Merge remote-tracking branch 'citadel/master' into typing_indicators

This commit is contained in:
kevinz000
2020-04-24 22:49:54 -07:00
1620 changed files with 189752 additions and 47787 deletions
+8 -2
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@@ -71,6 +71,11 @@
#define MUT_EXTRA 2
#define MUT_OTHER 3
//species use_skintones defines
#define NO_SKINTONES 0
#define USE_SKINTONES 1
#define USE_SKINTONES_GRAYSCALE_CUSTOM 2 //adds a "_g" suffix to limb overlays icon states if the skin_tone is a custom one.
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
@@ -132,8 +137,9 @@
#define NOGENITALS 21 //Cannot create, use, or otherwise have genitals
#define MATRIXED 22 //if icon is color matrix'd
#define SKINTONE 23 //uses skin tones
#define HORNCOLOR 24
#define WINGCOLOR 25
#define CUSTOM_SKINTONE 24 //adds a "_g" suffix to bodypart overlays icon states if a custom skintone is used.
#define HORNCOLOR 25
#define WINGCOLOR 26
//organ slots
#define ORGAN_SLOT_BRAIN "brain"
-32
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@@ -1,32 +0,0 @@
#if DM_VERSION < 513
#define ismovableatom(A) (istype(A, /atom/movable))
#define islist(L) (istype(L, /list))
#define CLAMP01(x) (CLAMP(x, 0, 1))
#define CLAMP(CLVALUE,CLMIN,CLMAX) ( max( (CLMIN), min((CLVALUE), (CLMAX)) ) )
#define ATAN2(x, y) ( !(x) && !(y) ? 0 : (y) >= 0 ? arccos((x) / sqrt((x)*(x) + (y)*(y))) : -arccos((x) / sqrt((x)*(x) + (y)*(y))) )
#define TAN(x) (sin(x) / cos(x))
#define arctan(x) (arcsin(x/sqrt(1+x*x)))
//////////////////////////////////////////////////
#else
#define ismovableatom(A) ismovable(A)
#define CLAMP01(x) clamp(x, 0, 1)
#define CLAMP(CLVALUE, CLMIN, CLMAX) clamp(CLVALUE, CLMIN, CLMAX)
#define TAN(x) tan(x)
#define ATAN2(x, y) arctan(x, y)
#endif
+10 -13
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@@ -2,18 +2,6 @@
//Be sure to update the min/max of these if you do change them.
//Measurements are in imperial units. Inches, feet, yards, miles. Tsp, tbsp, cups, quarts, gallons, etc
//HUD stuff
#define ui_arousal "EAST-1:28,CENTER-4:8"//Below the health doll
#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
#define ui_combat_toggle "EAST-4:22,SOUTH:5"
//1:1 HUD layout stuff
#define ui_boxcraft "EAST-4:22,SOUTH+1:6"
#define ui_boxarea "EAST-4:6,SOUTH+1:6"
#define ui_boxlang "EAST-5:22,SOUTH+1:6"
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
//Filters
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, color="#04080F")
@@ -35,6 +23,9 @@
#define MASTURBATE_LINKED_ORGAN (1<<6) //used to pass our mission to the linked organ
#define CAN_CLIMAX_WITH (1<<7)
#define GENITAL_CAN_AROUSE (1<<8)
#define GENITAL_UNDIES_HIDDEN (1<<9)
#define UPDATE_OWNER_APPEARANCE (1<<10)
#define GENITAL_CAN_TAUR (1<<11)
#define DEF_VAGINA_SHAPE "Human"
@@ -71,6 +62,12 @@
#define MILK_RATE_MULT 1
#define MILK_EFFICIENCY 1
//visibility toggles defines to avoid errors typos code errors.
#define GEN_VISIBLE_ALWAYS "Always visible"
#define GEN_VISIBLE_NO_CLOTHES "Hidden by clothes"
#define GEN_VISIBLE_NO_UNDIES "Hidden by underwear"
#define GEN_VISIBLE_NEVER "Always hidden"
//Individual logging define
#define INDIVIDUAL_LOOC_LOG "LOOC log"
@@ -102,7 +99,7 @@
#define NO_ASS_SLAP (1<<10)
#define BIMBOFICATION (1<<11)
#define TOGGLES_CITADEL (EATING_NOISES|DIGESTION_NOISES|BREAST_ENLARGEMENT|PENIS_ENLARGEMENT)
#define TOGGLES_CITADEL 0
//component stuff
#define COMSIG_VORE_TOGGLED "voremode_toggled" // totally not copypasta
+61 -6
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@@ -82,6 +82,7 @@
#define CANUNCONSCIOUS (1<<2)
#define CANPUSH (1<<3)
#define GODMODE (1<<4)
#define CANSTAGGER (1<<5)
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
@@ -113,12 +114,17 @@
//slowdown when in softcrit
#define SOFTCRIT_ADD_SLOWDOWN 6
//Attack types for checking shields/hit reactions
#define MELEE_ATTACK 1
#define UNARMED_ATTACK 2
#define PROJECTILE_ATTACK 3
#define THROWN_PROJECTILE_ATTACK 4
#define LEAP_ATTACK 5
/// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
#define ATTACK_TYPE_PROJECTILE (1<<1)
/// Attack was unarmed.. this usually means hand to hand combat.
#define ATTACK_TYPE_UNARMED (1<<2)
/// Attack was a thrown atom hitting the victim.
