Merge remote-tracking branch 'upstream/master' into loadout-json
This commit is contained in:
@@ -143,11 +143,11 @@
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#define CUSTOM_SKINTONE 24 //adds a "_g" suffix to bodypart overlays icon states if a custom skintone is used.
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#define HORNCOLOR 25
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#define WINGCOLOR 26
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#define CAN_SCAR 27 // If this species can be scarred (fleshy)
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#define ROBOTIC_LIMBS 27 //has robotic limbs that render like organic ones
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#define CAN_SCAR 28 // If this species can be scarred (fleshy)
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/// Used for determining which wounds are applicable to this species.
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#define HAS_FLESH 28 /// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
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#define HAS_BONE 29 /// if we have bones (can suffer bone wounds)
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#define HAS_FLESH 29 /// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
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#define HAS_BONE 30 /// if we have bones (can suffer bone wounds)
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//organ slots
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#define ORGAN_SLOT_BRAIN "brain"
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@@ -9,7 +9,12 @@
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#define DISABLE_BITFIELD(variable, flag) (variable &= ~(flag))
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#define CHECK_BITFIELD(variable, flag) (variable & (flag))
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#define TOGGLE_BITFIELD(variable, flag) (variable ^= (flag))
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#define COPY_SPECIFIC_BITFIELDS(a,b,flags)\
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do{\
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var/_old = a & ~(flags);\
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var/_cleaned = b & (flags);\
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a = _old | _cleaned;\
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} while(0);
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#define CHECK_MULTIPLE_BITFIELDS(flagvar, flags) (((flagvar) & (flags)) == (flags))
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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@@ -22,12 +22,10 @@
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#define SURGICAL_TOOL (1<<10)
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///Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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#define NO_UNIFORM_REQUIRED (1<<11)
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///Damage when attacking people is not affected by combat mode.
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#define NO_COMBAT_MODE_FORCE_MODIFIER (1<<12)
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/// This item can be used to parry. Only a basic check used to determine if we should proceed with parry chain at all.
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#define ITEM_CAN_PARRY (1<<13)
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#define ITEM_CAN_PARRY (1<<12)
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/// This item can be used in the directional blocking system. Only a basic check used to determine if we should proceed with directional block handling at all.
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#define ITEM_CAN_BLOCK (1<<14)
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#define ITEM_CAN_BLOCK (1<<13)
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// Flags for the clothing_flags var on /obj/item/clothing
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@@ -9,8 +9,11 @@
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#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
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#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
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#define FROZEN (1<<8)
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#define SHOVABLE_ONTO (1<<9) //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 BLOCK_Z_FALL (1<<10)
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#define BLOCK_Z_OUT_DOWN (1<<9) // Should this object block z falling from loc?
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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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/// 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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@@ -18,3 +21,6 @@
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#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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/// Flags for the pod_flags var on /obj/structure/closet/supplypod
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#define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode
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@@ -0,0 +1,2 @@
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//ids
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#define ACTIONSPEED_ID_SANITY "sanity_component"
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@@ -63,6 +63,10 @@
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#define CONTRACT_UPLINK_PAGE_CONTRACTS "CONTRACTS"
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#define CONTRACT_UPLINK_PAGE_HUB "HUB"
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//Lingblood stuff
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#define LINGBLOOD_DETECTION_THRESHOLD 1
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#define LINGBLOOD_EXPLOSION_MULT 2
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#define LINGBLOOD_EXPLOSION_THRESHOLD (LINGBLOOD_DETECTION_THRESHOLD * LINGBLOOD_EXPLOSION_MULT) //Hey, important to note here: the explosion threshold is explicitly more than, rather than more than or equal to. This stops a single loud ability from triggering the explosion threshold.
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///Heretics --
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#define IS_HERETIC(mob) (mob.mind?.has_antag_datum(/datum/antagonist/heretic))
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@@ -0,0 +1,12 @@
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#define TRAY_NAME_UPDATE name = myseed ? "[initial(name)] ([myseed.plantname])" : initial(name)
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#define YIELD_WEED_MINIMUM 3
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#define YIELD_WEED_MAXIMUM 10
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#define STATIC_NUTRIENT_CAPACITY 10
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//Both available scanning modes for the plant analyzer.
