Merge branch 'master' into donut

This commit is contained in:
Trilbyspaceclone
2019-12-17 15:12:51 -05:00
committed by GitHub
700 changed files with 12811 additions and 3750 deletions
+16
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@@ -40,3 +40,19 @@
#define NOT_DOMINATING -1
#define MAX_LEADERS_GANG 4
#define INITIAL_DOM_ATTEMPTS 3
//Bloodsucker defines
// Bloodsucker related antag datums
#define ANTAG_DATUM_BLOODSUCKER /datum/antagonist/bloodsucker
#define ANTAG_DATUM_VASSAL /datum/antagonist/vassal
//#define ANTAG_DATUM_HUNTER /datum/antagonist/vamphunter Disabled for now
// BLOODSUCKER
#define BLOODSUCKER_LEVEL_TO_EMBRACE 3
#define BLOODSUCKER_FRENZY_TIME 25 // How long the vamp stays in frenzy.
#define BLOODSUCKER_FRENZY_OUT_TIME 300 // How long the vamp goes back into frenzy.
#define BLOODSUCKER_STARVE_VOLUME 5 // Amount of blood, below which a Vamp is at risk of frenzy.
#define CAT_STRUCTURE "Structures"
#define MARTIALART_HUNTER "hunter-fu"
+1
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@@ -58,6 +58,7 @@
#define ANTAG_HUD_SOULLESS 21
#define ANTAG_HUD_CLOCKWORK 22
#define ANTAG_HUD_BROTHER 23
#define ANTAG_HUD_BLOODSUCKER 24
// Notification action types
#define NOTIFY_JUMP "jump"
+15 -7
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@@ -36,8 +36,10 @@
//////////////////////////////////////////////////////////////////
// /datum signals
#define COMSIG_COMPONENT_ADDED "component_added" //when a component is added to a datum: (/datum/component)
#define COMSIG_COMPONENT_REMOVING "component_removing" //before a component is removed from a datum because of RemoveComponent: (/datum/component)
#define COMSIG_COMPONENT_ADDED "component_added" //sent to the new datum parent when a component is added to them: (/datum/component)
#define COMSIG_COMPONENT_REMOVING "component_removing" //sent to the datum parent before a component is removed from them because of RemoveComponent: (/datum/component)
#define COMSIG_COMPONENT_UNREGISTER_PARENT "component_unregister_parent" //sent to the component itself when unregistered from a parent
#define COMSIG_COMPONENT_REGISTER_PARENT "component_register_parent" //sent to the component itself when registered to a parent
#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
@@ -133,25 +135,29 @@
#define COMSIG_MOVABLE_POST_THROW "movable_post_throw" //from base of atom/movable/throw_at(): (datum/thrownthing, spin)
#define COMSIG_MOVABLE_Z_CHANGED "movable_ztransit" //from base of atom/movable/onTransitZ(): (old_z, new_z)
#define COMSIG_MOVABLE_SECLUDED_LOCATION "movable_secluded" //called when the movable is placed in an unaccessible area, used for stationloving: ()
#define COMSIG_MOVABLE_HEAR "movable_hear" //from base of atom/movable/Hear(): (message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
#define COMSIG_MOVABLE_HEAR "movable_hear" //from base of atom/movable/Hear(): (message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
#define HEARING_MESSAGE 1
#define HEARING_SPEAKER 2
// #define HEARING_LANGUAGE 3
#define HEARING_RAW_MESSAGE 4
/* #define HEARING_RADIO_FREQ 5
#define HEARING_SPANS 6
#define HEARING_MESSAGE_MODE 7 */
#define HEARING_MESSAGE_MODE 7
#define HEARING_SOURCE 8*/
#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
#define COMSIG_MOVABLE_TELEPORTED "movable_teleported" //from base of do_teleport(): (channel, turf/origin, turf/destination)
// /mind signals
#define COMSIG_MIND_TRANSFER "mind_transfer" //from base of mind/transfer_to(): (new_character, old_character)
#define COMSIG_PRE_MIND_TRANSFER "pre_mind_transfer" //from base of mind/transfer_to() before it's done: (new_character, old_character)
#define COMPONENT_STOP_MIND_TRANSFER 1 //stops the mind transfer from happening.