#define ATTACK_TYPE_THROWN (1<<3)
/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
#define ATTACK_TYPE_TACKLE (1<<4)
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
@@ -251,4 +257,53 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_WEAR_SUIT 75
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
+3
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@@ -73,6 +73,9 @@
#define CAT_AMMO "Ammunition"
#define CAT_ROBOT "Robots"
#define CAT_MISC "Misc"
#define CAT_MISCELLANEOUS "Miscellaneous"
#define CAT_TOOL "Tools & Storage"
#define CAT_FURNITURE "Furniture"
#define CAT_PRIMAL "Tribal"
#define CAT_CLOTHING "Clothing"
#define CAT_FOOD "Foods"
+14
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@@ -39,3 +39,17 @@
//Ouch my toes!
#define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2
#define SPELL_SKIP_ALL_REQS (1<<0)
#define SPELL_SKIP_CENTCOM (1<<1)
#define SPELL_SKIP_STAT (1<<2)
#define SPELL_SKIP_CLOTHES (1<<3)
#define SPELL_SKIP_ANTIMAGIC (1<<4)
#define SPELL_SKIP_VOCAL (1<<5)
#define SPELL_SKIP_MOBTYPE (1<<6)
#define SPELL_WIZARD_HAT (1<<7)
#define SPELL_WIZARD_ROBE (1<<8)
#define SPELL_CULT_HELMET (1<<9)
#define SPELL_CULT_ARMOR (1<<10)
#define SPELL_WIZARD_GARB (SPELL_WIZARD_HAT|SPELL_WIZARD_ROBE)
#define SPELL_CULT_GARB (SPELL_CULT_HELMET|SPELL_CULT_ARMOR)
+23 -3
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@@ -119,6 +119,8 @@
#define COMSIG_MOVABLE_UNCROSSED "movable_uncrossed" //from base of atom/movable/Uncrossed(): (/atom/movable)
#define COMSIG_MOVABLE_BUMP "movable_bump" //from base of atom/movable/Bump(): (/atom)
#define COMSIG_MOVABLE_IMPACT "movable_impact" //from base of atom/movable/throw_impact(): (/atom/hit_atom, /datum/thrownthing/throwingdatum)
#define COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH 1 ///if true, flip if the impact will push what it hits
#define COMPONENT_MOVABLE_IMPACT_NEVERMIND 2 ///return true if you destroyed whatever it was you're impacting and there won't be anything for hitby() to run on
#define COMSIG_MOVABLE_IMPACT_ZONE "item_impact_zone" //from base of mob/living/hitby(): (mob/living/target, hit_zone)
#define COMSIG_MOVABLE_BUCKLE "buckle" //from base of atom/movable/buckle_mob(): (mob, force)
#define COMSIG_MOVABLE_UNBUCKLE "unbuckle" //from base of atom/movable/unbuckle_mob(): (mob, force)
@@ -138,7 +140,6 @@
#define HEARING_SOURCE 8*/
#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
#define COMSIG_MOVABLE_TELEPORTED "movable_teleported" //from base of do_teleport(): (channel, turf/origin, turf/destination)
// /mind signals
#define COMSIG_PRE_MIND_TRANSFER "pre_mind_transfer" //from base of mind/transfer_to() before it's done: (new_character, old_character)
#define COMPONENT_STOP_MIND_TRANSFER 1 //stops the mind transfer from happening.
@@ -148,8 +149,12 @@
#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A)
#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
#define COMSIG_MOB_CLICKON "mob_clickon" //from base of mob/clickon(): (atom/A, params)
#define COMSIG_MOB_CANCEL_CLICKON 1
#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize(): (can_reenter_corpse, special, penalize)
#define COMPONENT_BLOCK_GHOSTING 1
#define COMPONENT_BLOCK_GHOSTING (1<<0)
#define COMPONENT_DO_NOT_PENALIZE_GHOSTING (1<<1)
#define COMPONENT_FREE_GHOSTING (1<<2)
#define COMSIG_MOB_ALLOWED "mob_allowed" //from base of obj/allowed(mob/M): (/obj) returns bool, if TRUE the mob has id access to the obj
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (mob/user, magic, holy, tinfoil, chargecost, self, protection_sources)
#define COMPONENT_BLOCK_MAGIC 1
@@ -175,6 +180,9 @@
#define SPEECH_LANGUAGE 5
// #define SPEECH_IGNORE_SPAM 6
// #define SPEECH_FORCED 7
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
@@ -185,9 +193,14 @@
#define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: ()
#define COMSIG_LIVING_REVIVE "living_revive" //from base of mob/living/revive() (full_heal, admin_revive)
#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "comsig_mob_client_logout" //sent when a mob/logout() starts: (client)
#define COMSIG_MOB_CLIENT_MOVE "comsig_mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
// This returns flags as defined for block in __DEFINES/combat.dm!
#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)
#define COMSIG_LIVING_COMBAT_ENABLED "combatmode_enabled" //from base of mob/living/enable_combat_mode() (was_forced)
#define COMSIG_LIVING_COMBAT_DISABLED "combatmode_disabled" //from base of mob/living/disable_combat_mode() (was_forced)
#define COMSIG_LIVING_GET_BLOCKING_ITEMS "get_blocking_items" //from base of mob/living/get_blocking_items(): (list/items)
//ALL OF THESE DO NOT TAKE INTO ACCOUNT WHETHER AMOUNT IS 0 OR LOWER AND ARE SENT REGARDLESS!
