diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index 162631ea34..83c1b36b28 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -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"