Merge branch 'master' into species-refactor
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@@ -143,11 +143,11 @@
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#define CUSTOM_SKINTONE 24 //adds a "_g" suffix to bodypart overlays icon states if a custom skintone is used.
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#define HORNCOLOR 25
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#define WINGCOLOR 26
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#define CAN_SCAR 27 // If this species can be scarred (fleshy)
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#define ROBOTIC_LIMBS 27 //has robotic limbs that render like organic ones
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#define CAN_SCAR 28 // If this species can be scarred (fleshy)
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/// Used for determining which wounds are applicable to this species.
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#define HAS_FLESH 28 /// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
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#define HAS_BONE 29 /// if we have bones (can suffer bone wounds)
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#define HAS_FLESH 29 /// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
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#define HAS_BONE 30 /// if we have bones (can suffer bone wounds)
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//organ slots
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#define ORGAN_SLOT_BRAIN "brain"
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@@ -9,7 +9,12 @@
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#define DISABLE_BITFIELD(variable, flag) (variable &= ~(flag))
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#define CHECK_BITFIELD(variable, flag) (variable & (flag))
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#define TOGGLE_BITFIELD(variable, flag) (variable ^= (flag))
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#define COPY_SPECIFIC_BITFIELDS(a,b,flags)\
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do{\
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var/_old = a & ~(flags);\
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var/_cleaned = b & (flags);\
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a = _old | _cleaned;\
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} while(0);
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#define CHECK_MULTIPLE_BITFIELDS(flagvar, flags) (((flagvar) & (flags)) == (flags))
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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@@ -0,0 +1,12 @@
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#define TRAY_NAME_UPDATE name = myseed ? "[initial(name)] ([myseed.plantname])" : initial(name)
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#define YIELD_WEED_MINIMUM 3
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#define YIELD_WEED_MAXIMUM 10
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#define STATIC_NUTRIENT_CAPACITY 10
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//Both available scanning modes for the plant analyzer.
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#define PLANT_SCANMODE_STATS 0
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#define PLANT_SCANMODE_CHEMICALS 1
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//Seed flags.
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#define MUTATE_EARLY (1<<0)
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@@ -230,9 +230,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define EXPLODE_LIGHT 3
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#define EXPLODE_GIB_THRESHOLD 50
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#define EMP_HEAVY 1
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#define EMP_LIGHT 2
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#define GRENADE_CLUMSY_FUMBLE 1
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#define GRENADE_NONCLUMSY_FUMBLE 2
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#define GRENADE_NO_FUMBLE 3
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@@ -18,3 +18,5 @@
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#define POLICYCONFIG_ON_DEFIB_INTACT "ON_DEFIB_INTACT"
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/// Displayed to defibbed/revival surgery'd patients after the memory loss time threshold
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#define POLICYCONFIG_ON_DEFIB_LATE "ON_DEFIB_LATE"
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/// Displayed to pyroclastic slimes on spawn
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#define POLICYCONFIG_ON_PYROCLASTIC_SENTIENT "PYROCLASTIC_SLIME"
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@@ -76,6 +76,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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#define ismush(A) (is_species(A, /datum/species/mush))
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#define isshadow(A) (is_species(A, /datum/species/shadow))
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#define isskeleton(A) (is_species(A, /datum/species/skeleton))
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#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz))
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#define isethereal(A) (is_species(A, /datum/species/ethereal))
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// Citadel specific species
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@@ -199,8 +199,8 @@
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#define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) )
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#define LORENTZ_DISTRIBUTION(x, s) ( s*tan(TODEGREES(PI*(rand()-0.5))) + x )
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#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
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#define LORENTZ_DISTRIBUTION(x, s) ( s*tan((rand()-0.5)*180) + x )
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#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/180)*(arctan((x-y)/s)) + 1/2 )
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#define RULE_OF_THREE(a, b, x) ((a*x)/b)
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// )
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@@ -312,7 +312,7 @@
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#define HUMAN_FIRE_STACK_ICON_NUM 3
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#define TYPING_INDICATOR_TIMEOUT 5 MINUTES
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#define TYPING_INDICATOR_TIMEOUT 20 MINUTES
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#define GRAB_PIXEL_SHIFT_PASSIVE 6
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#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
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@@ -205,6 +205,7 @@
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#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
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#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
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#define TRAIT_FAST_PUMP "fast_pump"
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#define TRAIT_NO_PROCESS_FOOD "no-process-food" // You don't get benefits from nutriment, nor nutrition from reagent consumables
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#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good...
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// mobility flag traits
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@@ -1,5 +1,5 @@
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#define WOUND_DAMAGE_EXPONENT 1.225
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#define WOUND_DAMAGE_EXPONENT 1.2
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/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
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#define WOUND_MINIMUM_DAMAGE 5
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