#define COMSIG_LIVING_STATUS_STUN "living_stun" //from base of mob/living/Stun() (amount, update, ignore)
@@ -203,7 +216,7 @@
// /mob/living/carbon signals
#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
#define COMSIG_CARBON_IDENTITY_TRANSFERRED_TO "carbon_id_transferred_to" //from datum/dna/transfer_identity(): (datum/dna, transfer_SE)
#define COMSIG_CARBON_TACKLED "carbon_tackled" //sends from tackle.dm on tackle completion
// /mob/living/simple_animal/hostile signals
#define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget"
#define COMPONENT_HOSTILE_NO_ATTACK 1
@@ -229,14 +242,21 @@
#define COMSIG_ITEM_ALT_AFTERATTACK "item_alt_afterattack" //from base of obj/item/altafterattack(): (atom/target, mob/user, proximity, params)
#define COMSIG_ITEM_EQUIPPED "item_equip" //from base of obj/item/equipped(): (/mob/equipper, slot)
#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
// relocated, tell inventory procs if those called this that the item isn't available anymore.
#define COMPONENT_DROPPED_RELOCATION 1
#define COMSIG_ITEM_PICKUP "item_pickup" //from base of obj/item/pickup(): (/mob/taker)
#define COMSIG_ITEM_ATTACK_ZONE "item_attack_zone" //from base of mob/living/carbon/attacked_by(): (mob/living/carbon/target, mob/living/user, hit_zone)
#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
#define COMSIG_ITEM_HIT_REACT "item_hit_react" //from base of obj/item/hit_reaction(): (list/args)
#define COMSIG_ITEM_WEARERCROSSED "wearer_crossed" //called on item when crossed by something (): (/atom/movable)
#define COMSIG_ITEM_WORN_OVERLAYS "item_worn_overlays" //from base of obj/item/worn_overlays(): (isinhands, icon_file, used_state, style_flags, list/overlays)
// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
#define COMSIG_ITEM_RUN_BLOCK "run_block" //from base of obj/item/run_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
#define COMSIG_SUIT_MADE_HELMET "suit_made_helmet" //from base of obj/item/clothing/suit/MakeHelmet(): (helmet)
// /obj/item/implant signals
#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
+28
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@@ -0,0 +1,28 @@
#define DYE_REGISTRY_UNDER "under"
#define DYE_REGISTRY_JUMPSKIRT "jumpskirt"
#define DYE_REGISTRY_GLOVES "gloves"
#define DYE_REGISTRY_SNEAKERS "sneakers"
#define DYE_REGISTRY_FANNYPACK "fannypack"
#define DYE_REGISTRY_BEDSHEET "bedsheet"
#define DYE_RED "red"
#define DYE_ORANGE "orange"
#define DYE_YELLOW "yellow"
#define DYE_GREEN "green"
#define DYE_BLUE "blue"
#define DYE_PURPLE "purple"
#define DYE_BLACK "black"
#define DYE_WHITE "white"
#define DYE_RAINBOW "rainbow"
#define DYE_MIME "mime"
#define DYE_COSMIC "cosmic"
#define DYE_QM "qm"
#define DYE_LAW "law"
#define DYE_CAPTAIN "captain"
#define DYE_HOP "hop"
#define DYE_HOS "hos"
#define DYE_CE "ce"
#define DYE_RD "rd"
#define DYE_CMO "cmo"
#define DYE_REDCOAT "redcoat"
#define DYE_CLOWN "clown"
+2
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@@ -6,6 +6,8 @@
#define NO_ASSASSIN (1<<0)
#define WAROPS_ALWAYS_ALLOWED (1<<1)
#define USE_PREF_WEIGHTS (1<<2)
#define FORCE_IF_WON (1<<3)
#define USE_PREV_ROUND_WEIGHTS (1<<4)
#define ONLY_RULESET (1<<0)
#define HIGHLANDER_RULESET (1<<1)
+18
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@@ -0,0 +1,18 @@
/// Transparent, let beams pass
#define SHIELD_TRANSPARENT (1<<0)
/// Can shield bash
#define SHIELD_CAN_BASH (1<<1)
/// Shield bash knockdown on wall hit
#define SHIELD_BASH_WALL_KNOCKDOWN (1<<2)
/// Shield bash always knockdown
#define SHIELD_BASH_ALWAYS_KNOCKDOWN (1<<3)
/// Shield bash disarm on wall hit
#define SHIELD_BASH_WALL_DISARM (1<<4)
/// Shield bash always disarm
#define SHIELD_BASH_ALWAYS_DISARM (1<<5)
/// You can shieldbash target someone on the ground for ground slam
#define SHIELD_BASH_GROUND_SLAM (1<<6)
/// Shield bashing someone on the ground will disarm
#define SHIELD_BASH_GROUND_SLAM_DISARM (1<<7)
#define SHIELD_FLAGS_DEFAULT (SHIELD_CAN_BASH | SHIELD_BASH_WALL_KNOCKDOWN | SHIELD_BASH_WALL_DISARM | SHIELD_BASH_GROUND_SLAM)
+1
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@@ -18,3 +18,4 @@
#define DRINK_VERYGOOD 3
#define DRINK_FANTASTIC 4
#define FOOD_AMAZING 5
#define RACE_DRINK 6
+29
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@@ -0,0 +1,29 @@
#define INSTRUMENT_MIN_OCTAVE 1
#define INSTRUMENT_MAX_OCTAVE 9
#define INSTRUMENT_MIN_KEY 0
#define INSTRUMENT_MAX_KEY 127
/// Max number of playing notes per instrument.