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#define PLANT_SCANMODE_STATS 0
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#define PLANT_SCANMODE_CHEMICALS 1
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//Seed flags.
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#define MUTATE_EARLY (1<<0)
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+36
-20
@@ -13,27 +13,43 @@
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#define STYLE_GONDOLA 13
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#define STYLE_SEETHROUGH 14
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#define POD_ICON_STATE 1
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#define POD_NAME 2
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#define POD_DESC 3
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#define POD_SHAPE 1
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#define POD_BASE 2
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#define POD_DOOR 3
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#define POD_DECAL 4
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#define POD_GLOW 5
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#define POD_RUBBLE_TYPE 6
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#define POD_NAME 7
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#define POD_DESC 8
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#define POD_STYLES list(\
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list("supplypod", "supply pod", "A Nanotrasen supply drop pod."),\
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list("bluespacepod", "bluespace supply pod" , "A Nanotrasen Bluespace supply pod. Teleports back to CentCom after delivery."),\
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list("centcompod", "\improper Centcom supply pod", "A Nanotrasen supply pod, this one has been marked with Central Command's designations. Teleports back to Centcom after delivery."),\
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list("syndiepod", "blood-red supply pod", "A dark, intimidating supply pod, covered in the blood-red markings of the Syndicate. It's probably best to stand back from this."),\
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list("squadpod", "\improper MK. II supply pod", "A Nanotrasen supply pod. This one has been marked the markings of some sort of elite strike team."),\
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list("cultpod", "bloody supply pod", "A Nanotrasen supply pod covered in scratch-marks, blood, and strange runes."),\
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list("missilepod", "cruise missile", "A big ass missile that didn't seem to fully detonate. It was likely launched from some far-off deep space missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
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list("smissilepod", "\improper Syndicate cruise missile", "A big ass, blood-red missile that didn't seem to fully detonate. It was likely launched from some deep space Syndicate missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
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list("boxpod", "\improper Aussec supply crate", "An incredibly sturdy supply crate, designed to withstand orbital re-entry. Has 'Aussec Armory - 2532' engraved on the side."),\
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list("honkpod", "\improper HONK pod", "A brightly-colored supply pod. It likely originated from the Clown Federation."),\
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list("fruitpod", "\improper Orange", "An angry orange."),\
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list("", "\improper S.T.E.A.L.T.H. pod MKVII", "A supply pod that, under normal circumstances, is completely invisible to conventional methods of detection. How are you even seeing this?"),\
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list("gondolapod", "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
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list("", "", "")\
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)
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#define RUBBLE_NONE 1
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#define RUBBLE_NORMAL 2
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#define RUBBLE_WIDE 3
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#define RUBBLE_THIN 4
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#define POD_SHAPE_NORML 1
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#define POD_SHAPE_OTHER 2
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#define SUPPLYPOD_X_OFFSET -16
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GLOBAL_LIST_EMPTY(supplypod_loading_bays)
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GLOBAL_LIST_INIT(podstyles, list(\
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list(POD_SHAPE_NORML, "pod", TRUE, "default", "yellow", RUBBLE_NORMAL, "supply pod", "A Nanotrasen supply drop pod."),\
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list(POD_SHAPE_NORML, "advpod", TRUE, "bluespace", "blue", RUBBLE_NORMAL, "bluespace supply pod" , "A Nanotrasen Bluespace supply pod. Teleports back to CentCom after delivery."),\
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list(POD_SHAPE_NORML, "advpod", TRUE, "centcom", "blue", RUBBLE_NORMAL, "\improper CentCom supply pod", "A Nanotrasen supply pod, this one has been marked with Central Command's designations. Teleports back to CentCom after delivery."),\
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list(POD_SHAPE_NORML, "darkpod", TRUE, "syndicate", "red", RUBBLE_NORMAL, "blood-red supply pod", "An intimidating supply pod, covered in the blood-red markings of the Syndicate. It's probably best to stand back from this."),\
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list(POD_SHAPE_NORML, "darkpod", TRUE, "deathsquad", "blue", RUBBLE_NORMAL, "\improper Deathsquad drop pod", "A Nanotrasen drop pod. This one has been marked the markings of Nanotrasen's elite strike team."),\
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list(POD_SHAPE_NORML, "pod", TRUE, "cultist", "red", RUBBLE_NORMAL, "bloody supply pod", "A Nanotrasen supply pod covered in scratch-marks, blood, and strange runes."),\
