[MIRROR] Clean up all sorts of crap, mostly defines (#5788)
* Clean up all sorts of crap, mostly defines * fixes compile errors
This commit is contained in:
committed by
Poojawa
parent
c6aab4b38b
commit
30a4705c01
@@ -44,20 +44,6 @@
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//Mutations that cant be taken from genetics and are not in SE
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#define NON_SCANNABLE -1
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// Extra powers:
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#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
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#define HEAL 10 // healing people with hands
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#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
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#define SCREAM 12 // supersonic screaming (25%)
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#define EXPLOSIVE 13 // exploding on-demand (15%)
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#define REGENERATION 14 // superhuman regeneration (30%)
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#define REPROCESSOR 15 // eat anything (50%)
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#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
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#define PHASING 17 // ability to phase through walls (40%)
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#define SHIELD 18 // shielding from all projectile attacks (30%)
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#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
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#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
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//DNA - Because fuck you and your magic numbers being all over the codebase.
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#define DNA_BLOCK_SIZE 3
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@@ -81,7 +67,6 @@
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#define TR_KEEPIMPLANTS 16
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#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
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#define TR_DEFAULTMSG 64
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#define TR_KEEPSRC 128
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#define TR_KEEPORGANS 256
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@@ -37,12 +37,6 @@
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#define R_DEFAULT R_AUTOLOGIN
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#if DM_VERSION > 512
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#error Remove the flag below , its been long enough
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#endif
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//legacy , remove post 512, it was replaced by R_POLL
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#define R_REJUVINATE 2
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#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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#define ADMIN_QUE(user) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminmoreinfo=[REF(user)]'>?</a>)"
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@@ -28,7 +28,6 @@
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#define CELL_VOLUME 2500 //liters in a cell
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#define BREATH_VOLUME 0.5 //liters in a normal breath
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#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
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#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
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//EXCITED GROUPS
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#define EXCITED_GROUP_BREAKDOWN_CYCLES 4 //number of FULL air controller ticks before an excited group breaks down (averages gas contents across turfs)
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@@ -46,10 +45,7 @@
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//HEAT TRANSFER COEFFICIENTS
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//Must be between 0 and 1. Values closer to 1 equalize temperature faster
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//Should not exceed 0.4 else strange heat flow occur
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#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
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#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
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#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 //a hack to partly simulate radiative heat
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#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
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#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 //a hack for now
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#define HEAT_CAPACITY_VACUUM 7000 //a hack to help make vacuums "cold", sacrificing realism for gameplay
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@@ -59,8 +55,6 @@
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#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
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#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
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#define FIRE_GROWTH_RATE 40000 //For small fires
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#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
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#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
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#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
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//GASES
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@@ -74,11 +68,6 @@
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#define REACTING 1
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#define STOP_REACTIONS 2
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//HUMANS
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//Hurty numbers
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#define FIRE_DAMAGE_MODIFIER 0.0215 //Higher values result in more external fire damage to the skin
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#define AIR_DAMAGE_MODIFIER 1.025 //More means less damage from hot air scalding lungs, less = more damage //CITADEL EDIT 1.025
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// Pressure limits.
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#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
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#define WARNING_HIGH_PRESSURE 325 //This determins when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
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@@ -123,7 +112,7 @@
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#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
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#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
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#define MAX_HIGH_PRESSURE_DAMAGE 16 // CITADEL CHANGES Max to 16, low to 8.
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#define MAX_HIGH_PRESSURE_DAMAGE 16 // CITADEL CHANGES Max to 16, low to 8.
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#define LOW_PRESSURE_DAMAGE 8 //The amount of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
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#define COLD_SLOWDOWN_FACTOR 20 //Humans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this
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@@ -196,4 +185,3 @@ GLOBAL_LIST_INIT(pipe_paint_colors, list(
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"Violet" = rgb(64,0,128),
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"Yellow" = rgb(255,198,0)
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))
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@@ -1,5 +1,5 @@
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//Cleaning tool strength
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#define CLEAN_VERY_WEAK 1 // What are you scrubbing the ground with a toothpick?
