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

This commit is contained in:
kevinz000
2020-04-06 18:40:58 -07:00
2864 changed files with 782707 additions and 267358 deletions
+71 -33
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@@ -2,32 +2,57 @@
#define CHECK_DNA_AND_SPECIES(C) if((!(C.dna)) || (!(C.dna.species))) return
//Defines copying names of mutations in all cases, make sure to change this if you change mutation's name
#define HULK "Hulk"
#define XRAY "X Ray Vision"
#define COLDRES "Cold Resistance"
#define TK "Telekinesis"
#define NERVOUS "Nervousness"
#define EPILEPSY "Epilepsy"
#define MUTATE "Unstable DNA"
#define COUGH "Cough"
#define DWARFISM "Dwarfism"
#define CLOWNMUT "Clumsiness"
#define TOURETTES "Tourettes Syndrome"
#define DEAFMUT "Deafness"
#define BLINDMUT "Blindness"
#define RACEMUT "Monkified"
#define BADSIGHT "Near Sightness"
#define LASEREYES "Laser Eyes"
#define CHAMELEON "Chameleon"
#define WACKY "Wacky"
#define MUT_MUTE "Mute"
#define SMILE "Smile"
#define STONER "Stoner"
#define UNINTELLIGIBLE "Unintelligible"
#define SWEDISH "Swedish"
#define CHAV "Chav"
#define ELVIS "Elvis"
//Defines copying names of mutations in all cases, make sure to change this if you change mutation's type
#define HULK /datum/mutation/human/hulk
#define XRAY /datum/mutation/human/thermal/x_ray
#define SPACEMUT /datum/mutation/human/space_adaptation
#define TK /datum/mutation/human/telekinesis
#define NERVOUS /datum/mutation/human/nervousness
#define EPILEPSY /datum/mutation/human/epilepsy
#define MUTATE /datum/mutation/human/bad_dna
#define COUGH /datum/mutation/human/cough
#define DWARFISM /datum/mutation/human/dwarfism
#define GIGANTISM /datum/mutation/human/gigantism
#define CLOWNMUT /datum/mutation/human/clumsy
#define TOURETTES /datum/mutation/human/tourettes
#define DEAFMUT /datum/mutation/human/deaf
#define BLINDMUT /datum/mutation/human/blind
#define RACEMUT /datum/mutation/human/race
#define BADSIGHT /datum/mutation/human/nearsight
#define LASEREYES /datum/mutation/human/laser_eyes
#define CHAMELEON /datum/mutation/human/chameleon
#define WACKY /datum/mutation/human/wacky
#define MUT_MUTE /datum/mutation/human/mute
#define SMILE /datum/mutation/human/smile
#define STONER /datum/mutation/human/stoner
#define UNINTELLIGIBLE /datum/mutation/human/unintelligible
#define SWEDISH /datum/mutation/human/swedish
#define CHAV /datum/mutation/human/chav
#define ELVIS /datum/mutation/human/elvis
#define RADIOACTIVE /datum/mutation/human/radioactive
#define GLOWY /datum/mutation/human/glow
#define ANTIGLOWY /datum/mutation/human/glow/anti
#define TELEPATHY /datum/mutation/human/telepathy
#define FIREBREATH /datum/mutation/human/firebreath
#define VOID /datum/mutation/human/void
#define TONGUESPIKE /datum/mutation/human/tongue_spike
#define TONGUESPIKECHEM /datum/mutation/human/tongue_spike/chem
#define STRONG /datum/mutation/human/strong
#define STIMMED /datum/mutation/human/stimmed
#define FIRESWEAT /datum/mutation/human/fire
#define THERMAL /datum/mutation/human/thermal
#define ANTENNA /datum/mutation/human/antenna
#define PARANOIA /datum/mutation/human/paranoia
#define MINDREAD /datum/mutation/human/mindreader
#define INSULATED /datum/mutation/human/insulated
#define SHOCKTOUCH /datum/mutation/human/shock
#define OLFACTION /datum/mutation/human/olfaction
#define ACIDFLESH /datum/mutation/human/acidflesh
#define BADBLINK /datum/mutation/human/badblink
#define SPASTIC /datum/mutation/human/spastic
#define GELADIKINESIS /datum/mutation/human/geladikinesis
#define CRYOKINESIS /datum/mutation/human/cryokinesis
#define SPIDER_WEB /datum/mutation/human/webbing
#define UI_CHANGED "ui changed"
#define UE_CHANGED "ue changed"
@@ -39,10 +64,12 @@
//Types of usual mutations
#define POSITIVE 1
#define NEGATIVE 2
#define MINOR_NEGATIVE 3
#define MINOR_NEGATIVE 4
//Mutations that cant be taken from genetics and are not in SE
#define NON_SCANNABLE -1
//Mutation classes. Normal being on them, extra being additional mutations with instability and other being stuff you dont want people to fuck with like wizard mutate
#define MUT_NORMAL 1
#define MUT_EXTRA 2
#define MUT_OTHER 3
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
@@ -63,7 +90,8 @@
#define DNA_MUTANTMARKING_BLOCK 13
#define DNA_TAUR_BLOCK 14
#define DNA_STRUC_ENZYMES_BLOCKS 18
#define DNA_SEQUENCE_LENGTH 4
#define DNA_MUTATION_BLOCKS 8
#define DNA_UNIQUE_ENZYMES_LEN 32
//Transformation proc stuff
@@ -136,8 +164,18 @@
#define ORGAN_SLOT_TESTICLES "testicles"
#define ORGAN_SLOT_BREASTS "breasts"
////organ defines
#define STANDARD_ORGAN_THRESHOLD 100
#define STANDARD_ORGAN_HEALING 0.001
#define STANDARD_ORGAN_DECAY 0.00222 //designed to fail organs when left to decay for ~15 minutes
#define STANDARD_ORGAN_HEALING (1/(15 MINUTES / (2 SECONDS)))
#define STANDARD_ORGAN_DECAY (1/(15 MINUTES / (2 SECONDS))) //designed to fail organs when left to decay for ~15 minutes. 2 SECOND is SSmobs tickrate.
//used for the can_chromosome var on mutations
#define CHROMOSOME_NEVER 0
#define CHROMOSOME_NONE 1
#define CHROMOSOME_USED 2
#define G_MALE 1
#define G_FEMALE 2
#define G_PLURAL 3
#define G_NEUTER 4
+1 -1
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@@ -20,7 +20,7 @@
#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
#define START_PROCESSING(Processor, Datum) if (!(Datum.datum_flags & DF_ISPROCESSING)) {Datum.datum_flags |= DF_ISPROCESSING;Processor.processing += Datum}
#define STOP_PROCESSING(Processor, Datum) Datum.datum_flags &= ~DF_ISPROCESSING;Processor.processing -= Datum
#define STOP_PROCESSING(Processor, Datum) Datum.datum_flags &= ~DF_ISPROCESSING;Processor.processing -= Datum;Processor.currentrun -= Datum
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
+3 -2
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@@ -73,6 +73,7 @@
#define ADMIN_PUNISHMENT_SUPPLYPOD "Supply Pod"
#define ADMIN_PUNISHMENT_MAZING "Puzzle"
#define ADMIN_PUNISHMENT_PIE "Cream Pie"
#define ADMIN_PUNISHMENT_CUSTOM_PIE "Custom Cream Pie"
#define AHELP_ACTIVE 1
#define AHELP_CLOSED 2
@@ -87,5 +88,5 @@
#define MAX_KEYPRESS_COMMANDLENGTH 16
///Max amount of keypress messages per second over two seconds before client is autokicked
#define MAX_KEYPRESS_AUTOKICK 100
///Length of held key rolling buffer
#define HELD_KEY_BUFFER_LENGTH 15
///Length of max held keys
#define MAX_HELD_KEYS 15
+24
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@@ -1,3 +1,6 @@
#define TRAITOR_HUMAN /datum/traitor_class/human/freeform
#define TRAITOR_AI /datum/traitor_class/ai
#define NUKE_RESULT_FLUKE 0
#define NUKE_RESULT_NUKE_WIN 1
#define NUKE_RESULT_CREW_WIN 2
@@ -34,6 +37,21 @@
#define HIJACK_HIJACKER 1 //Needs to be present for shuttle to be hijacked
#define HIJACK_PREVENT 2 //Prevents hijacking same way as non-antags
//Syndicate Contracts
#define CONTRACT_STATUS_INACTIVE 1
#define CONTRACT_STATUS_ACTIVE 2
#define CONTRACT_STATUS_BOUNTY_CONSOLE_ACTIVE 3
#define CONTRACT_STATUS_EXTRACTING 4
#define CONTRACT_STATUS_COMPLETE 5
#define CONTRACT_STATUS_ABORTED 6
#define CONTRACT_PAYOUT_LARGE 1
#define CONTRACT_PAYOUT_MEDIUM 2
#define CONTRACT_PAYOUT_SMALL 3
#define CONTRACT_UPLINK_PAGE_CONTRACTS "CONTRACTS"
#define CONTRACT_UPLINK_PAGE_HUB "HUB"
//Overthrow time to update heads obj
#define OBJECTIVE_UPDATING_TIME 300
@@ -57,3 +75,9 @@
#define CAT_STRUCTURE "Structures"
#define MARTIALART_HUNTER "hunter-fu"
//Blob
#define BLOB_REROLL_TIME 2400 // blob gets a free reroll every X time
#define BLOB_SPREAD_COST 4
#define BLOB_ATTACK_REFUND 2 //blob refunds this much if it attacks and doesn't spread
#define BLOB_REFLECTOR_COST 15
+14 -2
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@@ -149,9 +149,9 @@
//OPEN TURF ATMOS
#define OPENTURF_DEFAULT_ATMOS "o2=22;n2=82;TEMP=293.15" //the default air mix that open turfs spawn
#define TCOMMS_ATMOS "n2=100;TEMP=80" //-193,15°C telecommunications. also used for xenobiology slime killrooms
#define TCOMMS_ATMOS "n2=100;TEMP=80" //-193,15degC telecommunications. also used for xenobiology slime killrooms
#define AIRLESS_ATMOS "TEMP=2.7" //space
#define FROZEN_ATMOS "o2=22;n2=82;TEMP=180" //-93.15°C snow and ice turfs
#define FROZEN_ATMOS "o2=22;n2=82;TEMP=180" //-93.15degC snow and ice turfs
#define BURNMIX_ATMOS "o2=2500;plasma=5000;TEMP=370" //used in the holodeck burn test program
//ATMOSPHERICS DEPARTMENT GAS TANK TURFS
@@ -254,6 +254,18 @@
#define PIPING_CARDINAL_AUTONORMALIZE (1<<3) //north/south east/west doesn't matter, auto normalize on build.