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list(POD_SHAPE_OTHER, "missile", FALSE, FALSE, FALSE, RUBBLE_THIN, "cruise missile", "A big ass missile that didn't seem to fully detonate. It was likely launched from some far-off deep space missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
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list(POD_SHAPE_OTHER, "smissile", FALSE, FALSE, FALSE, RUBBLE_THIN, "\improper Syndicate cruise missile", "A big ass, blood-red missile that didn't seem to fully detonate. It was likely launched from some deep space Syndicate missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
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list(POD_SHAPE_OTHER, "box", TRUE, FALSE, FALSE, RUBBLE_WIDE, "\improper Aussec supply crate", "An incredibly sturdy supply crate, designed to withstand orbital re-entry. Has 'Aussec Armory - 2532' engraved on the side."),\
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list(POD_SHAPE_NORML, "clownpod", TRUE, "clown", "green", RUBBLE_NORMAL, "\improper HONK pod", "A brightly-colored supply pod. It likely originated from the Clown Federation."),\
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list(POD_SHAPE_OTHER, "orange", TRUE, FALSE, FALSE, RUBBLE_NONE, "\improper Orange", "An angry orange."),\
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list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, "\improper S.T.E.A.L.T.H. pod MKVII", "A supply pod that, under normal circumstances, is completely invisible to conventional methods of detection. How are you even seeing this?"),\
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list(POD_SHAPE_OTHER, "gondola", FALSE, FALSE, FALSE, RUBBLE_NONE, "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
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list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, FALSE, FALSE, "rl_click", "give_po")\
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))
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#define PACK_GOODY_NONE 0
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#define PACK_GOODY_PUBLIC 1 //can be bought by both privates and cargo
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#define PACK_GOODY_PRIVATE 2 //can be bought only by privates
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#define PACK_GOODY_PRIVATE 2 //can be bought only by privates
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@@ -105,3 +105,12 @@
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//belly sound pref things
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#define NORMIE_HEARCHECK 4
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//icon states for the default eyes and for a state for no eye
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#define DEFAULT_EYES_TYPE "normal"
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#define DEFAULT_LEFT_EYE_STATE "normal_left_eye"
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#define DEFAULT_RIGHT_EYE_STATE "normal_right_eye"
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#define DEFAULT_NO_EYE_STATE "no_eye"
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//special species definitions
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#define MINIMUM_MUTANT_COLOR "#202020" //this is how dark players mutant parts and skin can be
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+51
-51
@@ -1,54 +1,54 @@
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// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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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_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_YELLOW "#FFFF00"
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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_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_PINK "#FFC0CB"
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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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#define COLOR_BLUE_GRAY "#75A2BB"
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#define COLOR_BROWN "#BA9F6D"
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#define COLOR_DARK_BROWN "#997C4F"
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#define COLOR_DARK_ORANGE "#C3630C"
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#define COLOR_GREEN_GRAY "#99BB76"
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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||||
#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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||||
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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||||
#define COLOR_PURPLE_GRAY "#AE8CA8"
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||||
#define COLOR_INPUT_DISABLED "#F0F0F0"
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||||
#define COLOR_INPUT_ENABLED "#D3B5B5"
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||||
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
|
||||
#define COLOR_ALMOST_BLACK "#333333"
|
||||
#define COLOR_BLACK "#000000"
|
||||
#define COLOR_RED "#FF0000"
|
||||
#define COLOR_RED_LIGHT "#FF3333"
|
||||
#define COLOR_MAROON "#800000"
|
||||
#define COLOR_YELLOW "#FFFF00"
|
||||
#define COLOR_OLIVE "#808000"
|
||||
#define COLOR_LIME "#32CD32"
|
||||
#define COLOR_GREEN "#008000"
|
||||
#define COLOR_CYAN "#00FFFF"
|
||||
#define COLOR_TEAL "#008080"
|
||||
#define COLOR_BLUE "#0000FF"
|
||||
#define COLOR_BLUE_LIGHT "#33CCFF"
|
||||
#define COLOR_NAVY "#000080"
|
||||
#define COLOR_PINK "#FFC0CB"
|
||||
#define COLOR_MAGENTA "#FF00FF"
|
||||
#define COLOR_PURPLE "#800080"
|
||||
#define COLOR_ORANGE "#FF9900"
|
||||
#define COLOR_BEIGE "#CEB689"
|
||||
#define COLOR_BLUE_GRAY "#75A2BB"
|
||||
#define COLOR_BROWN "#BA9F6D"
|
||||
#define COLOR_DARK_BROWN "#997C4F"
|
||||
#define COLOR_DARK_ORANGE "#C3630C"
|
||||
#define COLOR_GREEN_GRAY "#99BB76"
|
||||
#define COLOR_RED_GRAY "#B4696A"
|
||||
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
|
||||
#define COLOR_PALE_GREEN_GRAY "#B7D993"
|
||||
#define COLOR_PALE_ORANGE "#FFC066"
|
||||
#define COLOR_PALE_RED_GRAY "#D59998"
|
||||
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
|
||||
#define COLOR_PURPLE_GRAY "#AE8CA8"
|
||||
|
||||
//Color defines used by the assembly detailer.