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// 1 is also a valid cleaning strength but completely unused so left undefined
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#define CLEAN_WEAK 2
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#define CLEAN_MEDIUM 3 // Acceptable tools
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#define CLEAN_STRONG 4 // Industrial strength
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@@ -64,8 +64,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
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#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
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//Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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+12
-12
@@ -3,26 +3,26 @@
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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#define COLOR_WHITE "#EEEEEE"
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#define COLOR_SILVER "#C0C0C0"
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#define COLOR_GRAY "#808080"
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//#define COLOR_WHITE "#EEEEEE"
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//#define COLOR_SILVER "#C0C0C0"
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//#define COLOR_GRAY "#808080"
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#define COLOR_FLOORTILE_GRAY "#8D8B8B"
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#define COLOR_ALMOST_BLACK "#333333"
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#define COLOR_BLACK "#000000"
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//#define COLOR_BLACK "#000000"
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#define COLOR_RED "#FF0000"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_MAROON "#800000"
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//#define COLOR_RED_LIGHT "#FF3333"
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//#define COLOR_MAROON "#800000"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_OLIVE "#808000"
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#define COLOR_LIME "#32CD32"
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//#define COLOR_OLIVE "#808000"
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//#define COLOR_LIME "#32CD32"
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#define COLOR_GREEN "#008000"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_TEAL "#008080"
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//#define COLOR_TEAL "#008080"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_BLUE_LIGHT "#33CCFF"
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#define COLOR_NAVY "#000080"
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//#define COLOR_BLUE_LIGHT "#33CCFF"
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//#define COLOR_NAVY "#000080"
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#define COLOR_PINK "#FFC0CB"
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#define COLOR_MAGENTA "#FF00FF"
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//#define COLOR_MAGENTA "#FF00FF"
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#define COLOR_PURPLE "#800080"
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#define COLOR_ORANGE "#FF9900"
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#define COLOR_BEIGE "#CEB689"
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@@ -110,11 +110,7 @@
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#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
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#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
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//Gun Stuff
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#define SAWN_INTACT 0
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#define SAWN_OFF 1
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//Gun weapon weight
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#define WEAPON_DUAL_WIELD 0
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#define WEAPON_LIGHT 1
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#define WEAPON_MEDIUM 2
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#define WEAPON_HEAVY 3
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@@ -31,7 +31,6 @@
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//Positions for overrides list
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#define EXAMINE_POSITION_ARTICLE 1
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#define EXAMINE_POSITION_BEFORE 2
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#define EXAMINE_POSITION_NAME 3
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//End positions
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#define COMPONENT_EXNAME_CHANGED 1
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#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom)
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@@ -37,12 +37,6 @@
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#define FAILED_UNFASTEN 1
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#define SUCCESSFUL_UNFASTEN 2
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//disposal unit mode defines, which do double time as the construction defines
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#define PRESSURE_OFF 0
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#define PRESSURE_ON 1
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#define PRESSURE_MAXED 2
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#define SCREWS_OUT -1
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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@@ -51,11 +45,6 @@
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//field generator construction defines
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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//emitter construction defines
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#define EM_UNSECURED 0
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#define EM_SECURED 1
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@@ -26,7 +26,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define ON_BORDER_1 512 // item has priority to check when entering or leaving
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#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc
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#define _UNUSED_1 2048
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// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
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#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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@@ -84,7 +83,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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//Movement Types
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#define IMMOBILE 0
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#define GROUND 1
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#define FLYING 2
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@@ -118,22 +118,6 @@
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#define NECK 2048
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#define FULL_BODY 4095
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// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
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// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
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// The values here should add up to 1.