//HELPERS
#define PIPING_LAYER_SHIFT(T, PipingLayer) \
if(T.dir & NORTH || T.dir & SOUTH) { \
T.pixel_x = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X;\
} \
if(T.dir & WEST || T.dir & EAST) { \
T.pixel_y = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y;\
}
#define PIPING_LAYER_DOUBLE_SHIFT(T, PipingLayer) \
T.pixel_x = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X;\
T.pixel_y = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y;
#define THERMAL_ENERGY(gas) (gas.temperature * gas.heat_capacity())
#define QUANTIZE(variable) (round(variable,0.0000001))/*I feel the need to document what happens here. Basically this is used to catch most rounding errors, however it's previous value made it so that
once gases got hot enough, most procedures wouldnt occur due to the fact that the mole counts would get rounded away. Thus, we lowered it a few orders of magnititude */
+25 -46
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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")
@@ -34,47 +22,52 @@
#define CAN_MASTURBATE_WITH (1<<5)
#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 COCK_SIZE_MIN 1
#define COCK_SIZE_MAX 20
#define COCK_GIRTH_RATIO_MAX 1.25
#define COCK_GIRTH_RATIO_DEF 0.75
#define COCK_GIRTH_RATIO_MIN 0.5
#define DEF_VAGINA_SHAPE "Human"
#define KNOT_GIRTH_RATIO_MAX 3
#define KNOT_GIRTH_RATIO_DEF 2.1
#define KNOT_GIRTH_RATIO_MIN 1.25
#define COCK_SIZE_DEF 6
#define COCK_DIAMETER_RATIO_MAX 0.42
#define COCK_DIAMETER_RATIO_DEF 0.25
#define COCK_DIAMETER_RATIO_MIN 0.15
#define DEF_COCK_SHAPE "Human"
#define BALLS_VOLUME_BASE 25
#define BALLS_VOLUME_MULT 1
#define DEF_BALLS_SHAPE "Single"
#define BALLS_SIZE_MIN 1
#define BALLS_SIZE_DEF 2
#define BALLS_SIZE_MAX 3
#define BALLS_SACK_SIZE_MIN 1
#define BALLS_SACK_SIZE_DEF 8
#define BALLS_SACK_SIZE_MAX 40
#define CUM_RATE 2 // holy shit what a really shitty define name - relates to units per arbitrary measure of time?
#define CUM_RATE_MULT 1
#define CUM_EFFICIENCY 1 //amount of nutrition required per life()
#define EGG_GIRTH_MIN 1//inches
#define EGG_GIRTH_DEF 6
#define EGG_GIRTH_MAX 16
#define BREASTS_VOLUME_BASE 50 //base volume for the reagents in the breasts, multiplied by the size then multiplier. 50u for A cups, 850u for HH cups.
#define BREASTS_VOLUME_MULT 1 //global multiplier for breast volume.
#define BREASTS_SIZE_DEF "c" //lowercase cause those sprite accessory don't use uppercased letters.
#define DEF_BREASTS_SHAPE "Pair"
#define MILK_RATE 5
#define MILK_RATE_MULT 1
#define MILK_EFFICIENCY 1
#define AROUSAL_MINIMUM_DEFAULT 0
#define AROUSAL_MAXIMUM_DEFAULT 100
#define AROUSAL_START_VALUE 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"
@@ -82,14 +75,9 @@
#define ADMIN_IC(client) "(<a href='?_src_=holder;icissue=\ref[client]'>IC</a>)"//marks and adminhelp as an IC issue
#define ADMIN_REJECT(client) "(<a href='?_src_=holder;rejectadminhelp=\ref[client]'>REJT</a>)"//Rejects an adminhelp for being unclear or otherwise unhelpful. resets their adminhelp timer
//Damage stuffs
#define AROUSAL "arousal"
//Citadel istypes
#define isgenital(A) (istype(A, /obj/item/organ/genital))
#define isborer(A) (istype(A, /mob/living/simple_animal/borer))
#define CITADEL_MENTOR_OOC_COLOUR "#224724"
//xenobio console upgrade stuff
@@ -97,14 +85,6 @@
#define XENOBIO_UPGRADE_SLIMEBASIC 2
#define XENOBIO_UPGRADE_SLIMEADV 4
//stamina stuff
#define STAMINA_SOFTCRIT 100 //softcrit for stamina damage. prevents standing up, prevents performing actions that cost stamina, etc, but doesn't force a rest or stop movement
#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
//Citadel toggles because bitflag memes
#define MEDIHOUND_SLEEPER (1<<0)
#define EATING_NOISES (1<<1)
@@ -117,12 +97,11 @@
#define NEVER_HYPNO (1<<8)
#define NO_APHRO (1<<9)
#define NO_ASS_SLAP (1<<10)
#define BIMBOFICATION (1<<11)
#define TOGGLES_CITADEL (EATING_NOISES|DIGESTION_NOISES|BREAST_ENLARGEMENT|PENIS_ENLARGEMENT)
//component stuff
#define COMSIG_COMBAT_TOGGLED "combatmode_toggled" //called by combat mode toggle on all equipped items. args: (mob/user, combatmode)
#define COMSIG_VORE_TOGGLED "voremode_toggled" // totally not copypasta
//belly sound pref things
+57 -1
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@@ -29,12 +29,60 @@
#define EFFECT_DROWSY "drowsy"
#define EFFECT_JITTER "jitter"
// /mob/living/combat_flags
#define CAN_TOGGLE_COMBAT_MODE(mob) FORCE_BOOLEAN((mob.stat == CONSCIOUS) && !(mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
/// Default combat flags for those affected by ((stamina combat))
#define COMBAT_FLAGS_DEFAULT NONE
/// Default combat flags for everyone else (so literally everyone but humans)
#define COMBAT_FLAGS_STAMSYSTEM_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_COMBAT_TOGGLED)
/// Default combat flags for those only affected by sprint (so just silicons)
#define COMBAT_FLAGS_STAMEXEMPT_YESSPRINT (COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_COMBAT_TOGGLED)
/// The user wants combat mode on
#define COMBAT_FLAG_COMBAT_TOGGLED (1<<0)
/// The user wants sprint mode on
#define COMBAT_FLAG_SPRINT_TOGGLED (1<<1)
/// Combat mode is currently active
#define COMBAT_FLAG_COMBAT_ACTIVE (1<<2)
/// Sprint is currently active
#define COMBAT_FLAG_SPRINT_ACTIVE (1<<3)
/// Currently attempting to crawl under someone
#define COMBAT_FLAG_ATTEMPTING_CRAWL (1<<4)
/// Currently stamcritted
#define COMBAT_FLAG_HARD_STAMCRIT (1<<5)
/// Currently attempting to resist up from the ground
#define COMBAT_FLAG_RESISTING_REST (1<<6)
/// Intentionally resting
#define COMBAT_FLAG_INTENTIONALLY_RESTING (1<<7)
/// Currently stamcritted but not as violently
#define COMBAT_FLAG_SOFT_STAMCRIT (1<<8)
// Helpers for getting someone's stamcrit state. Cast to living.
#define NOT_STAMCRIT 0
#define SOFT_STAMCRIT 1
#define HARD_STAMCRIT 2
// Stamcrit check helpers
#define IS_STAMCRIT(mob) (CHECK_STAMCRIT(mob) != NOT_STAMCRIT)
#define CHECK_STAMCRIT(mob) ((mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)? HARD_STAMCRIT : ((mob.combat_flags & COMBAT_FLAG_SOFT_STAMCRIT)? SOFT_STAMCRIT : NOT_STAMCRIT))
//stamina stuff
#define STAMINA_SOFTCRIT 100 //softcrit for stamina damage. prevents standing up, prevents performing actions that cost stamina, etc, but doesn't force a rest or stop movement
#define STAMINA_CRIT 140 //crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
#define STAMINA_SOFTCRIT_TRADITIONAL 0 //same as STAMINA_SOFTCRIT except for the more traditional health calculations
#define STAMINA_CRIT_TRADITIONAL -40 //ditto, but for STAMINA_CRIT
#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
//Bitflags defining which status effects could be or are inflicted on a mob
// This is a bit out of date/inaccurate in light of all the new status effects and is probably pending rework.
#define CANSTUN (1<<0)
#define CANKNOCKDOWN (1<<1)
#define CANUNCONSCIOUS (1<<2)
#define CANPUSH (1<<3)
#define GODMODE (1<<4)
#define CANSTAGGER (1<<5)
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
@@ -184,7 +232,7 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define BODY_ZONE_PRECISE_R_FOOT "r_foot"
//We will round to this value in damage calculations.
#define DAMAGE_PRECISION 0.1
#define DAMAGE_PRECISION 0.01
//items total mass, used to calculate their attacks' stamina costs. If not defined, the cost will be (w_class * 1.25)
#define TOTAL_MASS_TINY_ITEM 1.25
@@ -197,3 +245,11 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define TOTAL_MASS_HAND_REPLACEMENT 5 //standard punching stamina cost. most hand replacements are huge items anyway.
#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
#define TOTAL_MASS_TOY_SWORD 1.5
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#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.
