modsuits part 1
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committed by
Jerry Wester
parent
792790216d
commit
183b554ed3
@@ -0,0 +1,6 @@
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///Mob the MOD is trying to attach to
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#define BB_MOD_TARGET "BB_mod_target"
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///The implant the AI was created from
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#define BB_MOD_IMPLANT "BB_mod_implant"
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///Range for a MOD AI controller.
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#define MOD_AI_RANGE 100
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/// from base of atom/movable/Process_Spacemove(): (movement_dir)
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#define COMSIG_MOVABLE_SPACEMOVE "spacemove"
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#define COMSIG_MOVABLE_STOP_SPACEMOVE (1<<0)
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/// from base of atom/movable/Process_Spacemove(): (movement_dir)
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#define COMSIG_MOVABLE_SPACEMOVE "spacemove"
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#define COMSIG_MOVABLE_STOP_SPACEMOVE (1<<0)
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@@ -1,2 +1,6 @@
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///From base of mob/living/MobBump() (mob/living)
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#define COMSIG_LIVING_MOB_BUMP "living_mob_bump"
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///From base of mob/living/ZImpactDamage() (mob/living, levels, turf/t)
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#define COMSIG_LIVING_Z_IMPACT "living_z_impact"
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#define NO_Z_IMPACT_DAMAGE (1<<0)
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@@ -0,0 +1,7 @@
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//MODsuit signals
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/// Called when a module is selected to be the active one from on_select()
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#define COMSIG_MOD_MODULE_SELECTED "mod_module_selected"
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/// Called when a MOD activation is called from toggle_activate(mob/user)
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#define COMSIG_MOD_ACTIVATE "mod_activate"
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/// Cancels the suit's activation
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#define MOD_CANCEL_ACTIVATE (1 << 0)
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@@ -0,0 +1,31 @@
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/// Default value for the max_complexity var on MODsuits
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#define DEFAULT_MAX_COMPLEXITY 15
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/// Default cell drain per process on MODsuits
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#define DEFAULT_CELL_DRAIN 5
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/// Passive module, just acts when put in naturally.
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#define MODULE_PASSIVE 0
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/// Usable module, does something when you press a button.
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#define MODULE_USABLE 1
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/// Toggle module, you turn it on/off and it does stuff.
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#define MODULE_TOGGLE 2
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/// Actively usable module, you may only have one selected at a time.
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#define MODULE_ACTIVE 3
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//Defines used by the theme for clothing flags and similar
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#define HELMET_LAYER "helmet_layer"
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#define HELMET_FLAGS "helmet_flags"
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#define CHESTPLATE_FLAGS "chestplate_flags"
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#define GAUNTLETS_FLAGS "gauntlets_flags"
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#define BOOTS_FLAGS "boots_flags"
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#define UNSEALED_CLOTHING "unsealed_clothing"
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#define SEALED_CLOTHING "sealed_clothing"
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#define UNSEALED_INVISIBILITY "unsealed_invisibility"
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#define SEALED_INVISIBILITY "sealed_invisibility"
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#define UNSEALED_COVER "unsealed_cover"
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#define SEALED_COVER "sealed_cover"
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/// Global list of all /datum/mod_theme
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GLOBAL_LIST_INIT(mod_themes, setup_mod_themes())
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@@ -158,6 +158,22 @@
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#define TRAIT_CALCIUM_HEALER "calcium_healer"
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#define TRAIT_MAGIC_CHOKE "magic_choke"
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#define TRAIT_CAPTAIN_METABOLISM "captain-metabolism"
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/// Prevents plasmamen from self-igniting
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#define TRAIT_NOSELFIGNITION "no_selfignition"
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/// Like antimagic, but doesn't block the user from casting
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#define TRAIT_ANTIMAGIC_NO_SELFBLOCK "anti_magic_no_selfblock"
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/// Gives us turf, mob and object vision through walls
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#define TRAIT_XRAY_VISION "xray_vision"
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/// Gives us mob vision through walls and slight night vision
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#define TRAIT_THERMAL_VISION "thermal_vision"
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/// Gives us turf vision through walls and slight night vision
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#define TRAIT_MESON_VISION "meson_vision"
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/// Gives us Night vision
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#define TRAIT_TRUE_NIGHT_VISION "true_night_vision"
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/// Negates our gravity, letting us move normally on floors in 0-g
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#define TRAIT_NEGATES_GRAVITY "negates_gravity"
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/// Lets us scan reagents
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#define TRAIT_REAGENT_SCANNER "reagent_scanner"
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#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
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#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
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#define TRAIT_SURGEON "surgeon"
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@@ -377,3 +393,5 @@
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#define STATION_TRAIT_FILLED_MAINT "station_trait_filled_maint"
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#define STATION_TRAIT_EMPTY_MAINT "station_trait_empty_maint"
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#define STATION_TRAIT_PDA_GLITCHED "station_trait_pda_glitched"
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/// Trait applied by MODsuits.
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#define MOD_TRAIT "mod"
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@@ -0,0 +1,4 @@
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#define SHELL_FLAG_CIRCUIT_UNREMOVABLE (1<<0)
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/// Whether a circuit is not able to be modified
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#define SHELL_FLAG_CIRCUIT_UNMODIFIABLE (1<<5)
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