#define CHANNELS_PER_INSTRUMENT 128
/// Distance multiplier that makes us not be impacted by 3d sound as much. This is a multiplier so lower it is the closer we will pretend to be to people.
#define INSTRUMENT_DISTANCE_FALLOFF_BUFF 0.2
/// How many tiles instruments have no falloff for
#define INSTRUMENT_DISTANCE_NO_FALLOFF 3
/// Maximum length a note should ever go for
#define INSTRUMENT_MAX_TOTAL_SUSTAIN (5 SECONDS)
/// These are per decisecond.
#define INSTRUMENT_EXP_FALLOFF_MIN 1.025 //100/(1.025^50) calculated for [INSTRUMENT_MIN_SUSTAIN_DROPOFF] to be 30.
#define INSTRUMENT_EXP_FALLOFF_MAX 10
/// Minimum volume for when the sound is considered dead.
#define INSTRUMENT_MIN_SUSTAIN_DROPOFF 0
#define SUSTAIN_LINEAR 1
#define SUSTAIN_EXPONENTIAL 2
// /datum/instrument instrument_flags
#define INSTRUMENT_LEGACY (1<<0) //Legacy instrument. Implies INSTRUMENT_DO_NOT_AUTOSAMPLE
#define INSTRUMENT_DO_NOT_AUTOSAMPLE (1<<1) //Do not automatically sample
+2 -9
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@@ -1,13 +1,5 @@
/*ALL DEFINES RELATED TO INVENTORY OBJECTS, MANAGEMENT, ETC, GO HERE*/
//ITEM INVENTORY WEIGHT, FOR w_class
#define WEIGHT_CLASS_TINY 1 //Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
#define WEIGHT_CLASS_SMALL 2 //Pockets can hold small and tiny items, ex: Flashlight, Multitool, Grenades, GPS Device
#define WEIGHT_CLASS_NORMAL 3 //Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
#define WEIGHT_CLASS_BULKY 4 //Items that can be weilded or equipped but not stored in a normal bag, ex: Defibrillator, Backpack, Space Suits
#define WEIGHT_CLASS_HUGE 5 //Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons - Can not fit in Boh
#define WEIGHT_CLASS_GIGANTIC 6 //Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
//Inventory depth: limits how many nested storage items you can access directly.
//1: stuff in mob, 2: stuff in backpack, 3: stuff in box in backpack, etc
#define INVENTORY_DEPTH 3
@@ -147,6 +139,7 @@
#define STYLE_PAW_TAURIC (1<<3)
#define STYLE_HOOF_TAURIC (1<<4)
#define STYLE_ALL_TAURIC (STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC|STYLE_HOOF_TAURIC)
#define STYLE_NO_ANTHRO_ICON (1<<5) //When digis fit the default sprite fine and need no copypasted states. This is the case of skirts and winter coats, for example.
//digitigrade legs settings.
#define NOT_DIGITIGRADE 0
@@ -155,7 +148,7 @@
//flags for covering body parts
#define GLASSESCOVERSEYES (1<<0)
#define MASKCOVERSEYES (1<<1) // get rid of some of the other retardation in these flags
#define MASKCOVERSEYES (1<<1) // get rid of some of the other stupidity in these flags
#define HEADCOVERSEYES (1<<2) // feel free to realloc these numbers for other purposes
#define MASKCOVERSMOUTH (1<<3) // on other items, these are just for mask/head
#define HEADCOVERSMOUTH (1<<4)
+9 -1
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@@ -67,9 +67,15 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
#define isdullahan(A) (is_species(A, /datum/species/dullahan))
#define isangel(A) (is_species(A, /datum/species/angel))
#define isvampire(A) (is_species(A, /datum/species/vampire))
#define ismush(A) (is_species(A, /datum/species/mush))
#define isshadow(A) (is_species(A, /datum/species/shadow))
#define isskeleton(A) (is_species(A, /datum/species/skeleton))
// Citadel specific species
#define isipcperson(A) (is_species(A, /datum/species/ipc))
#define issynthliz(A) (is_species(A, /datum/species/synthliz))
#define ismammal(A) (is_species(A, /datum/species/mammal))
#define isavian(A) (is_species(A, /datum/species/avian))
#define isaquatic(A) (is_species(A, /datum/species/aquatic))
@@ -240,6 +246,8 @@ GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
#define isgun(A) (istype(A, /obj/item/gun))
#define isfood(A) (istype(A, /obj/item/reagent_containers/food))
//Assemblies
#define isassembly(O) (istype(O, /obj/item/assembly))
@@ -263,4 +271,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
@@ -4,11 +4,16 @@
#define CLICKCATCHER_PLANE -99
#define PLANE_SPACE -95
#define PLANE_SPACE_RENDER_TARGET "PLANE_SPACE"
#define PLANE_SPACE_PARALLAX -90
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
#define FLOOR_PLANE -2
#define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE"
#define GAME_PLANE -1
#define GAME_PLANE_RENDER_TARGET "GAME_PLANE"
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