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@@ -1,6 +1,7 @@
//config files
#define CONFIG_GET(X) global.config.Get(/datum/config_entry/##X)
#define CONFIG_SET(X, Y) global.config.Set(/datum/config_entry/##X, ##Y)
#define CONFIG_GET_ENTRY(X) global.config.GetEntryDatum(/datum/config_entry/##X)
#define CONFIG_MAPS_FILE "maps.txt"
+4 -15
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@@ -59,19 +59,6 @@
//let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
//Material defines, for determining how much of a given material an item contains
#define MAT_METAL "$metal"
#define MAT_GLASS "$glass"
#define MAT_SILVER "$silver"
#define MAT_GOLD "$gold"
#define MAT_DIAMOND "$diamond"
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BLUESPACE "$bluespace"
#define MAT_BANANIUM "$bananium"
#define MAT_TITANIUM "$titanium"
#define MAT_BIOMASS "$biomass"
#define MAT_PLASTIC "$plastic"
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
//The maximum size of a stack object.
@@ -92,17 +79,19 @@
#define CAT_BREAD "Breads"
#define CAT_BURGER "Burgers"
#define CAT_CAKE "Cakes"
#define CAT_DONUT "Donuts"
#define CAT_EGG "Egg-Based Food"
#define CAT_MEAT "Meats"
#define CAT_MEXICAN "Mexican"
#define CAT_MISCFOOD "Misc. Food"
#define CAT_PASTRY "Pastries"
#define CAT_PIE "Pies"
#define CAT_PIE "Pies & Sweets"
#define CAT_PIZZA "Pizzas"
#define CAT_SALAD "Salads"
#define CAT_SEAFOOD "Seafood"
#define CAT_SANDWICH "Sandwiches"
#define CAT_SOUP "Soups"
#define CAT_SPAGHETTI "Spaghettis"
#define CAT_FISH "Fish"
#define CAT_ICE "Frozen"
#define RCD_FLOORWALL 1
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@@ -0,0 +1,55 @@
/// Return this from `/datum/component/Initialize` or `datum/component/OnTransfer` to have the component be deleted if it's applied to an incorrect type.
/// `parent` must not be modified if this is to be returned.
/// This will be noted in the runtime logs
#define COMPONENT_INCOMPATIBLE 1
/// Returned in PostTransfer to prevent transfer, similar to `COMPONENT_INCOMPATIBLE`
#define COMPONENT_NOTRANSFER 2
/// Return value to cancel attaching
#define ELEMENT_INCOMPATIBLE 1
// /datum/element flags
/// Causes the detach proc to be called when the host object is being deleted
#define ELEMENT_DETACH (1 << 0)
/**
* Only elements created with the same arguments given after `id_arg_index` share an element instance
* The arguments are the same when the text and number values are the same and all other values have the same ref
*/
#define ELEMENT_BESPOKE (1 << 1)
// How multiple components of the exact same type are handled in the same datum
/// old component is deleted (default)
#define COMPONENT_DUPE_HIGHLANDER 0
/// duplicates allowed
#define COMPONENT_DUPE_ALLOWED 1
/// new component is deleted
#define COMPONENT_DUPE_UNIQUE 2
/// old component is given the initialization args of the new
#define COMPONENT_DUPE_UNIQUE_PASSARGS 4
/// each component of the same type is consulted as to whether the duplicate should be allowed
#define COMPONENT_DUPE_SELECTIVE 5
//Redirection component init flags
#define REDIRECT_TRANSFER_WITH_TURF 1
//Arch
#define ARCH_PROB "probability" //Probability for each item
#define ARCH_MAXDROP "max_drop_amount" //each item's max drop amount
//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)
+16
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@@ -0,0 +1,16 @@
/// Used to trigger signals and call procs registered for that signal
/// The datum hosting the signal is automaticaly added as the first argument
/// Returns a bitfield gathered from all registered procs
/// Arguments given here are packaged in a list and given to _SendSignal
#define SEND_SIGNAL(target, sigtype, arguments...) ( !target.comp_lookup || !target.comp_lookup[sigtype] ? NONE : target._SendSignal(sigtype, list(target, ##arguments)) )
#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
/// A wrapper for _AddElement that allows us to pretend we're using normal named arguments
#define AddElement(arguments...) _AddElement(list(##arguments))
/// A wrapper for _RemoveElement that allows us to pretend we're using normal named arguments
#define RemoveElement(arguments...) _RemoveElement(list(##arguments))
/// A wrapper for _AddComponent that allows us to pretend we're using normal named arguments
#define AddComponent(arguments...) _AddComponent(list(##arguments))
@@ -1,28 +1,3 @@
#define SEND_SIGNAL(target, sigtype, arguments...) ( !target.comp_lookup || !target.comp_lookup[sigtype] ? NONE : target._SendSignal(sigtype, list(target, ##arguments)) )
#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
#define COMPONENT_INCOMPATIBLE 1
#define COMPONENT_NOTRANSFER 2
#define ELEMENT_INCOMPATIBLE 1 // Return value to cancel attaching
// /datum/element flags
/// Causes the detach proc to be called when the host object is being deleted
#define ELEMENT_DETACH (1 << 0)
/**
* Only elements created with the same arguments given after `id_arg_index` share an element instance
* The arguments are the same when the text and number values are the same and all other values have the same ref
*/
#define ELEMENT_BESPOKE (1 << 1)
// How multiple components of the exact same type are handled in the same datum
#define COMPONENT_DUPE_HIGHLANDER 0 //old component is deleted (default)
#define COMPONENT_DUPE_ALLOWED 1 //duplicates allowed
#define COMPONENT_DUPE_UNIQUE 2 //new component is deleted
#define COMPONENT_DUPE_UNIQUE_PASSARGS 4 //old component is given the initialization args of the new
// All signals. Format:
// When the signal is called: (signal arguments)
// All signals send the source datum of the signal as the first argument
@@ -33,6 +8,10 @@
#define COMSIG_GLOB_NEW_Z "!new_z" //from base of datum/controller/subsystem/mapping/proc/add_new_zlevel(): (list/args)
#define COMSIG_GLOB_VAR_EDIT "!var_edit" //called after a successful var edit somewhere in the world: (list/args)
#define COMSIG_GLOB_LIVING_SAY_SPECIAL "!say_special" //global living say plug - use sparingly: (mob/speaker , message)
// signals from globally accessible objects
/// from SSsun when the sun changes position : (azimuth)
#define COMSIG_SUN_MOVED "sun_moved"
//////////////////////////////////////////////////////////////////
// /datum signals
@@ -43,6 +22,10 @@
#define COMSIG_PARENT_PREQDELETED "parent_preqdeleted" //before a datum's Destroy() is called: (force), returning a nonzero value will cancel the qdel operation
#define COMSIG_PARENT_QDELETING "parent_qdeleting" //just before a datum's Destroy() is called: (force), at this point none of the other components chose to interrupt qdel and Destroy will be called
/// Trait signals
#define COMPONENT_ADD_TRAIT (1<<0)
#define COMPONENT_REMOVE_TRAIT (1<<1)
// /atom signals
#define COMSIG_PARENT_ATTACKBY "atom_attackby" //from base of atom/attackby(): (/obj/item, /mob/living, params)
#define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called
@@ -58,6 +41,7 @@
#define COMSIG_ATOM_NO_UPDATE_ICON_STATE 1
#define COMSIG_ATOM_NO_UPDATE_OVERLAYS 2
#define COMSIG_ATOM_UPDATE_OVERLAYS "atom_update_overlays" //from base of atom/update_overlays(): (list/new_overlays)
#define COMSIG_ATOM_UPDATED_ICON "atom_updated_icon" //from base of atom/update_icon(): (signalOut, did_anything)
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (atom/movable/entering, /atom)
#define COMSIG_ATOM_EXIT "atom_exit" //from base of atom/Exit(): (/atom/movable/exiting, /atom/newloc)
#define COMPONENT_ATOM_BLOCK_EXIT 1
@@ -106,6 +90,9 @@
#define COMSIG_CLICK "atom_click" //from base of atom/Click(): (location, control, params, mob/user)
#define COMSIG_CLICK_SHIFT "shift_click" //from base of atom/ShiftClick(): (/mob)
#define COMPONENT_ALLOW_EXAMINATE 1
#define COMPONENT_DENY_EXAMINATE 2 //Higher priority compared to the above one
#define COMSIG_CLICK_CTRL "ctrl_click" //from base of atom/CtrlClickOn(): (/mob)
#define COMSIG_CLICK_ALT "alt_click" //from base of atom/AltClick(): (/mob)
#define COMSIG_CLICK_CTRL_SHIFT "ctrl_shift_click" //from base of atom/CtrlShiftClick(/mob)
@@ -123,6 +110,7 @@
#define COMSIG_TURF_MULTIZ_NEW "turf_multiz_new" //from base of turf/New(): (turf/source, direction)
// /atom/movable signals
#define COMSIG_MOVABLE_PRE_MOVE "movable_pre_move" //from base of atom/movable/Moved(): (/atom)
#define COMSIG_MOVABLE_MOVED "movable_moved" //from base of atom/movable/Moved(): (/atom, dir)
#define COMSIG_MOVABLE_CROSS "movable_cross" //from base of atom/movable/Cross(): (/atom/movable)
#define COMSIG_MOVABLE_CROSSED "movable_crossed" //from base of atom/movable/Crossed(): (/atom/movable)
@@ -158,11 +146,12 @@
// /mob signals
#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A)
#define COMPONENT_ALLOW_EXAMINE 1
#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_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
@@ -184,23 +173,42 @@
#define SPEECH_MESSAGE 1
// #define SPEECH_BUBBLE_TYPE 2
#define SPEECH_SPANS 3
/* #define SPEECH_SANITIZE 4
// #define SPEECH_SANITIZE 4
#define SPEECH_LANGUAGE 5
#define SPEECH_IGNORE_SPAM 6
#define SPEECH_FORCED 7 */
// #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_CAST_CHECK "mob_spell_cast_check" //called from base of /obj/effect/proc_holder/spell/cast_check(): (spell)
// /mob/living signals
#define COMSIG_LIVING_FULLY_HEAL "living_fully_healed" //from base of /mob/living/fully_heal(): (admin_revive)
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
#define COMSIG_LIVING_RESIST "living_resist" //from base of mob/living/resist() (/mob/living)