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// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
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#define THERMAL_PROTECTION_HEAD 0.3
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#define THERMAL_PROTECTION_CHEST 0.15
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#define THERMAL_PROTECTION_GROIN 0.15
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#define THERMAL_PROTECTION_LEG_LEFT 0.075
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#define THERMAL_PROTECTION_LEG_RIGHT 0.075
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#define THERMAL_PROTECTION_FOOT_LEFT 0.025
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#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
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#define THERMAL_PROTECTION_ARM_LEFT 0.075
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#define THERMAL_PROTECTION_ARM_RIGHT 0.075
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#define THERMAL_PROTECTION_HAND_LEFT 0.025
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#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
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#define NO_FEMALE_UNIFORM 0
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#define FEMALE_UNIFORM_FULL 1
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@@ -1,7 +1,5 @@
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// simple is_type and similar inline helpers
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#define isdatum(D) (istype(D, /datum))
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#define islist(L) (istype(L, /list))
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#if DM_VERSION >= 512
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@@ -64,7 +62,6 @@
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#define isjellyperson(A) (is_species(A, /datum/species/jelly))
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#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
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#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
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#define isshadowperson(A) (is_species(A, /datum/species/shadow))
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#define iszombie(A) (is_species(A, /datum/species/zombie))
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#define ishumanbasic(A) (is_species(A, /datum/species/human))
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@@ -106,8 +103,6 @@
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#define isbot(A) (istype(A, /mob/living/simple_animal/bot))
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#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
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#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
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#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
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@@ -118,16 +113,10 @@
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#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
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#define isdog(A) (istype(A, /mob/living/simple_animal/pet/dog))
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#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
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#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
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#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
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#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
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#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
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#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
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@@ -183,14 +172,10 @@ GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
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#define isigniter(O) (istype(O, /obj/item/device/assembly/igniter))
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#define isinfared(O) (istype(O, /obj/item/device/assembly/infra))
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#define isprox(O) (istype(O, /obj/item/device/assembly/prox_sensor))
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#define issignaler(O) (istype(O, /obj/item/device/assembly/signaler))
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#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
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GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
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/obj/item/stack/sheet/glass,
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/obj/item/stack/sheet/rglass,
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@@ -201,4 +186,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
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#define is_glass_sheet(O) (is_type_in_typecache(O, GLOB.glass_sheet_types))
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#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
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#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
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@@ -9,7 +9,6 @@
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#define GAME_PLANE -1
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#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
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#define SPACE_LAYER 1.8
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#define ABOVE_SPACE_LAYER 1.9
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define MID_TURF_LAYER 2.02
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#define HIGH_TURF_LAYER 2.03
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@@ -23,27 +23,6 @@
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0, 0, 0, 1 \
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) \
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// Helpers so we can (more easily) control the colour matrices.
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#define CL_MATRIX_RR 1
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#define CL_MATRIX_RG 2
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#define CL_MATRIX_RB 3
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#define CL_MATRIX_RA 4
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#define CL_MATRIX_GR 5
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#define CL_MATRIX_GG 6
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#define CL_MATRIX_GB 7
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#define CL_MATRIX_GA 8
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#define CL_MATRIX_BR 9
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#define CL_MATRIX_BG 10
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#define CL_MATRIX_BB 11
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#define CL_MATRIX_BA 12
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#define CL_MATRIX_AR 13
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#define CL_MATRIX_AG 14
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#define CL_MATRIX_AB 15
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#define CL_MATRIX_AA 16
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#define CL_MATRIX_CR 17
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#define CL_MATRIX_CG 18
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#define CL_MATRIX_CB 19
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#define CL_MATRIX_CA 20
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//Some defines to generalise colours used in lighting.
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//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
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@@ -90,4 +69,4 @@
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#define LIGHTING_NO_UPDATE 0
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#define LIGHTING_VIS_UPDATE 1
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#define LIGHTING_CHECK_UPDATE 2
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#define LIGHTING_FORCE_UPDATE 3
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#define LIGHTING_FORCE_UPDATE 3
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@@ -85,6 +85,3 @@
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#define SUPERMATTER_DANGER 4 // Integrity < 50%
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#define SUPERMATTER_EMERGENCY 5 // Integrity < 25%
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#define SUPERMATTER_DELAMINATING 6 // Pretty obvious.
