGET_SIZE 175 // The shockwave radius required for a bomb to get TECHWEB_BOMB_MIDPOINT points.
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#define BOMB_SUB_TARGET_EXPONENT 3 // The power of the points curve below the target size. Higher = less points for worse bombs, below target.
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@@ -86,6 +86,9 @@
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#define EMOTE_OMNI 4
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//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
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//ambition start
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#define MAX_AMBITION_LEN 1024
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//ambition end
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#define MAX_MESSAGE_LEN 4096 //Citadel edit: What's the WORST that could happen?
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#define MAX_FLAVOR_LEN 4096
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#define MAX_TASTE_LEN 40 //lick... vore... ew...
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