#define COMSIG_LIVING_IGNITED "living_ignite" //from base of mob/living/IgniteMob() (/mob/living)
#define COMSIG_LIVING_EXTINGUISHED "living_extinguished" //from base of mob/living/ExtinguishMob() (/mob/living)
#define COMSIG_LIVING_ELECTROCUTE_ACT "living_electrocute_act" //from base of mob/living/electrocute_act(): (shock_damage)
#define COMSIG_LIVING_ELECTROCUTE_ACT "living_electrocute_act" //from base of mob/living/electrocute_act(): (shock_damage, source, siemens_coeff, flags)
#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_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)
#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)
//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)
#define COMSIG_LIVING_STATUS_KNOCKDOWN "living_knockdown" //from base of mob/living/Knockdown() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_PARALYZE "living_paralyze" //from base of mob/living/Paralyze() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_IMMOBILIZE "living_immobilize" //from base of mob/living/Immobilize() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_UNCONSCIOUS "living_unconscious" //from base of mob/living/Unconscious() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_SLEEP "living_sleeping" //from base of mob/living/Sleeping() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_DAZE "living_daze" //from base of mob/living/Daze() (amount, update, ignore)
#define COMSIG_LIVING_STATUS_STAGGER "living_stagger" //from base of mob/living/Stagger() (amount, update, ignore)
#define COMPONENT_NO_STUN 1 //For all of them
// /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)
// /mob/living/simple_animal/hostile signals
#define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget"
@@ -216,6 +224,7 @@
// /obj/item signals
#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
#define COMSIG_MOB_APPLY_DAMGE "mob_apply_damage" //from base of /mob/living/proc/apply_damage(): (damage, damagetype, def_zone)
#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
#define COMPONENT_NO_INTERACT 1
#define COMSIG_ITEM_ATTACK_OBJ "item_attack_obj" //from base of obj/item/attack_obj(): (/obj, /mob)
@@ -223,12 +232,14 @@
#define COMSIG_ITEM_PRE_ATTACK "item_pre_attack" //from base of obj/item/pre_attack(): (atom/target, mob/user, params)
#define COMPONENT_NO_ATTACK 1
#define COMSIG_ITEM_AFTERATTACK "item_afterattack" //from base of obj/item/afterattack(): (atom/target, mob/user, params)
#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)
#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)
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
@@ -263,6 +274,9 @@
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
#define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit" //Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted)
#define COMSIG_HUMAN_PREFS_COPIED_TO "human_prefs_copied_to" //from datum/preferences/copy_to(): (datum/preferences, icon_updates, roundstart_checks)
#define COMSIG_HUMAN_HARDSET_DNA "human_hardset_dna" //from mob/living/carbon/human/hardset_dna(): (ui, list/mutation_index, newreal_name, newblood_type, datum/species, newfeatures)
#define COMSIG_HUMAN_ON_RANDOMIZE "humman_on_randomize" //from base of proc/randomize_human()
// /datum/species signals
#define COMSIG_SPECIES_GAIN "species_gain" //from datum/species/on_species_gain(): (datum/species/new_species, datum/species/old_species)
@@ -274,8 +288,6 @@
#define COMSIG_TURF_MAKE_DRY "make_turf_try" //(max_strength, immediate, duration_decrease = INFINITY): Returns bool.
#define COMSIG_COMPONENT_CLEAN_ACT "clean_act" //called on an object to clean it of cleanables. Usualy with soap: (num/strength)
//Blood color
#define COMSIG_BLOOD_COLOR "blood_DNA_to_color" //RGB blood stuff
//Food
#define COMSIG_FOOD_EATEN "food_eaten" //from base of obj/item/reagent_containers/food/snacks/attack(): (mob/living/eater, mob/feeder)
@@ -292,19 +304,24 @@
//Nanites
#define COMSIG_HAS_NANITES "has_nanites" //() returns TRUE if nanites are found
#define COMSIG_NANITE_IS_STEALTHY "nanite_is_stealthy" //() returns TRUE if nanites have stealth
#define COMSIG_NANITE_DELETE "nanite_delete" //() deletes the nanite component
#define COMSIG_NANITE_GET_PROGRAMS "nanite_get_programs" //(list/nanite_programs) - makes the input list a copy the nanites' program list
#define COMSIG_NANITE_GET_VOLUME "nanite_get_volume" //(amount) Returns nanite amount
#define COMSIG_NANITE_SET_VOLUME "nanite_set_volume" //(amount) Sets current nanite volume to the given amount
#define COMSIG_NANITE_ADJUST_VOLUME "nanite_adjust" //(amount) Adjusts nanite volume by the given amount
#define COMSIG_NANITE_SET_MAX_VOLUME "nanite_set_max_volume" //(amount) Sets maximum nanite volume to the given amount
#define COMSIG_NANITE_SET_CLOUD "nanite_set_cloud" //(amount(0-100)) Sets cloud ID to the given amount
#define COMSIG_NANITE_SET_CLOUD_SYNC "nanite_set_cloud_sync" //(method) Modify cloud sync status. Method can be toggle, enable or disable
#define COMSIG_NANITE_SET_SAFETY "nanite_set_safety" //(amount) Sets safety threshold to the given amount
#define COMSIG_NANITE_SET_REGEN "nanite_set_regen" //(amount) Sets regeneration rate to the given amount
#define COMSIG_NANITE_SIGNAL "nanite_signal" //(code(1-9999)) Called when sending a nanite signal to a mob.
#define COMSIG_NANITE_COMM_SIGNAL "nanite_comm_signal" //(comm_code(1-9999), comm_message) Called when sending a nanite comm signal to a mob.
#define COMSIG_NANITE_SCAN "nanite_scan" //(mob/user, full_scan) - sends to chat a scan of the nanites to the user, returns TRUE if nanites are detected
#define COMSIG_NANITE_UI_DATA "nanite_ui_data" //(list/data, scan_level) - adds nanite data to the given data list - made for ui_data procs
#define COMSIG_NANITE_ADD_PROGRAM "nanite_add_program" //(datum/nanite_program/new_program, datum/nanite_program/source_program) Called when adding a program to a nanite component
#define COMPONENT_PROGRAM_INSTALLED 1 //Installation successful
#define COMPONENT_PROGRAM_NOT_INSTALLED 2 //Installation failed, but there are still nanites
#define COMPONENT_PROGRAM_INSTALLED 1 //Installation successful
#define COMPONENT_PROGRAM_NOT_INSTALLED 2 //Installation failed, but there are still nanites
#define COMSIG_NANITE_SYNC "nanite_sync" //(datum/component/nanites, full_overwrite, copy_activation) Called to sync the target's nanites to a given nanite component
// /datum/component/storage signals
@@ -326,19 +343,6 @@
#define COMSIG_ACTION_TRIGGER "action_trigger" //from base of datum/action/proc/Trigger(): (datum/action)
#define COMPONENT_ACTION_BLOCK_TRIGGER 1
/*******Non-Signal Component Related Defines*******/
//Redirection component init flags
#define REDIRECT_TRANSFER_WITH_TURF 1
//Arch
#define ARCH_PROB "probability" //Probability for each item
#define ARCH_MAXDROP "max_drop_amount" //each item's max drop amount
//Ouch my toes!
#define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2
//Xenobio hotkeys
#define COMSIG_XENO_SLIME_CLICK_CTRL "xeno_slime_click_ctrl" //from slime CtrlClickOn(): (/mob)
#define COMSIG_XENO_SLIME_CLICK_ALT "xeno_slime_click_alt" //from slime AltClickOn(): (/mob)
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@@ -5,6 +5,8 @@
#define NO_ASSASSIN (1<<0)
#define WAROPS_ALWAYS_ALLOWED (1<<1)
#define USE_PREF_WEIGHTS (1<<2)
#define FORCE_IF_WON (1<<3)
#define ONLY_RULESET (1<<0)
#define HIGHLANDER_RULESET (1<<1)
+33 -5
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@@ -54,12 +54,13 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define PASSCLOSEDTURF (1<<5)
#define LETPASSTHROW (1<<6)
//Movement Types
#define GROUND (1<<0)
#define FLYING (1<<1)
#define VENTCRAWLING (1<<2)
#define FLOATING (1<<3)
#define GROUND (1<<0)
#define FLYING (1<<1)
#define VENTCRAWLING (1<<2)
#define FLOATING (1<<3)
#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
#define CRAWLING (1<<5) //Applied if you're crawling around on the ground/resting.
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF (1<<0)
@@ -91,3 +92,30 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
// radiation
#define RAD_PROTECT_CONTENTS (1<<0)
#define RAD_NO_CONTAMINATE (1<<1)
//Mob mobility var flags
/// any flag
#define CHECK_MOBILITY(target, flags) CHECK_BITFIELD(target.mobility_flags, flags)
#define CHECK_ALL_MOBILITY(target, flags) CHECK_MULTIPLE_BITFIELDS(target.mobility_flags, flags)
/// can move
#define MOBILITY_MOVE (1<<0)
/// can, and is, standing up.
#define MOBILITY_STAND (1<<1)
/// can pickup items
#define MOBILITY_PICKUP (1<<2)
/// can use items and interact with world objects like opening closets/etc
#define MOBILITY_USE (1<<3)
/// can use interfaces like consoles
#define MOBILITY_UI (1<<4)
/// can use storage item
#define MOBILITY_STORAGE (1<<5)
/// can pull things
#define MOBILITY_PULL (1<<6)
/// can hold non-nodropped items voluntarily
#define MOBILITY_HOLD (1<<7)
/// Can resist out of buckling, grabs, cuffs, etc, in the usual order (buckle --> cuffs --> grab)
#define MOBILITY_RESIST (1<<8)
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_RESIST)
#define MOBILITY_FLAGS_ANY_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
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@@ -102,6 +102,7 @@
#define HIDENECK (1<<10)
#define HIDETAUR (1<<11) //gotta hide that snowflake
#define HIDESNOUT (1<<12) //or do we actually hide our snoots
#define HIDEACCESSORY (1<<13) //hides the jumpsuit accessory.