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//R&D Snowflakes
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#define RD_CONSOLE_LOCKED_SCREEN 0.2
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@@ -10,7 +10,6 @@
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#define BOSS_MEDAL_DRAKE "Drake"
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#define BOSS_MEDAL_HIEROPHANT "Hierophant"
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#define BOSS_MEDAL_LEGION "Legion"
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#define BOSS_MEDAL_SWARMER "Swarmer Beacon"
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#define BOSS_MEDAL_TENDRIL "Tendril"
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// Score names
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+5
-71
@@ -20,8 +20,8 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
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#define THIS_PROC_TYPE_STR "[THIS_PROC_TYPE]" //Because you can only obtain a string of THIS_PROC_TYPE using "[]", and it's nice to just +/+= strings
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#define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])"
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#define THIS_PROC_TYPE_WEIRD ...... //This one is WEIRD, in some cases (When used in certain defines? (eg: ASSERT)) THIS_PROC_TYPE will fail to work, but THIS_PROC_TYPE_WEIRD will work instead
|
||||
#define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
|
||||
#define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
|
||||
//define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
|
||||
//define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
|
||||
|
||||
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
|
||||
|
||||
@@ -46,7 +46,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
#define HALLOWEEN "Halloween"
|
||||
#define CHRISTMAS "Christmas"
|
||||
#define FESTIVE_SEASON "Festive Season"
|
||||
#define FRIDAY_13TH "Friday the 13th"
|
||||
|
||||
//Human Overlays Indexes/////////
|
||||
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
|
||||
@@ -86,58 +85,11 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
|
||||
//Because I *KNOW* somebody will think layer+1 means "above"
|
||||
//IT DOESN'T OK, IT MEANS "UNDER"
|
||||
#define UNDER_BODY_BEHIND_LAYER BODY_BEHIND_LAYER+1
|
||||
#define UNDER_BODY_LAYER BODY_LAYER+1
|
||||
#define UNDER_BODY_ADJ_LAYER BODY_ADJ_LAYER+1
|
||||
#define UNDER_MUTATIONS_LAYER MUTATIONS_LAYER+1
|
||||
#define UNDER_BODYPARTS_LAYER BODYPARTS_LAYER+1
|
||||
#define UNDER_DAMAGE_LAYER DAMAGE_LAYER+1
|
||||
#define UNDER_UNIFORM_LAYER UNIFORM_LAYER+1
|
||||
#define UNDER_ID_LAYER ID_LAYER+1
|
||||
#define UNDER_HANDS_PART_LAYER HANDS_PART_LAYER+1
|
||||
#define UNDER_GLOVES_LAYER GLOVES_LAYER+1
|
||||
#define UNDER_SHOES_LAYER SHOES_LAYER+1
|
||||
#define UNDER_EARS_LAYER EARS_LAYER+1
|
||||
#define UNDER_SUIT_LAYER SUIT_LAYER+1
|
||||
#define UNDER_GLASSES_LAYER GLASSES_LAYER+1
|
||||
#define UNDER_BELT_LAYER BELT_LAYER+1
|
||||
#define UNDER_SUIT_STORE_LAYER SUIT_STORE_LAYER+1
|
||||
#define UNDER_BACK_LAYER BACK_LAYER+1
|
||||
#define UNDER_HAIR_LAYER HAIR_LAYER+1
|
||||
#define UNDER_FACEMASK_LAYER FACEMASK_LAYER+1
|
||||
#define UNDER_HEAD_LAYER HEAD_LAYER+1
|
||||
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
|
||||
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
|
||||
#define UNDER_HANDS_LAYER HANDS_LAYER+1
|
||||
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
|
||||
#define UNDER_FIRE_LAYER FIRE_LAYER+1
|
||||
|
||||
//AND -1 MEANS "ABOVE", OK?, OK!?!
|
||||
#define ABOVE_BODY_BEHIND_LAYER BODY_BEHIND_LAYER-1
|
||||
#define ABOVE_BODY_LAYER BODY_LAYER-1
|
||||
#define ABOVE_BODY_ADJ_LAYER BODY_ADJ_LAYER-1
|
||||
#define ABOVE_MUTATIONS_LAYER MUTATIONS_LAYER-1
|
||||
#define ABOVE_BODYPARTS_LAYER BODYPARTS_LAYER-1
|
||||
#define ABOVE_DAMAGE_LAYER DAMAGE_LAYER-1
|
||||
#define ABOVE_UNIFORM_LAYER UNIFORM_LAYER-1
|
||||
#define ABOVE_ID_LAYER ID_LAYER-1
|
||||
#define ABOVE_HANDS_PART_LAYER HANDS_PART_LAYER-1
|
||||
#define ABOVE_GLOVES_LAYER GLOVES_LAYER-1
|
||||
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
|
||||
#define ABOVE_EARS_LAYER EARS_LAYER-1
|
||||
#define ABOVE_SUIT_LAYER SUIT_LAYER-1
|
||||
#define ABOVE_GLASSES_LAYER GLASSES_LAYER-1
|
||||
#define ABOVE_BELT_LAYER BELT_LAYER-1