#define COMSIG_MIND_TRANSFER "mind_transfer" //from base of mind/transfer_to() when it's done: (new_character, old_character)
// /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 COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize(): (can_reenter_corpse)
#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 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)
@@ -163,7 +169,9 @@
#define COMSIG_MOB_ITEM_AFTERATTACK "mob_item_afterattack" //from base of obj/item/afterattack(): (atom/target, mob/user, proximity_flag, click_parameters)
#define COMSIG_MOB_ATTACK_RANGED "mob_attack_ranged" //from base of mob/RangedAttack(): (atom/A, params)
#define COMSIG_MOB_THROW "mob_throw" //from base of /mob/throw_item(): (atom/target)
#define COMSIG_MOB_KEY_CHANGE "mob_key_change" //from base of /mob/transfer_ckey()
#define COMSIG_MOB_KEY_CHANGE "mob_key_change" //from base of /mob/transfer_ckey(): (new_character, old_character)
#define COMSIG_MOB_PRE_PLAYER_CHANGE "mob_pre_player_change" //sent to the target mob from base of /mob/transfer_ckey() and /mind/transfer_to(): (our_character, their_character)
// #define COMPONENT_STOP_MIND_TRANSFER 1
#define COMSIG_MOB_UPDATE_SIGHT "mob_update_sight" //from base of /mob/update_sight(): ()
#define COMSIG_MOB_SAY "mob_say" // from /mob/living/say(): (proc args list)
#define COMPONENT_UPPERCASE_SPEECH 1
+5 -1
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@@ -35,6 +35,8 @@
#define ROLE_LAVALAND "lavaland"
#define ROLE_INTERNAL_AFFAIRS "internal affairs agent"
#define ROLE_GANG "gangster"
#define ROLE_BLOODSUCKER "bloodsucker"
//#define ROLE_MONSTERHUNTER "monster hunter" Disabled for now
//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
@@ -60,7 +62,9 @@ GLOBAL_LIST_INIT(special_roles, list(
ROLE_OVERTHROW = /datum/game_mode/overthrow,
ROLE_INTERNAL_AFFAIRS = /datum/game_mode/traitor/internal_affairs,
ROLE_SENTIENCE,
ROLE_GANG = /datum/game_mode/gang
ROLE_GANG = /datum/game_mode/gang,
ROLE_BLOODSUCKER = /datum/game_mode/bloodsucker
//ROLE_MONSTERHUNTER Disabled for now
))
//Job defines for what happens when you fail to qualify for any job during job selection
+6 -1
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@@ -46,7 +46,7 @@
#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
#define STATUS_EFFECT_TASED /datum/status_effect/electrode //the affected has been tased, preventing fine muscle control
#define STATUS_EFFECT_TASED /datum/status_effect/no_combat_mode/electrode/ //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
@@ -68,6 +68,8 @@
#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
#define STATUS_EFFECT_NECKSLICE /datum/status_effect/neck_slice //Creates the flavor messages for the neck-slice
#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
#define CURSE_BLINDING 1 //makes the edges of the target's screen obscured
#define CURSE_SPAWNING 2 //spawns creatures that attack the target only
@@ -83,6 +85,9 @@
#define STATUS_EFFECT_BREASTS_ENLARGEMENT /datum/status_effect/chem/breast_enlarger //Applied slowdown due to the ominous bulk.
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
#define STATUS_EFFECT_MESMERIZE /datum/status_effect/no_combat_mode/mesmerize //Just reskinned no_combat_mode
/////////////
// NEUTRAL //
/////////////
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@@ -66,6 +66,7 @@
#define TRAIT_HUSK "husk"
#define TRAIT_NOCLONE "noclone"
#define TRAIT_CLUMSY "clumsy"
#define TRAIT_CHUNKYFINGERS "chunkyfingers" //means that you can't use weapons with normal trigger guards.
#define TRAIT_DUMB "dumb"
#define TRAIT_MONKEYLIKE "monkeylike" //sets IsAdvancedToolUser to FALSE
#define TRAIT_PACIFISM "pacifism"
@@ -127,6 +128,12 @@
#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
#define TRAIT_SURGEON "surgeon"
#define TRAIT_COLDBLOODED "coldblooded" // Your body is literal room temperature. Does not make you immune to the temp.
#define TRAIT_NONATURALHEAL "nonaturalheal" // Only Admins can heal you. NOTHING else does it unless it's given the god tag.
#define TRAIT_NORUNNING "norunning" // You walk!
#define TRAIT_NOMARROW "nomarrow" // You don't make blood, with chemicals or nanites.
#define TRAIT_NOPULSE "nopulse" // Your heart doesn't beat.
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
@@ -217,5 +224,6 @@
#define LOCKED_HELMET_TRAIT "locked-helmet"
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
#define MADE_UNCLONEABLE "made-uncloneable"