//bitflags for clothing coverage - also used for limbs
#define HEAD (1<<0)
+31 -29
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@@ -23,6 +23,7 @@
#define DOCTOR (1<<4)
#define GENETICIST (1<<5)
#define VIROLOGIST (1<<6)
#define PARAMEDIC (1<<7)
#define CIVILIAN (1<<2)
@@ -58,32 +59,33 @@
#define JOB_DISPLAY_ORDER_ASSISTANT 1
#define JOB_DISPLAY_ORDER_CAPTAIN 2
#define JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL 3
#define JOB_DISPLAY_ORDER_BARTENDER 4
#define JOB_DISPLAY_ORDER_COOK 5
#define JOB_DISPLAY_ORDER_BOTANIST 6
#define JOB_DISPLAY_ORDER_JANITOR 7
#define JOB_DISPLAY_ORDER_CLOWN 8
#define JOB_DISPLAY_ORDER_MIME 9
#define JOB_DISPLAY_ORDER_CURATOR 10
#define JOB_DISPLAY_ORDER_LAWYER 11
#define JOB_DISPLAY_ORDER_CHAPLAIN 12
#define JOB_DISPLAY_ORDER_QUARTERMASTER 13
#define JOB_DISPLAY_ORDER_CARGO_TECHNICIAN 14
#define JOB_DISPLAY_ORDER_SHAFT_MINER 15
#define JOB_DISPLAY_ORDER_CHIEF_ENGINEER 16
#define JOB_DISPLAY_ORDER_STATION_ENGINEER 17
#define JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN 18
#define JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER 19
#define JOB_DISPLAY_ORDER_MEDICAL_DOCTOR 20
#define JOB_DISPLAY_ORDER_CHEMIST 21
#define JOB_DISPLAY_ORDER_GENETICIST 22
#define JOB_DISPLAY_ORDER_VIROLOGIST 23
#define JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR 24
#define JOB_DISPLAY_ORDER_SCIENTIST 25
#define JOB_DISPLAY_ORDER_ROBOTICIST 26
#define JOB_DISPLAY_ORDER_HEAD_OF_SECURITY 27
#define JOB_DISPLAY_ORDER_WARDEN 28
#define JOB_DISPLAY_ORDER_DETECTIVE 29
#define JOB_DISPLAY_ORDER_SECURITY_OFFICER 30
#define JOB_DISPLAY_ORDER_AI 31
#define JOB_DISPLAY_ORDER_CYBORG 32
#define JOB_DISPLAY_ORDER_QUARTERMASTER 4
#define JOB_DISPLAY_ORDER_CARGO_TECHNICIAN 5
#define JOB_DISPLAY_ORDER_SHAFT_MINER 6
#define JOB_DISPLAY_ORDER_BARTENDER 7
#define JOB_DISPLAY_ORDER_COOK 8
#define JOB_DISPLAY_ORDER_BOTANIST 9
#define JOB_DISPLAY_ORDER_JANITOR 10
#define JOB_DISPLAY_ORDER_CLOWN 11
#define JOB_DISPLAY_ORDER_MIME 12
#define JOB_DISPLAY_ORDER_CURATOR 13
#define JOB_DISPLAY_ORDER_LAWYER 14
#define JOB_DISPLAY_ORDER_CHAPLAIN 15
#define JOB_DISPLAY_ORDER_AI 16
#define JOB_DISPLAY_ORDER_CYBORG 17
#define JOB_DISPLAY_ORDER_CHIEF_ENGINEER 18
#define JOB_DISPLAY_ORDER_STATION_ENGINEER 19
#define JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN 20
#define JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER 21
#define JOB_DISPLAY_ORDER_MEDICAL_DOCTOR 22
#define JOB_DISPLAY_ORDER_PARAMEDIC 23
#define JOB_DISPLAY_ORDER_CHEMIST 24
#define JOB_DISPLAY_ORDER_VIROLOGIST 25
#define JOB_DISPLAY_ORDER_GENETICIST 26
#define JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR 27
#define JOB_DISPLAY_ORDER_SCIENTIST 28
#define JOB_DISPLAY_ORDER_ROBOTICIST 29
#define JOB_DISPLAY_ORDER_HEAD_OF_SECURITY 30
#define JOB_DISPLAY_ORDER_WARDEN 31
#define JOB_DISPLAY_ORDER_DETECTIVE 32
#define JOB_DISPLAY_ORDER_SECURITY_OFFICER 33
+28
View File
@@ -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
@@ -78,20 +83,38 @@
#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
@@ -101,11 +124,16 @@
#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 HUD_RENDER_TARGET "HUD_PLANE"
#define ABOVE_HUD_PLANE 22
#define ABOVE_HUD_LAYER 22
#define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE"
#define SPLASHSCREEN_LAYER 23
#define SPLASHSCREEN_PLANE 23
#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
+5
View File
@@ -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
+14 -13
View File
@@ -24,23 +24,24 @@
#define LOG_SAY (1 << 1)
#define LOG_WHISPER (1 << 2)
#define LOG_EMOTE (1 << 3)
#define LOG_DSAY (1 << 4)
#define LOG_PDA (1 << 5)
#define LOG_CHAT (1 << 6)
#define LOG_COMMENT (1 << 7)
#define LOG_TELECOMMS (1 << 8)
#define LOG_OOC (1 << 9)
#define LOG_ADMIN (1 << 10)
#define LOG_OWNERSHIP (1 << 11)
#define LOG_GAME (1 << 12)
#define LOG_ADMIN_PRIVATE (1 << 13)
#define LOG_ASAY (1 << 14)
#define LOG_VIRUS (1 << 15)
#define LOG_SUBTLER (1 << 4)
#define LOG_DSAY (1 << 5)
#define LOG_PDA (1 << 6)
#define LOG_CHAT (1 << 7)
#define LOG_COMMENT (1 << 8)
#define LOG_TELECOMMS (1 << 9)
#define LOG_OOC (1 << 10)
#define LOG_ADMIN (1 << 11)
#define LOG_OWNERSHIP (1 << 12)
#define LOG_GAME (1 << 13)
#define LOG_ADMIN_PRIVATE (1 << 14)
#define LOG_ASAY (1 << 15)
#define LOG_VIRUS (1 << 16)
//Individual logging panel pages
#define INDIVIDUAL_ATTACK_LOG (LOG_ATTACK)
#define INDIVIDUAL_SAY_LOG (LOG_SAY | LOG_WHISPER | LOG_DSAY)
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE)
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE | LOG_SUBTLER)
#define INDIVIDUAL_COMMS_LOG (LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS)
#define INDIVIDUAL_OOC_LOG (LOG_OOC | LOG_ADMIN)
#define INDIVIDUAL_OWNERSHIP_LOG (LOG_OWNERSHIP)
+11 -1
View File
@@ -96,12 +96,22 @@
#define NUKESTATE_CORE_EXPOSED 1
#define NUKESTATE_CORE_REMOVED 0
#define NUKEUI_AWAIT_DISK 0
#define NUKEUI_AWAIT_CODE 1
#define NUKEUI_AWAIT_TIMER 2
#define NUKEUI_AWAIT_ARM 3
#define NUKEUI_TIMING 4
#define NUKEUI_EXPLODED 5
#define NUKE_OFF_LOCKED 0
#define NUKE_OFF_UNLOCKED 1
#define NUKE_ON_TIMING 2
#define NUKE_ON_EXPLODING 3
#define MACHINE_NOT_ELECTRIFIED 0
#define MACHINE_ELECTRIFIED_PERMANENT -1
#define MACHINE_DEFAULT_ELECTRIFY_TIME 30
//these flags are used to tell the DNA modifier if a plant gene cannot be extracted or modified.
#define PLANT_GENE_REMOVABLE (1<<0)
#define PLANT_GENE_EXTRACTABLE (1<<1)
#define PLANT_GENE_EXTRACTABLE (1<<1)
+11
View File
@@ -0,0 +1,11 @@
/// Is the material from an ore? currently unused but exists atm for categorizations sake
#define MAT_CATEGORY_ORE "ore capable"
/// Hard materials, such as iron or metal
#define MAT_CATEGORY_RIGID "rigid material"
/// Flag for atoms, this flag ensures it isn't re-colored by materials. Useful for snowflake icons such as default toolboxes.
#define MATERIAL_COLOR (1<<0)
#define MATERIAL_ADD_PREFIX (1<<1)
#define MATERIAL_NO_EFFECTS (1<<2)
#define MATERIAL_AFFECT_STATISTICS (1<<3)
+9 -2
View File
@@ -30,7 +30,7 @@
#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)) )
@@ -199,4 +199,11 @@
#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)
// )
// )
#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)
+15 -29
View File
@@ -25,30 +25,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define NOT_IMPLEMENTED "NOT_IMPLEMENTED"
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
#define JANUARY 1
#define FEBRUARY 2
#define MARCH 3
#define APRIL 4
#define MAY 5
#define JUNE 6
#define JULY 7
#define AUGUST 8
#define SEPTEMBER 9
#define OCTOBER 10
#define NOVEMBER 11
#define DECEMBER 12
//Select holiday names -- If you test for a holiday in the code, make the holiday's name a define and test for that instead
#define NEW_YEAR "New Year"
#define VALENTINES "Valentine's Day"
#define APRIL_FOOLS "April Fool's Day"
#define EASTER "Easter"
#define HALLOWEEN "Halloween"
#define CHRISTMAS "Christmas"
#define FESTIVE_SEASON "Festive Season"
//Human Overlays Indexes/////////
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
#define MUTATIONS_LAYER 32 //mutations. Tk headglows, cold resistance glow, etc
@@ -369,11 +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
@@ -430,6 +405,8 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define DUMMY_HUMAN_SLOT_HOLOFORM "dummy_holoform_generation"
#define DUMMY_HUMAN_SLOT_ADMIN "admintools"
#define DUMMY_HUMAN_SLOT_MANIFEST "dummy_manifest_generation"
#define DUMMY_HUMAN_SLOT_HALLUCINATION "dummy_hallucination"
#define DUMMY_HUMAN_SLOT_EXAMINER "dummy_examiner"
#define PR_ANNOUNCEMENTS_PER_ROUND 5 //The number of unique PR announcements allowed per round
//This makes sure that a single person can only spam 3 reopens and 3 closes before being ignored
@@ -537,3 +514,12 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define HOLOFORM_FILTER_STATIC "FILTER_STATIC"
#define CANT_REENTER_ROUND -1
//Nightshift levels.