#define SPACE_LAYER 1.8
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
@@ -79,20 +84,38 @@
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define EMISSIVE_BLOCKER_PLANE 12
#define EMISSIVE_BLOCKER_LAYER 12
#define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE"
#define EMISSIVE_PLANE 13
#define EMISSIVE_LAYER 13
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
#define EMISSIVE_UNBLOCKABLE_PLANE 14
#define EMISSIVE_UNBLOCKABLE_LAYER 14
#define EMISSIVE_UNBLOCKABLE_RENDER_TARGET "*EMISSIVE_UNBLOCKABLE_PLANE"
#define LIGHTING_PLANE 15
#define LIGHTING_LAYER 15
#define LIGHTING_RENDER_TARGET "LIGHT_PLANE"
#define ABOVE_LIGHTING_PLANE 16
#define ABOVE_LIGHTING_LAYER 16
#define ABOVE_LIGHTING_RENDER_TARGET "ABOVE_LIGHTING_PLANE"
#define FLOOR_OPENSPACE_PLANE 17
#define OPENSPACE_LAYER 17
#define OPENSPACE_RENDER_TARGET "OPENSPACE_PLANE"
#define BYOND_LIGHTING_PLANE 18
#define BYOND_LIGHTING_LAYER 18
#define BYOND_LIGHTING_RENDER_TARGET "BYOND_LIGHTING_PLANE"
#define CAMERA_STATIC_PLANE 19
#define CAMERA_STATIC_LAYER 19
#define CAMERA_STATIC_RENDER_TARGET "CAMERA_STATIC_PLANE"
//HUD layer defines
#define FULLSCREEN_PLANE 20
@@ -102,11 +125,25 @@
#define BLIND_LAYER 20.3
#define CRIT_LAYER 20.4
#define CURSE_LAYER 20.5
#define FULLSCREEN_RENDER_TARGET "FULLSCREEN_PLANE"
#define HUD_PLANE 21
#define HUD_LAYER 21
#define ABOVE_HUD_PLANE 22
#define ABOVE_HUD_LAYER 22
#define HUD_RENDER_TARGET "HUD_PLANE"
#define VOLUMETRIC_STORAGE_BOX_PLANE 23
#define VOLUMETRIC_STORAGE_BOX_LAYER 23
#define VOLUMETRIC_STORAGE_BOX_RENDER_TARGET "VOLUME_STORAGE_BOX_PLANE"
#define VOLUMETRIC_STORAGE_ITEM_PLANE 24
#define VOLUMETRIC_STORAGE_ITEM_LAYER 24
#define VOLUMETRIC_STORAGE_ITEM_RENDER_TARGET "VOLUME_STORAGE_ITEM_PLANE"
#define ABOVE_HUD_PLANE 25
#define ABOVE_HUD_LAYER 25
#define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE"
#define SPLASHSCREEN_LAYER 30
#define SPLASHSCREEN_PLANE 30
#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
#define SPLASHSCREEN_LAYER 23
#define SPLASHSCREEN_PLANE 23
+5
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@@ -83,3 +83,8 @@
#define FLASH_LIGHT_DURATION 2
#define FLASH_LIGHT_POWER 3
#define FLASH_LIGHT_RANGE 3.8
/// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
#define EMISSIVE_BLOCK_GENERIC 1
/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
#define EMISSIVE_BLOCK_UNIQUE 2
+9 -5
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@@ -17,6 +17,8 @@
#define PERCENT(val) (round((val)*100, 0.1))
#define CLAMP01(x) clamp(x, 0, 1)
//time of day but automatically adjusts to the server going into the next day within the same round.
//for when you need a reliable time number that doesn't depend on byond time.
#define REALTIMEOFDAY (world.timeofday + (MIDNIGHT_ROLLOVER * MIDNIGHT_ROLLOVER_CHECK))
@@ -30,13 +32,13 @@
#define FLOOR(x, y) ( round((x) / (y)) * (y) )
// Similar to clamp but the bottom rolls around to the top and vice versa. min is inclusive, max is exclusive
#define WRAP(val, min, max) ( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) )
#define WRAP(val, min, max) clamp(( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) ),min,max-1)
// Real modulus that handles decimals
#define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) )
// Cotangent
#define COT(x) (1 / TAN(x))
#define COT(x) (1 / tan(x))
// Secant
#define SEC(x) (1 / cos(x))
@@ -169,8 +171,8 @@
while(pixel_y < -16)
pixel_y += 32
new_y--
new_x = CLAMP(new_x, 0, world.maxx)
new_y = CLAMP(new_y, 0, world.maxy)
new_x = clamp(new_x, 0, world.maxx)
new_y = clamp(new_y, 0, world.maxy)
return locate(new_x, new_y, starting.z)
// Returns a list where [1] is all x values and [2] is all y values that overlap between the given pair of rectangles
@@ -195,7 +197,7 @@
#define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) )
#define LORENTZ_DISTRIBUTION(x, s) ( s*TAN(TODEGREES(PI*(rand()-0.5))) + x )
#define LORENTZ_DISTRIBUTION(x, s) ( s*tan(TODEGREES(PI*(rand()-0.5))) + x )
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
#define RULE_OF_THREE(a, b, x) ((a*x)/b)
@@ -203,5 +205,7 @@
#define MANHATTAN_DISTANCE(a, b) (abs(a.x - b.x) + abs(a.y - b.y))
#define LOGISTIC_FUNCTION(L,k,x,x_0) (L/(1+(NUM_E**(-k*(x-x_0)))))
/// Make sure something is a boolean TRUE/FALSE 1/0 value, since things like bitfield & bitflag doesn't always give 1s and 0s.