|
||||
#define ABOVE_SUIT_STORE_LAYER SUIT_STORE_LAYER-1
|
||||
#define ABOVE_BACK_LAYER BACK_LAYER-1
|
||||
#define ABOVE_HAIR_LAYER HAIR_LAYER-1
|
||||
#define ABOVE_FACEMASK_LAYER FACEMASK_LAYER-1
|
||||
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
|
||||
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
|
||||
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
|
||||
#define ABOVE_HANDS_LAYER HANDS_LAYER-1
|
||||
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
|
||||
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
|
||||
|
||||
|
||||
//Security levels
|
||||
@@ -195,7 +147,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
|
||||
|
||||
//check_target_facings() return defines
|
||||
#define FACING_FAILED 0
|
||||
#define FACING_SAME_DIR 1
|
||||
#define FACING_EACHOTHER 2
|
||||
#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
|
||||
@@ -213,7 +164,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
|
||||
#define BLOOD_GAIN_PER_STEP 100
|
||||
#define BLOOD_LOSS_PER_STEP 5
|
||||
#define BLOOD_LOSS_IN_SPREAD 20
|
||||
#define BLOOD_FADEOUT_TIME 2
|
||||
|
||||
//Bloody shoe blood states
|
||||
#define BLOOD_STATE_HUMAN "blood"
|
||||
@@ -241,7 +191,6 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
|
||||
#define TURF_WET_LUBE 2
|
||||
#define TURF_WET_ICE 3
|
||||
#define TURF_WET_PERMAFROST 4
|
||||
#define TURF_WET_SLIDE 5
|
||||
|
||||
//Maximum amount of time, (in approx. seconds.) a tile can be wet for.
|
||||
#define MAXIMUM_WET_TIME 300
|
||||
@@ -309,10 +258,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
/////////////////////////////////////
|
||||
// atom.appearence_flags shortcuts //
|
||||
/////////////////////////////////////
|
||||
//this was added midway thru 510, so it might not exist in some versions, but we can't check by minor verison
|
||||
#ifndef TILE_BOUND
|
||||
#error this version of 510 is too old, You must use byond 510.1332 or later. (TILE_BOUND is not defined)
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
// Disabling certain features
|
||||
#define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM
|
||||
@@ -330,12 +277,7 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
#define APPEARANCE_CONSIDER_ALPHA ~RESET_ALPHA
|
||||
#define APPEARANCE_LONG_GLIDE LONG_GLIDE
|
||||
|
||||
#ifndef PIXEL_SCALE
|
||||
#define PIXEL_SCALE 0
|
||||
#if DM_VERSION >= 512
|
||||
#error HEY, PIXEL_SCALE probably exists now, remove this gross ass shim.
|
||||
#endif
|
||||
#endif
|
||||
*/
|
||||
|
||||
// Consider these images/atoms as part of the UI/HUD
|
||||
#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA|PIXEL_SCALE
|
||||
@@ -417,14 +359,6 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
#define CLOCK_PROSELYTIZATION 23
|
||||
#define SHUTTLE_HIJACK 24
|
||||
|
||||
#define TURF_DECAL_PAINT "paint"
|
||||
#define TURF_DECAL_DAMAGE "damage"
|
||||
#define TURF_DECAL_DIRT "dirt"
|
||||
|
||||
//Error handler defines
|
||||
#define ERROR_USEFUL_LEN 2
|
||||
|
||||
#define NO_FIELD 0
|
||||
#define FIELD_TURF 1
|
||||
#define FIELD_EDGE 2
|
||||
|
||||
|
||||
+1
-24
@@ -118,7 +118,7 @@
|
||||
//Sentience types, to prevent things like sentience potions from giving bosses sentience
|
||||
#define SENTIENCE_ORGANIC 1
|
||||
#define SENTIENCE_ARTIFICIAL 2
|
||||
#define SENTIENCE_OTHER 3
|
||||
// #define SENTIENCE_OTHER 3 unused
|
||||
#define SENTIENCE_MINEBOT 4
|
||||
#define SENTIENCE_BOSS 5
|
||||
|
||||
@@ -137,29 +137,6 @@
|
||||
#define ENVIRONMENT_SMASH_WALLS 2 //walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
|
||||
|
||||
|
||||
//SNPCs
|
||||
//AI defines
|
||||
#define INTERACTING 2
|
||||
#define TRAVEL 4
|
||||
#define FIGHTING 8
|
||||
//Trait defines
|
||||
#define TRAIT_ROBUST 2
|
||||
#define TRAIT_UNROBUST 4
|
||||
#define TRAIT_SMART 8
|
||||
#define TRAIT_DUMB 16
|
||||
#define TRAIT_MEAN 32
|
||||
#define TRAIT_FRIENDLY 64
|
||||
#define TRAIT_THIEVING 128
|
||||
//Range/chance defines
|
||||
#define MAX_RANGE_FIND 32
|
||||
#define MIN_RANGE_FIND 16
|
||||
#define FUZZY_CHANCE_HIGH 85
|
||||
#define FUZZY_CHANCE_LOW 50
|
||||
#define CHANCE_TALK 1
|
||||
|
||||
#define TK_MAXRANGE 15
|
||||
|
||||
#define NO_SLIP_WHEN_WALKING 1
|
||||
#define SLIDE 2
|
||||
#define GALOSHES_DONT_HELP 4
|
||||
|
||||
+55
-56
@@ -1,56 +1,55 @@
|
||||
// Radios use a large variety of predefined frequencies.