#define NIGHTSHIFT_AREA_FORCED 0 //ALWAYS nightshift if nightshift is enabled
#define NIGHTSHIFT_AREA_PUBLIC 1 //hallways
#define NIGHTSHIFT_AREA_RECREATION 2 //dorms common areas, etc
#define NIGHTSHIFT_AREA_DEPARTMENT_HALLS 3 //interior hallways, etc
#define NIGHTSHIFT_AREA_NONE 4 //default/highest.
#define UNTIL(X) while(!(X)) stoplag()
+31 -15
View File
@@ -35,17 +35,17 @@
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
//Mob bio-types
#define MOB_ORGANIC "organic"
#define MOB_INORGANIC "inorganic"
#define MOB_ROBOTIC "robotic"
#define MOB_UNDEAD "undead"
#define MOB_HUMANOID "humanoid"
#define MOB_BUG "bug"
#define MOB_BEAST "beast"
#define MOB_EPIC "epic" //megafauna
#define MOB_REPTILE "reptile"
#define MOB_SPIRIT "spirit"
//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
//Organ defines for carbon mobs
#define ORGAN_ORGANIC 1
@@ -58,8 +58,10 @@
#define BODYPART_DISABLED_DAMAGE 1
#define BODYPART_DISABLED_PARALYSIS 2
#define DEFAULT_BODYPART_ICON 'icons/mob/human_parts.dmi'
#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
#define DEFAULT_BODYPART_ICON_CITADEL 'modular_citadel/icons/mob/mutant_bodyparts.dmi'
#define MONKEY_BODYPART "monkey"
#define ALIEN_BODYPART "alien"
@@ -200,12 +202,25 @@
#define NO_SLIP_WHEN_WALKING (1<<0)
#define SLIDE (1<<1)
#define GALOSHES_DONT_HELP (1<<2)
#define SLIDE_ICE (1<<3)
#define SLIP_WHEN_CRAWLING (1<<4) //clown planet ruin
#define SLIP_WHEN_JOGGING (1<<5) //slips prevented by walking are also dodged if the mob is not sprinting or fatigued... unless this flag is on.
#define FLYING_DOESNT_HELP (1<<3)
#define SLIDE_ICE (1<<4)
#define SLIP_WHEN_CRAWLING (1<<5) //clown planet ruin amongst others
#define SLIP_WHEN_JOGGING (1<<6) //slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
#define MAX_CHICKENS 50
///Flags used by the flags parameter of electrocute act.
///Makes it so that the shock doesn't take gloves into account.
#define SHOCK_NOGLOVES (1 << 0)
///Used when the shock is from a tesla bolt.
#define SHOCK_TESLA (1 << 1)
///Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
#define SHOCK_ILLUSION (1 << 2)
///The shock doesn't stun.
#define SHOCK_NOSTUN (1 << 3)
#define INCORPOREAL_MOVE_BASIC 1
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
@@ -274,4 +289,5 @@
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define PULL_PRONE_SLOWDOWN 0.6
#define HUMAN_CARRY_SLOWDOWN 0
#define FIREMAN_CARRY_SLOWDOWN 0
#define PIGGYBACK_CARRY_SLOWDOWN 1
+20
View File
@@ -0,0 +1,20 @@
//Defaults
#define MOVE_FORCE_DEFAULT 1000
#define MOVE_RESIST_DEFAULT 1000
#define PULL_FORCE_DEFAULT 1000
//Factors/modifiers
#define MOVE_FORCE_PULL_RATIO 1 //Same move force to pull objects
#define MOVE_FORCE_PUSH_RATIO 1 //Same move force to normally push
#define MOVE_FORCE_FORCEPUSH_RATIO 2 //2x move force to forcefully push
#define MOVE_FORCE_CRUSH_RATIO 3 //3x move force to do things like crush objects
#define MOVE_FORCE_THROW_RATIO 1 //Same force throw as resist to throw objects
#define MOVE_FORCE_OVERPOWERING (MOVE_FORCE_DEFAULT * MOVE_FORCE_CRUSH_RATIO * 10)
#define MOVE_FORCE_EXTREMELY_STRONG (MOVE_FORCE_DEFAULT * MOVE_FORCE_CRUSH_RATIO * 3)
#define MOVE_FORCE_VERY_STRONG ((MOVE_FORCE_DEFAULT * MOVE_FORCE_CRUSH_RATIO) - 1)
#define MOVE_FORCE_STRONG (MOVE_FORCE_DEFAULT * 2)
#define MOVE_FORCE_NORMAL MOVE_FORCE_DEFAULT
#define MOVE_FORCE_WEAK (MOVE_FORCE_DEFAULT / 2)
#define MOVE_FORCE_VERY_WEAK ((MOVE_FORCE_DEFAULT / MOVE_FORCE_CRUSH_RATIO) + 1)
#define MOVE_FORCE_EXTREMELY_WEAK (MOVE_FORCE_DEFAULT / (MOVE_FORCE_CRUSH_RATIO * 3))
+14 -4
View File
@@ -17,6 +17,9 @@
//ids
#define MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED "MOB_WALK_RUN"
#define MOVESPEED_ID_MOB_GRAB_STATE "MOB_GRAB_STATE"
#define MOVESPEED_ID_MOB_EQUIPMENT "MOB_EQUIPMENT"
#define MOVESPEED_ID_MOB_GRAVITY "MOB_GRAVITY"
#define MOVESPEED_ID_CONFIG_SPEEDMOD "MOB_CONFIG_MODIFIER"
#define MOVESPEED_ID_SLIME_REAGENTMOD "SLIME_REAGENT_MODIFIER"
@@ -28,6 +31,7 @@
#define MOVESPEED_ID_TARANTULA_WEB "TARANTULA_WEB"
#define MOVESPEED_ID_LIVING_TURF_SPEEDMOD "LIVING_TURF_SPEEDMOD"
#define MOVESPEED_ID_LIVING_LIMBLESS "LIVING_LIMBLESS"
#define MOVESPEED_ID_CARBON_SOFTCRIT "CARBON_SOFTCRIT"
#define MOVESPEED_ID_CARBON_OLDSPEED "CARBON_DEPRECATED_SPEED"
@@ -59,13 +63,19 @@
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_SLAUGHTER "SLAUGHTER"
#define MOVESPEED_ID_CYBER_THRUSTER "CYBER_IMPLANT_THRUSTER"
#define MOVESPEED_ID_JETPACK "JETPACK"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_FAT "FAT"
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
+39 -6
View File
@@ -1,11 +1,44 @@
#define NANITE_TIMER_DEACTIVATE 1
#define NANITE_TIMER_SELFDELETE 2
#define NANITE_TIMER_TRIGGER 3
#define NANITE_TIMER_RESET 4
#define NANITE_SYNC_DELAY 300
#define NANITE_SHOCK_IMMUNE 1
#define NANITE_EMP_IMMUNE 2
#define NANITE_PROGRAM_LIMIT 20
#define NANITE_PROGRAM_LIMIT 20
#define NANITE_BASE_RESEARCH 3.5
#define NANITE_CLOUD_TOGGLE 1
#define NANITE_CLOUD_DISABLE 2
#define NANITE_CLOUD_ENABLE 3
///Nanite extra settings types: used to help uis know what type an extra setting is
#define NESTYPE_TEXT "text"
#define NESTYPE_NUMBER "number"
#define NESTYPE_TYPE "type"
#define NESTYPE_BOOLEAN "boolean"
///Nanite Extra Settings - Note that these will also be the names displayed in the UI
#define NES_SENT_CODE "Sent Code"
#define NES_DELAY "Delay"
#define NES_MODE "Mode"
#define NES_COMM_CODE "Comm Code"
#define NES_RELAY_CHANNEL "Relay Channel"
#define NES_HEALTH_PERCENT "Health Percent"
#define NES_DIRECTION "Direction"
#define NES_NANITE_PERCENT "Nanite Percent"
#define NES_DAMAGE_TYPE "Damage Type"
#define NES_DAMAGE "Damage"
#define NES_SENTENCE "Sentence"
#define NES_MESSAGE "Message"
#define NES_DIRECTIVE "Directive"
#define NES_INCLUSIVE_MODE "Inclusive Mode"
#define NES_HALLUCINATION_TYPE "Hallucination Type"
#define NES_HALLUCINATION_DETAIL "Hallucination Detail"
#define NES_MOOD_MESSAGE "Mood Message"
#define NES_PROGRAM_OVERWRITE "Program Overwrite"
#define NES_CLOUD_OVERWRITE "Cloud Overwrite"
#define NES_SCAN_TYPE "Scan Type"
#define NES_BUTTON_NAME "Button Name"
#define NES_ICON "Icon"
#define NES_COLOR "Color"
+13 -12
View File
@@ -17,18 +17,19 @@
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define SLOWS_WHILE_IN_HAND (1<<4)
#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define BEING_REMOVED (1<<0)
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define SLOWS_WHILE_IN_HAND (1<<4)
#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define NO_ATTACK_CHAIN_SOFT_STAMCRIT (1<<12) //Entirely blocks melee_attack_chain() if user is soft stamcritted. Uses getStaminaLoss() to check at this point in time. THIS DOES NOT BLOCK RANGED AFTERATTACK()S, ONLY MELEE RANGE AFTERATTACK()S.
// Flags for the clothing_flags var on /obj/item/clothing
+13
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@@ -0,0 +1,13 @@
//TODO: move these to their own file
#define POOL_FRIGID 1
#define POOL_COOL 2
#define POOL_NORMAL 3
#define POOL_WARM 4
#define POOL_SCALDING 5
GLOBAL_LIST_INIT(blacklisted_pool_reagents, list(
/datum/reagent/toxin/plasma, /datum/reagent/oxygen, /datum/reagent/nitrous_oxide, /datum/reagent/nitrogen, //gases
/datum/reagent/fermi, //blanket fermichem ban sorry. this also covers mkultra, genital enlargers, etc etc.
