Overhauls and 2/28 sync (#244)
* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
This commit is contained in:
@@ -64,3 +64,15 @@
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#define MILK_RATE 5
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#define MILK_RATE_MULT 1
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#define MILK_EFFICIENCY 1
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// Admin ticket things
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#define TICKET_RESOLVED "Yes"
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#define TICKET_UNRESOLVED "No"
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#define TICKET_UNASSIGNED "N/A"
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#define TICKET_REPLIED "Yes"
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#define TICKET_UNREPLIED "No"
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#define TICKET_INACTIVE "No"
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#define TICKET_ACTIVE "Yes"
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@@ -12,7 +12,8 @@ var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" =
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var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
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var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
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var/global/list/clockwork_component_cache = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //The pool of components that caches draw from
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var/global/ratvar_awakens = 0 //If Ratvar has been summoned; not a boolean, for proper handling of multiple ratvars
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var/global/ratvar_awakens = 0 //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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var/global/nezbere_invoked = 0 //If Nezbere has been invoked; not a boolean, for proper handling of multiple Nezberes
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var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
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var/global/list/all_scripture = list() //a list containing scripture instances; not used to track existing scripture
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@@ -48,7 +49,9 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
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#define MAX_COMPONENTS_BEFORE_RAND (10*LOWER_PROB_PER_COMPONENT) //the number of each component, times LOWER_PROB_PER_COMPONENT, you need to have before component generation will become random
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#define CLOCKWORK_GENERAL_COOLDOWN 3000 //how long clockwork generals go on cooldown after use, defaults to 5 minutes
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#define GLOBAL_CLOCKWORK_GENERAL_COOLDOWN 3000 //how long globally-affecting clockwork generals go on cooldown after use, defaults to 5 minutes
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#define CLOCKWORK_GENERAL_COOLDOWN 2000 //how long clockwork generals go on cooldown after use, defaults to 3 minutes 20 seconds
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//clockcult power defines
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#define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully
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@@ -83,9 +86,9 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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//Objective defines
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#define CLOCKCULT_GATEWAY "gateway"
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#define CLOCKCULT_GATEWAY "summon ratvar"
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#define CLOCKCULT_ESCAPE "escape"
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#define CLOCKCULT_ESCAPE "proselytize the station"
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//misc clockcult stuff
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#define MARAUDER_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health
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@@ -95,3 +98,5 @@ var/global/list/all_scripture = list() //a list containing scripture instances;
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#define PROSELYTIZER_REPAIR_PER_TICK 4 //how much a proselytizer repairs each tick, and also how many deciseconds each tick is
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#define OCULAR_WARDEN_EXCLUSION_RANGE 3 //the range at which ocular wardens cannot be placed near other ocular wardens
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#define RATVARIAN_SPEAR_DURATION 1800 //how long ratvarian spears last; defaults to 3 minutes
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@@ -132,4 +132,13 @@
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#define IS_SHARP 1
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#define IS_SHARP_ACCURATE 2
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//His Grace.
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#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
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#define HIS_GRACE_PECKISH 20 //Slightly hungry.
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#define HIS_GRACE_HUNGRY 60 //Getting closer. Increases damage up to a minimum of 20.
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#define HIS_GRACE_FAMISHED 100 //Dangerous. Increases damage up to a minimum of 25 and cannot be dropped.
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#define HIS_GRACE_STARVING 120 //Incredibly close to breaking loose. Increases damage up to a minimum of 30.
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#define HIS_GRACE_CONSUME_OWNER 140 //His Grace consumes His owner at this point and becomes aggressive.
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#define HIS_GRACE_FALL_ASLEEP 160 //If it reaches this point, He falls asleep and resets.
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#define HIS_GRACE_FORCE_BONUS 4 //How much force is gained per kill.
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@@ -9,6 +9,7 @@
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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//rwall construction states
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#define INTACT 0
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#define SUPPORT_LINES 1
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@@ -18,6 +19,10 @@
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#define SUPPORT_RODS 5
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#define SHEATH 6
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//plastic flaps construction states
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#define PLASTIC_FLAPS_NORMAL 0
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#define PLASTIC_FLAPS_DETACHED 1
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//default_unfasten_wrench() return defines
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#define CANT_UNFASTEN 0
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#define FAILED_UNFASTEN 1
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@@ -49,8 +54,7 @@
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//Construction defines for the pinion airlock
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#define GEAR_SECURE 1
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#define GEAR_UNFASTENED 2
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#define GEAR_LOOSE 3
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#define GEAR_LOOSE 2
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//other construction-related things
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@@ -68,6 +72,7 @@
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#define MAT_DIAMOND "$diamond"
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#define MAT_URANIUM "$uranium"
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#define MAT_PLASMA "$plasma"
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#define MAT_BLUESPACE "$bluespace"
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#define MAT_BANANIUM "$bananium"
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#define MAT_TITANIUM "$titanium"
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#define MAT_BIOMASS "$biomass"
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@@ -16,7 +16,7 @@
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#define CONDUCT 64 // conducts electricity (metal etc.)
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#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
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#define FPRINT 256 // takes a fingerprint
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#define OVERLAY_QUEUED 256 //atom queued to SSoverlay
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#define ON_BORDER 512 // item has priority to check when entering or leaving
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#define EARBANGPROTECT 1024
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@@ -128,6 +128,8 @@ var/list/static/global/pointed_types = typecacheof(list(
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#define is_pointed(W) (is_type_in_typecache(W, pointed_types))
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#define isbodypart(A) (istype(A, /obj/item/bodypart))
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//Assemblies
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#define isassembly(O) (istype(O, /obj/item/device/assembly))
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@@ -74,3 +74,6 @@
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#define HUD_LAYER 19
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#define ABOVE_HUD_PLANE 20
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#define ABOVE_HUD_LAYER 20
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#define SPLASHSCREEN_LAYER 21
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#define SPLASHSCREEN_PLANE 21
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@@ -16,8 +16,12 @@
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#define STATUS_EFFECT_POWERREGEN /datum/status_effect/cyborg_power_regen //Regenerates power on a given cyborg over time
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#define STATUS_EFFECT_HISGRACE /datum/status_effect/his_grace //His Grace.
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/////////////
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// DEBUFFS //
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/////////////
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#define STATUS_EFFECT_SIGILMARK /datum/status_effect/sigil_mark
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#define STATUS_EFFECT_HISWRATH /datum/status_effect/his_wrath //His Wrath.
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@@ -3,5 +3,5 @@
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#define TICK_LIMIT_MC 70
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#define TICK_LIMIT_MC_INIT_DEFAULT 98
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#define TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? stoplag() : 0 )
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#define TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT )
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#define CHECK_TICK if (world.tick_usage > CURRENT_TICKLIMIT) stoplag()
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