|
||||
|
||||
#define MIN_FREE_FREQ 1201 // -------------------------------------------------
|
||||
// Frequencies are always odd numbers and range from 1201 to 1599.
|
||||
|
||||
#define FREQ_SYNDICATE 1213 // Nuke op comms frequency, dark brown
|
||||
#define FREQ_CTF_RED 1215 // CTF red team comms frequency, red
|
||||
#define FREQ_CTF_BLUE 1217 // CTF blue team comms frequency, blue
|
||||
#define FREQ_CENTCOM 1337 // CentCom comms frequency, gray
|
||||
#define FREQ_SUPPLY 1347 // Supply comms frequency, light brown
|
||||
#define FREQ_SERVICE 1349 // Service comms frequency, green
|
||||
#define FREQ_SCIENCE 1351 // Science comms frequency, plum
|
||||
#define FREQ_COMMAND 1353 // Command comms frequency, gold
|
||||
#define FREQ_MEDICAL 1355 // Medical comms frequency, soft blue
|
||||
#define FREQ_ENGINEERING 1357 // Engineering comms frequency, orange
|
||||
#define FREQ_SECURITY 1359 // Security comms frequency, red
|
||||
|
||||
#define FREQ_STATUS_DISPLAYS 1435
|
||||
#define FREQ_ATMOS_ALARMS 1437 // air alarms <-> alert computers
|
||||
#define FREQ_ATMOS_CONTROL 1439 // air alarms <-> vents and scrubbers
|
||||
|
||||
#define MIN_FREQ 1441 // ------------------------------------------------------
|
||||
// Only the 1441 to 1489 range is freely available for general conversation.
|
||||
// This represents 1/8th of the available spectrum.
|
||||
|
||||
#define FREQ_ATMOS_STORAGE 1441
|
||||
#define FREQ_NAV_BEACON 1445
|
||||
#define FREQ_AI_PRIVATE 1447 // AI private comms frequency, magenta
|
||||
#define FREQ_PRESSURE_PLATE 1447
|
||||
#define FREQ_AIRLOCK_CONTROL 1449
|
||||
#define FREQ_ELECTROPACK 1449
|
||||
#define FREQ_MAGNETS 1449
|
||||
#define FREQ_LOCATOR_IMPLANT 1451
|
||||
#define FREQ_SIGNALER 1457 // the default for new signalers
|
||||
#define FREQ_COMMON 1459 // Common comms frequency, dark green
|
||||
|
||||
#define MAX_FREQ 1489 // ------------------------------------------------------
|
||||
|
||||
#define MAX_FREE_FREQ 1599 // -------------------------------------------------
|
||||
|
||||
// Transmission types.
|
||||
#define TRANSMISSION_WIRE 0 // some sort of wired connection, not used
|
||||
#define TRANSMISSION_RADIO 1 // electromagnetic radiation (default)
|
||||
#define TRANSMISSION_SUBSPACE 2 // subspace transmission (headsets only)
|
||||
#define TRANSMISSION_SUPERSPACE 3 // reaches independent (CentCom) radios only
|
||||
|
||||
// Filter types, used as an optimization to avoid unnecessary proc calls.