/datum/reagent/drug/aphrodisiac, /datum/reagent/drug/anaphrodisiac, /datum/reagent/drug/aphrodisiacplus, /datum/reagent/drug/anaphrodisiacplus, //literally asking for prefbreaks
/datum/reagent/consumable/femcum, /datum/reagent/consumable/semen //NO.
))
+3
View File
@@ -0,0 +1,3 @@
#define SOLAR_TRACK_OFF 0
#define SOLAR_TRACK_TIMED 1
#define SOLAR_TRACK_AUTO 2
+2 -2
View File
@@ -1,5 +1,5 @@
#define PROFILE_START ;PROFILE_STORE = list();PROFILE_SET;
#define PROFILE_STOP ;PROFILE_STORE = null;
#define LINE_PROFILE_START ;PROFILE_STORE = list();PROFILE_SET;
#define LINE_PROFILE_STOP ;PROFILE_STORE = null;
#define PROFILE_SET ;PROFILE_TIME = TICK_USAGE_REAL; PROFILE_LINE = __LINE__; PROFILE_FILE = __FILE__; PROFILE_SLEEPCHECK = world.time;
+4
View File
@@ -23,6 +23,10 @@ Ask ninjanomnom if they're around
#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation
#define RAD_MONKEY_GORILLIZE 1650 // How much stored radiation to check for Harambe time.
#define RAD_MOB_GORILLIZE_FACTOR 100
#define RAD_MONKEY_GORILLIZE_EXPONENT 0.5
#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting
#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
+13 -1
View File
@@ -8,7 +8,7 @@
#define REAGENT_PURITY_ACCURACY 0.001
#define DEFAULT_SPECIFIC_HEAT 200
// container_type defines
//reagents_holder_flags defines
#define INJECTABLE (1<<0) // Makes it possible to add reagents through droppers and syringes.
#define DRAWABLE (1<<1) // Makes it possible to remove reagents through syringes.
@@ -22,6 +22,11 @@
// Is an open container for all intents and purposes.
#define OPENCONTAINER (REFILLABLE | DRAINABLE | TRANSPARENT)
//reagents_value defines, for cargo stuff.
#define DEFAULT_REAGENTS_VALUE 1
#define NO_REAGENTS_VALUE 0
#define HARVEST_REAGENTS_VALUE 0.3
#define TOUCH 1 // splashing
#define INGEST 2 // ingestion
@@ -29,12 +34,19 @@
#define PATCH 4 // patches
#define INJECT 5 // injection
//container_flags
#define PH_WEAK (1 << 0)
#define TEMP_WEAK (1 << 1)
#define APTFT_VERB (1 << 2) //APTFT stands for "amount per transfer from this"
#define APTFT_ALTCLICK (1 << 3)
//defines passed through to the on_reagent_change proc
#define DEL_REAGENT 1 // reagent deleted (fully cleared)
#define ADD_REAGENT 2 // reagent added
#define REM_REAGENT 3 // reagent removed (may still exist)
#define THRESHOLD_UNHUSK 50 // health threshold for synthflesh/rezadone to unhusk someone
//reagent bitflags, used for altering how they works
#define REAGENT_DEAD_PROCESS (1<<0) //calls on_mob_dead() if present in a dead body
#define REAGENT_DONOTSPLIT (1<<1) //Do not split the chem at all during processing
+7 -1
View File
@@ -53,4 +53,10 @@
//Checks to determine borg availability depending on the server's config. These are defines in the interest of reducing copypasta
#define BORG_SEC_AVAILABLE (!CONFIG_GET(flag/disable_secborg) && GLOB.security_level >= CONFIG_GET(number/minimum_secborg_alert))
#define BORG_SEC_AVAILABLE (!CONFIG_GET(flag/disable_secborg) && GLOB.security_level >= CONFIG_GET(number/minimum_secborg_alert))
//silicon_priviledges flags
#define PRIVILEDGES_SILICON (1<<0)
#define PRIVILEDGES_PAI (1<<1)
#define PRIVILEDGES_BOT (1<<2)
#define PRIVILEDGES_DRONE (1<<3)
+2 -1
View File
@@ -37,7 +37,8 @@
#define ROLE_GANG "gangster"
#define ROLE_BLOODSUCKER "bloodsucker"
//#define ROLE_MONSTERHUNTER "monster hunter" Disabled for now
#define ROLE_GHOSTCAFE "ghostcafe"
#define ROLE_MINOR_ANTAG "minorantag"
//Missing assignment means it's not a gamemode specific role, IT'S NOT A BUG OR ERROR.
//The gamemode specific ones are just so the gamemodes can query whether a player is old enough
//(in game days played) to play that role
+2
View File
@@ -81,6 +81,8 @@
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
#define MAX_MESSAGE_LEN 2048 //Citadel edit: What's the WORST that could happen?
#define MAX_FLAVOR_LEN 4096 //double the maximum message length.
#define MAX_TASTE_LEN 40 //lick... vore... ew...
#define MAX_NAME_LEN 42
#define MAX_BROADCAST_LEN 512
#define MAX_CHARTER_LEN 80
+5
View File
@@ -11,3 +11,8 @@
#define SHOULD_CALL_PARENT(X)
#define UNLINT(X) X
#endif
/world/proc/enable_debugger()
var/dll = world.GetConfig("env", "EXTOOLS_DLL")
if (dll)
call(dll, "debug_initialize")()
+19 -3
View File
@@ -37,16 +37,28 @@
/////////////
// DEBUFFS //
/////////////
/// The affected is unable to move, or to use, hold, or pickup items.
#define STATUS_EFFECT_STUN /datum/status_effect/incapacitating/stun
#define STATUS_EFFECT_STUN /datum/status_effect/incapacitating/stun //the affected is stunned
#define STATUS_EFFECT_KNOCKDOWN /datum/status_effect/incapacitating/knockdown //the affected is unable to stand up
#define STATUS_EFFECT_KNOCKDOWN /datum/status_effect/incapacitating/knockdown //the affected is knocked down
#define STATUS_EFFECT_IMMOBILIZED /datum/status_effect/incapacitating/immobilized //the affected is unable to move
#define STATUS_EFFECT_PARALYZED /datum/status_effect/incapacitating/paralyzed //the affected is unable to move, use items, or stand up.
/// The affected is unable to use or pickup items
#define STATUS_EFFECT_DAZED /datum/status_effect/incapacitating/dazed
#define STATUS_EFFECT_UNCONSCIOUS /datum/status_effect/incapacitating/unconscious //the affected is unconscious
#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
#define STATUS_EFFECT_TASED /datum/status_effect/no_combat_mode/electrode/ //the affected has been tased, preventing fine muscle control
/// Blocks sprint
#define STATUS_EFFECT_STAGGERED /datum/status_effect/staggered
#define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down
#define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control
#define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
@@ -88,6 +100,9 @@
#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_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
/////////////
// NEUTRAL //
/////////////
@@ -106,3 +121,4 @@
#define STATUS_EFFECT_RAINBOWPROTECTION /datum/status_effect/rainbow_protection //Invulnerable and pacifistic
#define STATUS_EFFECT_SLIMESKIN /datum/status_effect/slimeskin //Increased armor
#define STATUS_EFFECT_DNA_MELT /datum/status_effect/dna_melt //usually does something horrible to you when you hit 100 genetic instability
+20 -19
View File
@@ -47,25 +47,26 @@
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_FAIL2TOPIC 22
#define INIT_ORDER_TITLE 20
#define INIT_ORDER_GARBAGE 19
#define INIT_ORDER_DBCORE 18
#define INIT_ORDER_BLACKBOX 17
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_INPUT 15
#define INIT_ORDER_VIS 14
#define INIT_ORDER_RESEARCH 13
#define INIT_ORDER_EVENTS 12
#define INIT_ORDER_JOBS 11
#define INIT_ORDER_QUIRKS 10
#define INIT_ORDER_TICKER 9
#define INIT_ORDER_MAPPING 8
#define INIT_ORDER_NETWORKS 7
#define INIT_ORDER_ATOMS 6
#define INIT_ORDER_LANGUAGE 5
#define INIT_ORDER_MACHINES 4
#define INIT_ORDER_CIRCUIT 3
#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_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_MAPPING 50
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
#define INIT_ORDER_CIRCUIT 15
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_AIR -1
+1
View File
@@ -1,4 +1,5 @@
#define TGS_EXTERNAL_CONFIGURATION
#define TGS_V3_API
#define TGS_DEFINE_AND_SET_GLOBAL(Name, Value) GLOBAL_VAR_INIT(##Name, ##Value); GLOBAL_PROTECT(##Name)
#define TGS_READ_GLOBAL(Name) GLOB.##Name
#define TGS_WRITE_GLOBAL(Name, Value) GLOB.##Name = ##Value
+21 -5
View File
@@ -107,6 +107,22 @@
var/commit //full sha of compiled commit
var/origin_commit //full sha of last known remote commit. This may be null if the TGS repository is not currently tracking a remote branch
//represents a version of tgstation-server
/datum/tgs_version
var/suite //The suite version, can be >=3
//this group of variables can be null to represent a wild card
var/major //The major version
var/minor //The minor version
var/patch //The patch version
var/raw_parameter //The unparsed parameter
var/deprefixed_parameter //The version only bit of raw_parameter
//if the tgs_version is a wildcard version
/datum/tgs_version/proc/Wildcard()
return
//represents a merge of a GitHub pull request
/datum/tgs_revision_information/test_merge
var/number //pull request number
@@ -155,22 +171,22 @@
//FUNCTIONS
//Returns the respective string version of the API
//Returns the respective supported /datum/tgs_version of the API
/world/proc/TgsMaximumAPIVersion()
return
/world/proc/TgsMinimumAPIVersion()
return
//Gets the current version of the server tools running the server
/world/proc/TgsVersion()
return
//Returns TRUE if the world was launched under the server tools and the API matches, FALSE otherwise
//No function below this succeeds if it returns FALSE
/world/proc/TgsAvailable()
return
//Gets the current /datum/tgs_version of the server tools running the server
/world/proc/TgsVersion()
return
/world/proc/TgsInstanceName()
return
+26 -2
View File
@@ -1,3 +1,27 @@
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
#define JANUARY 1
#define FEBRUARY 2
#define MARCH 3
#define APRIL 4
#define MAY 5
#define JUNE 6
#define JULY 7
#define AUGUST 8
#define SEPTEMBER 9
#define OCTOBER 10
#define NOVEMBER 11
#define DECEMBER 12
//Select holiday names -- If you test for a holiday in the code, make the holiday's name a define and test for that instead
#define NEW_YEAR "New Year"
#define VALENTINES "Valentine's Day"
#define APRIL_FOOLS "April Fool's Day"
#define EASTER "Easter"
#define HALLOWEEN "Halloween"
#define CHRISTMAS "Christmas"
#define FESTIVE_SEASON "Festive Season"
/*
Days of the week to make it easier to reference them.
