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