|
||||
#define RADIO_TO_AIRALARM "to_airalarm"
|
||||
#define RADIO_FROM_AIRALARM "from_airalarm"
|
||||
#define RADIO_SIGNALER "signaler"
|
||||
#define RADIO_ATMOSIA "atmosia"
|
||||
#define RADIO_NAVBEACONS "navbeacons"
|
||||
#define RADIO_AIRLOCK "airlock"
|
||||
#define RADIO_MAGNETS "magnets"
|
||||
|
||||
#define DEFAULT_SIGNALER_CODE 30
|
||||
// Radios use a large variety of predefined frequencies.
|
||||
|
||||
#define MIN_FREE_FREQ 1201 // -------------------------------------------------
|
||||
// Frequencies are always odd numbers and range from 1201 to 1599.
|
||||
|
||||
#define FREQ_SYNDICATE 1213 // Nuke op comms frequency, dark brown
|
||||
#define FREQ_CTF_RED 1215 // CTF red team comms frequency, red
|
||||
#define FREQ_CTF_BLUE 1217 // CTF blue team comms frequency, blue
|
||||
#define FREQ_CENTCOM 1337 // CentCom comms frequency, gray
|
||||
#define FREQ_SUPPLY 1347 // Supply comms frequency, light brown
|
||||
#define FREQ_SERVICE 1349 // Service comms frequency, green
|
||||
#define FREQ_SCIENCE 1351 // Science comms frequency, plum
|
||||
#define FREQ_COMMAND 1353 // Command comms frequency, gold
|
||||
#define FREQ_MEDICAL 1355 // Medical comms frequency, soft blue
|
||||
#define FREQ_ENGINEERING 1357 // Engineering comms frequency, orange
|
||||
#define FREQ_SECURITY 1359 // Security comms frequency, red
|
||||
|
||||
#define FREQ_STATUS_DISPLAYS 1435
|
||||
#define FREQ_ATMOS_ALARMS 1437 // air alarms <-> alert computers
|
||||
#define FREQ_ATMOS_CONTROL 1439 // air alarms <-> vents and scrubbers
|
||||
|
||||
#define MIN_FREQ 1441 // ------------------------------------------------------
|
||||
// Only the 1441 to 1489 range is freely available for general conversation.
|
||||
// This represents 1/8th of the available spectrum.
|
||||
|
||||
#define FREQ_ATMOS_STORAGE 1441
|
||||
#define FREQ_NAV_BEACON 1445
|
||||
#define FREQ_AI_PRIVATE 1447 // AI private comms frequency, magenta
|
||||
#define FREQ_PRESSURE_PLATE 1447
|
||||
#define FREQ_AIRLOCK_CONTROL 1449
|
||||
#define FREQ_ELECTROPACK 1449
|
||||
#define FREQ_MAGNETS 1449
|
||||
#define FREQ_LOCATOR_IMPLANT 1451
|
||||
#define FREQ_SIGNALER 1457 // the default for new signalers
|
||||
#define FREQ_COMMON 1459 // Common comms frequency, dark green
|
||||
|
||||
#define MAX_FREQ 1489 // ------------------------------------------------------
|
||||
|
||||
#define MAX_FREE_FREQ 1599 // -------------------------------------------------
|
||||
|
||||
// Transmission types.
|
||||
#define TRANSMISSION_WIRE 0 // some sort of wired connection, not used
|
||||
#define TRANSMISSION_RADIO 1 // electromagnetic radiation (default)
|
||||
#define TRANSMISSION_SUBSPACE 2 // subspace transmission (headsets only)
|
||||
#define TRANSMISSION_SUPERSPACE 3 // reaches independent (CentCom) radios only
|
||||
|
||||
// Filter types, used as an optimization to avoid unnecessary proc calls.