#define FORCE_BOOLEAN(x) ((x)? TRUE : FALSE)
+5 -6
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@@ -345,11 +345,10 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
//Endgame Results
#define NUKE_NEAR_MISS 1
#define NUKE_MISS_STATION 2
#define NUKE_SYNDICATE_BASE 3
#define STATION_DESTROYED_NUKE 4
#define STATION_EVACUATED 5
#define NUKE_MISS_STATION 1
#define NUKE_SYNDICATE_BASE 2
#define STATION_DESTROYED_NUKE 3
#define STATION_EVACUATED 4
#define BLOB_WIN 8
#define BLOB_NUKE 9
#define BLOB_DESTROYED 10
@@ -466,7 +465,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.")
// list of all null rod weapons
#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/melee/baseball_bat/chaplain
#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/clothing/gloves/fingerless/pugilist/chaplain, /obj/item/melee/baseball_bat/chaplain
// Used by PDA and cartridge code to reduce repetitiveness of spritesheets
#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
+3
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@@ -0,0 +1,3 @@
// obj/item/dropped
/// dropped() relocated this item, return FALSE for doUnEquip.
#define ITEM_RELOCATED_BY_DROPPED "relocated_by_dropped"
+13 -11
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@@ -36,16 +36,16 @@
#define BLOODCRAWL_EAT 2
//Mob bio-types flags
#define MOB_ORGANIC 1 << 0
#define MOB_MINERAL 1 << 1
#define MOB_ROBOTIC 1 << 2
#define MOB_UNDEAD 1 << 3
#define MOB_HUMANOID 1 << 4
#define MOB_BUG 1 << 5
#define MOB_BEAST 1 << 6
#define MOB_EPIC 1 << 7 //megafauna
#define MOB_REPTILE 1 << 8
#define MOB_SPIRIT 1 << 9
#define MOB_ORGANIC (1 << 0)
#define MOB_MINERAL (1 << 1)
#define MOB_ROBOTIC (1 << 2)
#define MOB_UNDEAD (1 << 3)
#define MOB_HUMANOID (1 << 4)
#define MOB_BUG (1 << 5)
#define MOB_BEAST (1 << 6)
#define MOB_EPIC (1 << 7) //megafauna
#define MOB_REPTILE (1 << 8)
#define MOB_SPIRIT (1 << 9)
//Organ defines for carbon mobs
#define ORGAN_ORGANIC 1
@@ -289,6 +289,8 @@
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define PULL_PRONE_SLOWDOWN 0.6
#define HUMAN_CARRY_SLOWDOWN 0
#define TYPING_INDICATOR_TIMEOUT 10 SECONDS
#define FIREMAN_CARRY_SLOWDOWN 0
#define PIGGYBACK_CARRY_SLOWDOWN 1
+4 -1
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@@ -59,6 +59,7 @@
#define MOVESPEED_ID_SPECIES "SPECIES_SPEED_MOD"
#define MOVESPEED_ID_SMALL_STRIDE "SMALL_STRIDE"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
@@ -78,4 +79,6 @@
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_CIRRHOSIS "CIRRHOSIS"
+3 -3
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@@ -45,9 +45,9 @@ Ask ninjanomnom if they're around
// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.3 // Higher means higher strength scaling contamination strength
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.99 // Higher means higher strength scaling contamination strength
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
+1
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@@ -20,6 +20,7 @@
#define CHANNEL_HIGHEST_AVAILABLE 1008 //CIT CHANGE - COMPENSATES FOR VORESOUND CHANNELS
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 1
+1 -1
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@@ -99,7 +99,7 @@
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
#define STATUS_EFFECT_MESMERIZE /datum/status_effect/no_combat_mode/mesmerize //Just reskinned no_combat_mode
#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode
#define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
+47
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@@ -0,0 +1,47 @@
// storage_flags variable on /datum/component/storage
// Storage limits. These can be combined (and usually are combined).
/// Check max_items and contents.len when trying to insert
#define STORAGE_LIMIT_MAX_ITEMS (1<<0)
/// Check max_combined_w_class.
#define STORAGE_LIMIT_COMBINED_W_CLASS (1<<1)
/// Use the new volume system. Will automatically force rendering to use the new volume/baystation scaling UI so this is kind of incompatible with stuff like stack storage etc etc.
#define STORAGE_LIMIT_VOLUME (1<<2)
/// Use max_w_class
#define STORAGE_LIMIT_MAX_W_CLASS (1<<3)
#define STORAGE_FLAGS_LEGACY_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_COMBINED_W_CLASS | STORAGE_LIMIT_MAX_W_CLASS)
#define STORAGE_FLAGS_VOLUME_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_VOLUME | STORAGE_LIMIT_MAX_W_CLASS)
//ITEM INVENTORY WEIGHT, FOR w_class
/// Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
#define WEIGHT_CLASS_TINY 1
/// Pockets can hold small and tiny items, ex: Flashlight, Multitool, Grenades, GPS Device
#define WEIGHT_CLASS_SMALL 2
/// Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
#define WEIGHT_CLASS_NORMAL 3
/// Items that can be weilded or equipped but not stored in a normal bag, ex: Defibrillator, Backpack, Space Suits
#define WEIGHT_CLASS_BULKY 4
/// Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons - Can not fit in Boh
#define WEIGHT_CLASS_HUGE 5
/// Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
#define WEIGHT_CLASS_GIGANTIC 6
/// Macro for automatically getting the volume of an item from its w_class.
#define AUTO_SCALE_VOLUME(w_class) (2 ** w_class)
/// Macro for automatically getting the volume of a storage item from its max_w_class and max_combined_w_class.
