resets BODY_LAYERs

This commit is contained in:
TalkingCactus
2016-08-13 14:57:21 -04:00
parent 3c13348a02
commit 2c1ea38167
+52 -19
View File
@@ -23,24 +23,23 @@
#define FRIDAY_13TH "Friday the 13th"
//Human Overlays Indexes/////////
#define MUTATIONS_LAYER 27 //mutations. Tk headglows, cold resistance glow, etc
#define BODY_BEHIND_LAYER 26 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 25 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 24 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 23 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 22 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 21 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 20
#define ID_LAYER 19
#define SHOES_LAYER 18
#define GLOVES_LAYER 17
#define EARS_LAYER 16
#define SUIT_LAYER 15
#define GLASSES_LAYER 14
#define BELT_LAYER 13 //Possible make this an overlay of somethign required to wear a belt?
#define SUIT_STORE_LAYER 12
#define BACK_LAYER 11
#define TAIL_LAYER 10
#define MUTATIONS_LAYER 26 //mutations. Tk headglows, cold resistance glow, etc
#define BODY_BEHIND_LAYER 25 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 24 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 23 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 22 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 21 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 20 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 19
#define ID_LAYER 18
#define SHOES_LAYER 17
#define GLOVES_LAYER 16
#define EARS_LAYER 15
#define SUIT_LAYER 14
#define GLASSES_LAYER 13
#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
#define SUIT_STORE_LAYER 11
#define BACK_LAYER 10
#define HAIR_LAYER 9 //TODO: make part of head layer?
#define FACEMASK_LAYER 8
#define HEAD_LAYER 7
@@ -50,7 +49,7 @@
#define R_HAND_LAYER 3 //Having the two hands seperate seems rather silly, merge them together? It'll allow for code to be reused on mobs with arbitarily many hands
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 27 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 26 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
@@ -146,6 +145,7 @@
#define CLICK_CD_MELEE 8
#define CLICK_CD_RANGE 4
#define CLICK_CD_CLICK_ABILITY 6
#define CLICK_CD_BREAKOUT 100
#define CLICK_CD_HANDCUFFED 10
#define CLICK_CD_RESIST 20
@@ -255,6 +255,8 @@
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BANANIUM "$bananium"
#define MAT_TITANIUM "$titanium"
#define MAT_BIOMASS "$biomass"
//check_target_facings() return defines
@@ -303,6 +305,9 @@ var/list/bloody_footprints_cache = list()
#define POLLTYPE_TEXT "TEXT"
#define POLLTYPE_RATING "NUMVAL"
#define POLLTYPE_MULTI "MULTICHOICE"
#define POLLTYPE_IRV "IRV"
//lighting area defines
#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
@@ -313,6 +318,9 @@ var/list/bloody_footprints_cache = list()
//subtypesof(), typesof() without the parent path
#define subtypesof(typepath) ( typesof(typepath) - typepath )
//Gets the turf this atom inhabits
#define get_turf(A) (get_step(A, 0))
//Bot types
#define SEC_BOT 1 // Secutritrons (Beepsky) and ED-209s
#define MULE_BOT 2 // MULEbots
@@ -459,3 +467,28 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define debug_world(msg) if (Debug2) world << "DEBUG: [msg]"
#define debug_admins(msg) if (Debug2) admins << "DEBUG: [msg]"
#define debug_world_log(msg) if (Debug2) world.log << "DEBUG: [msg]"
#define COORD(A) "([A.x],[A.y],[A.z])"
#define INCREMENT_TALLY(L, stat) if(L[stat]){L[stat]++}else{L[stat] = 1}
// Inventory depth: limits how many nested storage items you can access directly.
// 1: stuff in mob, 2: stuff in backpack, 3: stuff in box in backpack, etc
#define INVENTORY_DEPTH 3
#define STORAGE_VIEW_DEPTH 2
// Medal names
#define BOSS_KILL_MEDAL "Killer"
#define ALL_KILL_MEDAL "Exterminator" //Killing all of x type
// Score names
#define LEGION_SCORE "Legion Killed"
#define COLOSSUS_SCORE "Colossus Killed"
#define BUBBLEGUM_SCORE "Bubblegum Killed"
#define DRAKE_SCORE "Drakes Killed"
#define BOSS_SCORE "Bosses Killed"
#define TENDRIL_CLEAR_SCORE "Tendrils Killed"