@@ -30,5 +54,5 @@ When using time2text(), please use "DDD" to find the weekday. Refrain from using
#define WORLDTIME2TEXT(format) GAMETIMESTAMP(format, world.time)
#define WORLDTIMEOFDAY2TEXT(format) GAMETIMESTAMP(format, world.timeofday)
#define TIME_STAMP(format, showds) showds ? "[WORLDTIMEOFDAY2TEXT(format)]:[world.timeofday % 10]" : WORLDTIMEOFDAY2TEXT(format)
#define STATION_TIME(display_only) ((((world.time - SSticker.round_start_time) * SSticker.station_time_rate_multiplier) + SSticker.gametime_offset) % 864000) - (display_only? GLOB.timezoneOffset : 0)
#define STATION_TIME_TIMESTAMP(format) time2text(STATION_TIME(TRUE), format)
#define STATION_TIME(display_only, wtime) ((((wtime - SSticker.round_start_time) * SSticker.station_time_rate_multiplier) + SSticker.gametime_offset) % 864000) - (display_only? GLOB.timezoneOffset : 0)
#define STATION_TIME_TIMESTAMP(format, wtime) time2text(STATION_TIME(TRUE, wtime), format)
+3 -1
View File
@@ -14,7 +14,9 @@
#define TOOL_DRILL "drill"
#define TOOL_SCALPEL "scalpel"
#define TOOL_SAW "saw"
//Glasswork Tools
#define TOOL_BLOW "blowing_rod"
#define TOOL_GLASS_CUT "glasskit"
// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
// tool sound is only played when op is started. If not, it's played twice.
+55 -4
View File
@@ -1,3 +1,5 @@
#define SIGNAL_TRAIT(trait_ref) "trait [trait_ref]"
// trait accessor defines
#define ADD_TRAIT(target, trait, source) \
do { \
@@ -6,12 +8,14 @@
target.status_traits = list(); \
_L = target.status_traits; \
_L[trait] = list(source); \
SEND_SIGNAL(target, SIGNAL_TRAIT(trait), COMPONENT_ADD_TRAIT); \
} else { \
_L = target.status_traits; \
if (_L[trait]) { \
_L[trait] |= list(source); \
} else { \
_L[trait] = list(source); \
SEND_SIGNAL(target, SIGNAL_TRAIT(trait), COMPONENT_ADD_TRAIT); \
} \
} \
} while (0)
@@ -31,7 +35,8 @@
} \
};\
if (!length(_L[trait])) { \
_L -= trait \
_L -= trait; \
SEND_SIGNAL(target, SIGNAL_TRAIT(trait), COMPONENT_REMOVE_TRAIT); \
}; \
if (!length(_L)) { \
target.status_traits = null \
@@ -46,7 +51,8 @@
for (var/_T in _L) { \
_L[_T] &= _S;\
if (!length(_L[_T])) { \
_L -= _T } \
_L -= _T ; \
SEND_SIGNAL(target, SIGNAL_TRAIT(_T), COMPONENT_REMOVE_TRAIT); } \
};\
if (!length(_L)) { \
target.status_traits = null\
@@ -55,6 +61,7 @@
} while (0)
#define HAS_TRAIT(target, trait) (target.status_traits ? (target.status_traits[trait] ? TRUE : FALSE) : FALSE)
#define HAS_TRAIT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (source in target.status_traits[trait]) : FALSE) : FALSE)
#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
//mob traits
#define TRAIT_BLIND "blind"
@@ -76,6 +83,7 @@
#define TRAIT_DISFIGURED "disfigured"
#define TRAIT_XENO_HOST "xeno_host" //Tracks whether we're gonna be a baby alien's mummy.
#define TRAIT_STUNIMMUNE "stun_immunity"
#define TRAIT_TASED_RESISTANCE "tased_resistance" //prevents you from suffering most of the effects of being tased
#define TRAIT_SLEEPIMMUNE "sleep_immunity"
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
@@ -110,6 +118,7 @@
#define TRAIT_NOHARDCRIT "nohardcrit"
#define TRAIT_NOSOFTCRIT "nosoftcrit"
#define TRAIT_MINDSHIELD "mindshield"
#define TRAIT_HIJACKER "hijacker"
#define TRAIT_SIXTHSENSE "sixthsense"
#define TRAIT_DISSECTED "dissected"
#define TRAIT_FEARLESS "fearless"
@@ -122,6 +131,8 @@
#define TRAIT_UNINTELLIGIBLE_SPEECH "unintelligible-speech"
#define TRAIT_SOOTHED_THROAT "soothed-throat"
#define TRAIT_LAW_ENFORCEMENT_METABOLISM "law-enforcement-metabolism"
#define TRAIT_QUICK_CARRY "quick-carry"
#define TRAIT_QUICKER_CARRY "quicker-carry"
#define TRAIT_STRONG_GRABBER "strong_grabber"
#define TRAIT_CALCIUM_HEALER "calcium_healer"
#define TRAIT_MAGIC_CHOKE "magic_choke"
@@ -135,10 +146,37 @@
#define TRAIT_NOMARROW "nomarrow" // You don't make blood, with chemicals or nanites.
#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_PASSTABLE "passtable"
// 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)
// BUT FOR NOW, THESE ARE HOOKED TO DO update_mobility() VIA COMSIG IN living_mobility.dm
// SO IF YOU ADD MORE, BESURE TO UPDATE IT THERE.
/// Disallow movement
#define TRAIT_MOBILITY_NOMOVE "mobility_nomove"
/// Disallow pickup
#define TRAIT_MOBILITY_NOPICKUP "mobility_nopickup"
/// Disallow item use
#define TRAIT_MOBILITY_NOUSE "mobility_nouse"
#define TRAIT_SWIMMING "swimming" //only applied by /datum/element/swimming, for checking
/**
* COMBAT MODE/SPRINT MODE TRAITS
*/
/// Prevents combat mode from being active.
#define TRAIT_COMBAT_MODE_LOCKED "combatmode_locked"
/// Prevents sprinting from being active.
#define TRAIT_SPRINT_LOCKED "sprint_locked"
//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"
@@ -161,9 +199,10 @@
#define TRAIT_TAGGER "tagger"
#define TRAIT_PHOTOGRAPHER "photographer"
#define TRAIT_MUSICIAN "musician"
#define TRAIT_PERMABONER "permanent_arousal"
#define TRAIT_NEVERBONER "never_aroused"
#define TRAIT_NYMPHO "nymphomania"
#define TRAIT_MASO "masochism"
#define TRAIT_EXHIBITIONIST "exhibitionist"
#define TRAIT_HIGH_BLOOD "high_blood"
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
@@ -172,7 +211,12 @@
#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
#define TRAIT_FREESPRINT "free_sprinting"
#define TRAIT_XRAY_VISION "xray_vision"
#define TRAIT_THERMAL_VISION "thermal_vision"
#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"
@@ -194,10 +238,15 @@
#define STATUS_EFFECT_TRAIT "status-effect"
#define ROUNDSTART_TRAIT "roundstart" //cannot be removed without admin intervention
#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
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define CLONING_POD_TRAIT "cloning-pod"
#define VIRTUAL_REALITY_TRAIT "vr_trait"
#define CHANGELING_DRAIN "drain"
#define CHANGELING_HIVEMIND_MUTE "ling_mute"
#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
@@ -229,7 +278,9 @@
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define RISING_BASS_TRAIT "rising_bass"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
#define NUKEOP_ANTAGONIST "nukeop-antagonist"
#define MADE_UNCLONEABLE "made-uncloneable"
#define TIMESTOP_TRAIT "timestop"
#define NUKEOP_TRAIT "nuke-op"
#define CLOWNOP_TRAIT "clown-op"
#define MEGAFAUNA_TRAIT "megafauna"
#define DEATHSQUAD_TRAIT "deathsquad"
+1 -1
View File
@@ -2,7 +2,7 @@
#define TYPEID_NULL "0"
#define TYPEID_NORMAL_LIST "f"
//helper macros
#define GET_TYPEID(ref) ( ( (length(ref) <= 10) ? "TYPEID_NULL" : copytext(ref, 4, length(ref)-6) ) )
#define GET_TYPEID(ref) ( ( (length(ref) <= 10) ? "TYPEID_NULL" : copytext(ref, 4, -7) ) )
#define IS_NORMAL_LIST(L) (GET_TYPEID("\ref[L]") == TYPEID_NORMAL_LIST)
+24 -1
View File
@@ -1,6 +1,29 @@
#define PLURALITY_VOTING 0
#define APPROVAL_VOTING 1
#define RANKED_CHOICE_VOTING 2
#define SCHULZE_VOTING 2
#define SCORE_VOTING 3
#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(\
"Plurality (default)" = PLURALITY_VOTING,\
"Approval" = APPROVAL_VOTING,\
"IRV (single winner ranked choice)" = INSTANT_RUNOFF_VOTING,\
"Schulze (ranked choice, higher result=better)" = SCHULZE_VOTING,\
"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
))
+102
View File
@@ -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"