|
||||
#define RADIO_TO_AIRALARM "to_airalarm"
|
||||
#define RADIO_FROM_AIRALARM "from_airalarm"
|
||||
#define RADIO_SIGNALER "signaler"
|
||||
#define RADIO_ATMOSIA "atmosia"
|
||||
#define RADIO_AIRLOCK "airlock"
|
||||
#define RADIO_MAGNETS "magnets"
|
||||
|
||||
#define DEFAULT_SIGNALER_CODE 30
|
||||
|
||||
@@ -31,11 +31,9 @@
|
||||
|
||||
// Ripples, effects that signal a shuttle's arrival
|
||||
#define SHUTTLE_RIPPLE_TIME 100
|
||||
#define SHUTTLE_RIPPLE_FADEIN 50
|
||||
|
||||
#define TRANSIT_REQUEST 1
|
||||
#define TRANSIT_READY 2
|
||||
#define TRANSIT_FULL 3
|
||||
|
||||
#define SHUTTLE_TRANSIT_BORDER 8
|
||||
|
||||
@@ -79,4 +77,4 @@
|
||||
#define SHUTTLE_DEFAULT_TURF_TYPE /turf/open/space
|
||||
#define SHUTTLE_DEFAULT_BASETURF_TYPE /turf/open/space
|
||||
#define SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE /area/shuttle
|
||||
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space
|
||||
#define SHUTTLE_DEFAULT_UNDERLYING_AREA /area/space
|
||||
|
||||
+30
-30
@@ -1,30 +1,30 @@
|
||||
#define SEE_INVISIBLE_MINIMUM 5
|
||||
|
||||
#define INVISIBILITY_LIGHTING 20
|
||||
|
||||
#define SEE_INVISIBLE_LIVING 25
|
||||
|
||||
#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
|
||||
#define INVISIBILITY_LEVEL_ONE 35 //currently unused
|
||||
|
||||
#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
|
||||
#define INVISIBILITY_LEVEL_TWO 45 //currently unused
|
||||
|
||||
#define INVISIBILITY_OBSERVER 60
|
||||
#define SEE_INVISIBLE_OBSERVER 60
|
||||
|
||||
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
|
||||
|
||||
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
|
||||
|
||||
#define BORGMESON 1
|
||||
#define BORGTHERM 2
|
||||
#define BORGXRAY 4
|
||||
#define BORGMATERIAL 8
|
||||
|
||||
//for clothing visor toggles, these determine which vars to toggle
|
||||
#define VISOR_FLASHPROTECT 1
|
||||
#define VISOR_TINT 2
|
||||
#define VISOR_VISIONFLAGS 4 //all following flags only matter for glasses
|
||||
#define VISOR_DARKNESSVIEW 8
|
||||
#define VISOR_INVISVIEW 16
|
||||
#define SEE_INVISIBLE_MINIMUM 5
|
||||
|
||||
#define INVISIBILITY_LIGHTING 20
|
||||
|
||||
#define SEE_INVISIBLE_LIVING 25
|
||||
|
||||
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
|
||||
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
|
||||
|
||||
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
|
||||
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
|
||||
|
||||
#define INVISIBILITY_OBSERVER 60
|
||||
#define SEE_INVISIBLE_OBSERVER 60
|
||||
|
||||
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
|
||||
|
||||
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
|
||||
|
||||
#define BORGMESON 1
|
||||
#define BORGTHERM 2
|
||||
#define BORGXRAY 4
|
||||
#define BORGMATERIAL 8
|
||||
|
||||
//for clothing visor toggles, these determine which vars to toggle
|
||||
#define VISOR_FLASHPROTECT 1
|
||||
#define VISOR_TINT 2
|
||||
#define VISOR_VISIONFLAGS 4 //all following flags only matter for glasses
|
||||
#define VISOR_DARKNESSVIEW 8
|
||||
#define VISOR_INVISVIEW 16
|
||||
|
||||
@@ -15,6 +15,5 @@
|
||||
#define EMPED 8 // temporary broken by EMP pulse
|
||||
|
||||
//ai power requirement defines
|
||||
#define POWER_REQ_NONE 0
|
||||
#define POWER_REQ_ALL 1
|
||||
#define POWER_REQ_CLOCKCULT 2
|
||||
|
||||
@@ -7,8 +7,6 @@
|
||||
|
||||
#define STATUS_EFFECT_REPLACE 2 //if it allows only one, but new instances replace
|
||||
|
||||
#define BASIC_STATUS_EFFECT /datum/status_effect //Has no effect.
|
||||
|
||||
///////////
|
||||
// BUFFS //
|
||||
///////////
|
||||
|
||||
Reference in New Issue
Block a user