#define AUTO_SCALE_STORAGE_VOLUME(w_class, max_combined_w_class) (AUTO_SCALE_VOLUME(w_class) * (max_combined_w_class / w_class))
// UI defines
/// Size of volumetric box icon
#define VOLUMETRIC_STORAGE_BOX_ICON_SIZE 32
/// Size of EACH left/right border icon for volumetric boxes
#define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1
/// Minimum pixels an item must have in volumetric scaled storage UI
#define MINIMUM_PIXELS_PER_ITEM 6
/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
#define MAXIMUM_VOLUMETRIC_ITEMS 256
/// How much padding to give between items
#define VOLUMETRIC_STORAGE_ITEM_PADDING 1
/// How much padding to give to edges
#define VOLUMETRIC_STORAGE_EDGE_PADDING 1
+10 -6
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@@ -50,19 +50,22 @@
#define INIT_ORDER_PROFILER 100
#define INIT_ORDER_FAIL2TOPIC 99
#define INIT_ORDER_TITLE 98
#define INIT_ORDER_GARBAGE 97
#define INIT_ORDER_DBCORE 95
#define INIT_ORDER_BLACKBOX 94
#define INIT_ORDER_SERVER_MAINT 93
#define INIT_ORDER_INPUT 85
#define INIT_ORDER_GARBAGE 95
#define INIT_ORDER_DBCORE 93
#define INIT_ORDER_BLACKBOX 92
#define INIT_ORDER_SERVER_MAINT 91
#define INIT_ORDER_INPUT 90
#define INIT_ORDER_SOUNDS 85
#define INIT_ORDER_VIS 80
#define INIT_ORDER_RESEARCH 75
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_QUIRKS 60
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_INSTRUMENTS 53
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_HOLODECK 35
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
@@ -88,18 +91,19 @@
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
#define FIRE_PRIORITY_VORE 5
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_VORE 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_INSTRUMENTS 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_NETWORKS 40
+12 -1
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@@ -147,6 +147,11 @@
#define TRAIT_NOPULSE "nopulse" // Your heart doesn't beat.
#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
#define TRAIT_KI_VAMPIRE "ki-vampire" //when someone with this trait rolls maximum damage on a punch and stuns the target, they regain some stamina and do clone damage
#define TRAIT_PASSTABLE "passtable"
#define TRAIT_GIANT "giant"
#define TRAIT_DWARF "dwarf"
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
@@ -173,6 +178,9 @@
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
#define INNATE_TRAIT "innate"
// item traits
#define TRAIT_NODROP "nodrop"
@@ -212,6 +220,7 @@
#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
#define TRAIT_NO_INTERNALS "no-internals"
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
// common trait sources
#define TRAIT_GENERIC "generic"
@@ -235,7 +244,8 @@
#define GHOSTROLE_TRAIT "ghostrole"
#define APHRO_TRAIT "aphro"
#define BLOODSUCKER_TRAIT "bloodsucker"
#define CLOTHING_TRAIT "clothing" //used for quirky carrygloves
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
#define GLOVE_TRAIT "glove" //inherited by your cool gloves
// unique trait sources, still defines
#define STATUE_MUTE "statue"
@@ -269,6 +279,7 @@
#define LOCKED_HELMET_TRAIT "locked-helmet"
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define MARTIAL_ARTIST_TRAIT "martial_artist"
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define RISING_BASS_TRAIT "rising_bass"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
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@@ -7,6 +7,19 @@
#define DM_ABSORB "Absorb"
#define DM_UNABSORB "Un-absorb"
#define DIGESTABLE (1<<0)
#define SHOW_VORE_PREFS (1<<1)
#define DEVOURABLE (1<<2)
#define FEEDING (1<<3)
#define NO_VORE (1<<4)
#define OPEN_PANEL (1<<5)
#define ABSORBED (1<<6)
#define VORE_INIT (1<<7)
#define VOREPREF_INIT (1<<8)
#define LICKABLE (1<<9)
#define MAX_VORE_FLAG (1<<10)-1 // change this whenever you add a vore flag, must be largest vore flag*2-1
#define isbelly(A) istype(A, /obj/belly)
#define QDEL_NULL_LIST(x) if(x) { for(var/y in x) { qdel(y) } ; x = null }
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@@ -5,6 +5,11 @@
#define MAJORITY_JUDGEMENT_VOTING 4
#define INSTANT_RUNOFF_VOTING 5
#define SHOW_RESULTS (1<<0)
#define SHOW_VOTES (1<<1)
#define SHOW_WINNER (1<<2)
#define SHOW_ABSTENTION (1<<3)
GLOBAL_LIST_INIT(vote_score_options,list("Bad","Poor","Acceptable","Good","Great"))
GLOBAL_LIST_INIT(vote_type_names,list(\
@@ -15,3 +20,10 @@ GLOBAL_LIST_INIT(vote_type_names,list(\
"Raw Score (returns results from 0 to 1, winner is 1)" = SCORE_VOTING,\
"Majority Judgement (single-winner score voting)" = MAJORITY_JUDGEMENT_VOTING,\
))
GLOBAL_LIST_INIT(display_vote_settings, list(\
"Results" = SHOW_RESULTS,
"Ongoing Votes" = SHOW_VOTES,
"Winner" = SHOW_WINNER,
"Abstainers" = SHOW_ABSTENTION
))
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@@ -19,3 +19,105 @@
#define VV_RESTORE_DEFAULT "Restore to Default"
#define VV_MARKED_DATUM "Marked Datum"
#define VV_BITFIELD "Bitfield"
#define VV_TEXT_LOCATE "Custom Reference Locate"
#define VV_PROCCALL_RETVAL "Return Value of Proccall"
#define VV_MSG_MARKED "<br><font size='1' color='red'><b>Marked Object</b></font>"
#define VV_MSG_EDITED "<br><font size='1' color='red'><b>Var Edited</b></font>"
#define VV_MSG_DELETED "<br><font size='1' color='red'><b>Deleted</b></font>"
#define VV_NORMAL_LIST_NO_EXPAND_THRESHOLD 50
#define VV_SPECIAL_LIST_NO_EXPAND_THRESHOLD 150
//#define IS_VALID_ASSOC_KEY(V) (istext(V) || ispath(V) || isdatum(V) || islist(V))
#define IS_VALID_ASSOC_KEY(V) (!isnum(V)) //hhmmm..
