Merge remote-tracking branch 'origin/master' into perlin-genny
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@@ -13,7 +13,8 @@
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#define BLOCK_Z_OUT_UP (1<<10) // Should this object block z uprise from loc?
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#define BLOCK_Z_IN_DOWN (1<<11) // Should this object block z falling from above?
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#define BLOCK_Z_IN_UP (1<<12) // Should this object block z uprise from below?
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#define SHOVABLE_ONTO (1<<13) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
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#define SHOVABLE_ONTO (1<<13)//called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
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#define EXAMINE_SKIP (1<<14) /// Makes the Examine proc not read out this item.
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/// Integrity defines for clothing (not flags but close enough)
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#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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@@ -80,6 +80,7 @@ GLOBAL_LIST_EMPTY(living_heart_cache) //A list of all living hearts in existance
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#define PATH_ASH "Ash"
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#define PATH_RUST "Rust"
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#define PATH_FLESH "Flesh"
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#define PATH_VOID "Void"
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//Overthrow time to update heads obj
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#define OBJECTIVE_UPDATING_TIME 300
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@@ -22,7 +22,7 @@
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#define COMPONENT_GLOB_BLOCK_CINEMATIC 1
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// signals from globally accessible objects
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/// from SSsun when the sun changes position : (azimuth)
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/// from SSsun when the sun changes position : (primary_sun, suns)
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#define COMSIG_SUN_MOVED "sun_moved"
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//////////////////////////////////////////////////////////////////
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@@ -468,6 +468,9 @@
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#define COMSIG_CLEAR_MOOD_EVENT "clear_mood" //Called when you clear a mood event from anywhere in the code.
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#define COMSIG_MODIFY_SANITY "modify_sanity" //Called when you want to increase or decrease sanity from anywhere in the code.
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///Mask of Madness
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#define COMSIG_VOID_MASK_ACT "void_mask_act"
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//NTnet
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#define COMSIG_COMPONENT_NTNET_RECEIVE "ntnet_receive" //called on an object by its NTNET connection component on receive. (sending_id(number), sending_netname(text), data(datum/netdata))
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@@ -59,6 +59,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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//Human sub-species
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#define isabductor(A) (is_species(A, /datum/species/abductor))
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#define isgolem(A) (is_species(A, /datum/species/golem))
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#define isclockworkgolem(A) (is_species(A, /datum/species/golem/clockwork/no_scrap))
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#define islizard(A) (is_species(A, /datum/species/lizard))
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#define isplasmaman(A) (is_species(A, /datum/species/plasmaman))
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#define ispodperson(A) (is_species(A, /datum/species/pod))
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@@ -225,6 +226,8 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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#define isfood(A) (istype(A, /obj/item/reagent_containers/food/snacks))
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#define iscontainer(A) (istype(A, /obj/structure/reagent_dispensers))
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//Assemblies
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#define isassembly(O) (istype(O, /obj/item/assembly))
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@@ -42,6 +42,7 @@ require only minor tweaks.
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#define ZTRAIT_SNOWSTORM "Weather_Snowstorm"
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#define ZTRAIT_ASHSTORM "Weather_Ashstorm"
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#define ZTRAIT_ACIDRAIN "Weather_Acidrain"
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#define ZTRAIT_VOIDSTORM "Weather_Voidstorm"
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// number - bombcap is multiplied by this before being applied to bombs
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#define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier"
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@@ -205,6 +205,14 @@
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#define RULE_OF_THREE(a, b, x) ((a*x)/b)
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// )
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/// Converts a probability/second chance to probability/delta_time chance
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/// For example, if you want an event to happen with a 10% per second chance, but your proc only runs every 5 seconds, do `if(prob(100*DT_PROB_RATE(0.1, 5)))`
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#define DT_PROB_RATE(prob_per_second, delta_time) (1 - (1 - (prob_per_second)) ** (delta_time))
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/// Like DT_PROB_RATE but easier to use, simply put `if(DT_PROB(10, 5))`
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#define DT_PROB(prob_per_second_percent, delta_time) (prob(100*DT_PROB_RATE((prob_per_second_percent)/100, (delta_time))))
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// )
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#define MANHATTAN_DISTANCE(a, b) (abs(a.x - b.x) + abs(a.y - b.y))
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#define LOGISTIC_FUNCTION(L,k,x,x_0) (L/(1+(NUM_E**(-k*(x-x_0)))))
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@@ -21,10 +21,10 @@
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#define STIMULUM_FIRST_DROP 0.065
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#define STIMULUM_SECOND_RISE 0.0009
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#define STIMULUM_ABSOLUTE_DROP 0.00000335
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#define REACTION_OPPRESSION_THRESHOLD 5
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#define REACTION_OPPRESSION_THRESHOLD 10
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#define NOBLIUM_FORMATION_ENERGY 2e9 //1 Mole of Noblium takes the planck energy to condense.
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//Research point amounts
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#define NOBLIUM_RESEARCH_AMOUNT 1000
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#define NOBLIUM_RESEARCH_AMOUNT 25
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#define BZ_RESEARCH_SCALE 4
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#define BZ_RESEARCH_MAX_AMOUNT 400
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#define MIASMA_RESEARCH_AMOUNT 6
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@@ -45,6 +45,7 @@
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//The gamemode specific ones are just so the gamemodes can query whether a player is old enough
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//(in game days played) to play that role
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GLOBAL_LIST_INIT(special_roles, list(
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ROLE_SYNDICATE,
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ROLE_TRAITOR = /datum/game_mode/traitor,
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ROLE_BROTHER = /datum/game_mode/traitor/bros,
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ROLE_OPERATIVE = /datum/game_mode/nuclear,
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@@ -106,6 +106,9 @@
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#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
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#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
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#define STATUS_EFFECT_STASIS /datum/status_effect/grouped/stasis //Halts biological functions like bleeding, chemical processing, blood regeneration, walking, etc
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#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode
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#define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
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@@ -138,3 +141,9 @@
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#define STATUS_EFFECT_RAINBOWPROTECTION /datum/status_effect/rainbow_protection //Invulnerable and pacifistic
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#define STATUS_EFFECT_SLIMESKIN /datum/status_effect/slimeskin //Increased armor
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#define STATUS_EFFECT_DNA_MELT /datum/status_effect/dna_melt //usually does something horrible to you when you hit 100 genetic instability
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/////////////
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// GROUPED //
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/////////////
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#define STASIS_ASCENSION_EFFECT "heretic_ascension"
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@@ -324,6 +324,7 @@
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#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
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#define MADE_UNCLONEABLE "made-uncloneable"
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#define TIMESTOP_TRAIT "timestop"
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#define DOMAIN_TRAIT "domain"
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#define NUKEOP_TRAIT "nuke-op"
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#define CLOWNOP_TRAIT "clown-op"
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#define MEGAFAUNA_TRAIT "megafauna"
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