//General helpers
#define VV_HREF_TARGET_INTERNAL(target, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[REF(target)]"
#define VV_HREF_TARGETREF_INTERNAL(targetref, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[targetref]"
#define VV_HREF_TARGET(target, href_key, text) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)]'>[text]</a>"
#define VV_HREF_TARGETREF(targetref, href_key, text) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)]'>[text]</a>"
#define VV_HREF_TARGET_1V(target, href_key, text, varname) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>" //for stuff like basic varedits, one variable
#define VV_HREF_TARGETREF_1V(targetref, href_key, text, varname) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>"
#define GET_VV_TARGET locate(href_list[VV_HK_TARGET])
#define GET_VV_VAR_TARGET href_list[VV_HK_VARNAME]
//Helper for getting something to vv_do_topic in general
#define VV_TOPIC_LINK(datum, href_key, text) "<a href='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(datum)]'>text</a>"
//Helpers for vv_get_dropdown()
#define VV_DROPDOWN_OPTION(href_key, name) . += "<option value='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(src)]'>[name]</option>"
// VV HREF KEYS
#define VV_HK_TARGET "target"
#define VV_HK_VARNAME "targetvar" //name or index of var for 1 variable targetting hrefs.
// vv_do_list() keys
#define VV_HK_LIST_ADD "listadd"
#define VV_HK_LIST_EDIT "listedit"
#define VV_HK_LIST_CHANGE "listchange"
#define VV_HK_LIST_REMOVE "listremove"
#define VV_HK_LIST_ERASE_NULLS "listnulls"
#define VV_HK_LIST_ERASE_DUPES "listdupes"
#define VV_HK_LIST_SHUFFLE "listshuffle"
#define VV_HK_LIST_SET_LENGTH "listlen"
// vv_do_basic() keys
#define VV_HK_BASIC_EDIT "datumedit"
#define VV_HK_BASIC_CHANGE "datumchange"
#define VV_HK_BASIC_MASSEDIT "massedit"
// /datum
#define VV_HK_DELETE "delete"
#define VV_HK_EXPOSE "expose"
#define VV_HK_CALLPROC "proc_call"
#define VV_HK_MARK "mark"
#define VV_HK_MODIFY_TRAITS "modtraits"
// /atom
#define VV_HK_MODIFY_TRANSFORM "atom_transform"
#define VV_HK_ADD_REAGENT "addreagent"
#define VV_HK_TRIGGER_EMP "empulse"
#define VV_HK_TRIGGER_EXPLOSION "explode"
#define VV_HK_AUTO_RENAME "auto_rename"
// /obj
#define VV_HK_OSAY "osay"
#define VV_HK_MASS_DEL_TYPE "mass_delete_type"
#define VV_HK_ARMOR_MOD "mod_obj_armor"
// /mob
#define VV_HK_GIB "gib"
#define VV_HK_GIVE_SPELL "give_spell"
#define VV_HK_REMOVE_SPELL "remove_spell"
#define VV_HK_GIVE_DISEASE "give_disease"
#define VV_HK_GODMODE "godmode"
#define VV_HK_DROP_ALL "dropall"
#define VV_HK_REGEN_ICONS "regen_icons"
#define VV_HK_PLAYER_PANEL "player_panel"
#define VV_HK_BUILDMODE "buildmode"
#define VV_HK_DIRECT_CONTROL "direct_control"
#define VV_HK_OFFER_GHOSTS "offer_ghosts"
// /mob/living/carbon
#define VV_HK_MAKE_AI "aiify"
#define VV_HK_MODIFY_BODYPART "mod_bodypart"
#define VV_HK_MODIFY_ORGANS "organs_modify"
#define VV_HK_HALLUCINATION "force_hallucinate"
#define VV_HK_MARTIAL_ART "give_martial_art"
#define VV_HK_GIVE_TRAUMA "give_trauma"
#define VV_HK_CURE_TRAUMA "cure_trauma"
// /mob/living/carbon/human
#define VV_HK_COPY_OUTFIT "copy_outfit"
#define VV_HK_MOD_QUIRKS "quirkmod"
#define VV_HK_MAKE_MONKEY "human_monkify"
#define VV_HK_MAKE_CYBORG "human_cyborgify"
#define VV_HK_MAKE_SLIME "human_slimeify"
#define VV_HK_MAKE_ALIEN "human_alienify"
#define VV_HK_SET_SPECIES "setspecies"
#define VV_HK_PURRBATION "purrbation"
// misc
#define VV_HK_SPACEVINE_PURGE "spacevine_purge"