|
||||
#define COLOR_ASSEMBLY_BLACK "#545454"
|
||||
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
|
||||
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
|
||||
#define COLOR_ASSEMBLY_RED "#CC4242"
|
||||
#define COLOR_ASSEMBLY_ORANGE "#E39751"
|
||||
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
|
||||
#define COLOR_ASSEMBLY_BROWN "#97670E"
|
||||
#define COLOR_ASSEMBLY_GOLD "#AA9100"
|
||||
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
|
||||
#define COLOR_ASSEMBLY_GURKHA "#999875"
|
||||
#define COLOR_ASSEMBLY_LGREEN "#789876"
|
||||
#define COLOR_ASSEMBLY_GREEN "#44843C"
|
||||
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
|
||||
#define COLOR_ASSEMBLY_BLUE "#38559E"
|
||||
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
|
||||
#define COLOR_ASSEMBLY_PINK "#ff4adc"
|
||||
// Color defines used by the assembly detailer.
|
||||
#define COLOR_ASSEMBLY_BLACK "#545454"
|
||||
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
|
||||
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
|
||||
#define COLOR_ASSEMBLY_RED "#CC4242"
|
||||
#define COLOR_ASSEMBLY_ORANGE "#E39751"
|
||||
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
|
||||
#define COLOR_ASSEMBLY_BROWN "#97670E"
|
||||
#define COLOR_ASSEMBLY_GOLD "#AA9100"
|
||||
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
|
||||
#define COLOR_ASSEMBLY_GURKHA "#999875"
|
||||
#define COLOR_ASSEMBLY_LGREEN "#789876"
|
||||
#define COLOR_ASSEMBLY_GREEN "#44843C"
|
||||
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
|
||||
#define COLOR_ASSEMBLY_BLUE "#38559E"
|
||||
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
|
||||
#define COLOR_ASSEMBLY_PINK "#ff4adc"
|
||||
|
||||
@@ -34,6 +34,8 @@
|
||||
#define COMBAT_FLAGS_DEFAULT (COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE)
|
||||
/// Default combat flags for everyone else (so literally everyone but humans).
|
||||
#define COMBAT_FLAGS_SPRINT_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED | COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE)
|
||||
/// Default combat flags for those in stamina combat system
|
||||
#define COMBAT_FLAGS_STAMINA_COMBAT (COMBAT_FLAG_PARRY_CAPABLE | COMBAT_FLAG_BLOCK_CAPABLE | COMBAT_FLAG_STAMINA_BUFFER)
|
||||
|
||||
/// The user wants sprint mode on
|
||||
#define COMBAT_FLAG_SPRINT_TOGGLED (1<<0)
|
||||
@@ -47,8 +49,8 @@
|
||||
#define COMBAT_FLAG_RESISTING_REST (1<<4)
|
||||
/// Intentionally resting
|
||||
#define COMBAT_FLAG_INTENTIONALLY_RESTING (1<<5)
|
||||
/// Currently stamcritted but not as violently
|
||||
#define COMBAT_FLAG_SOFT_STAMCRIT (1<<6)
|
||||
/// This mob requires stamina buffer to do things that require stamina buffer. Not having this exempts the mob from stamina combat.
|
||||
#define COMBAT_FLAG_STAMINA_BUFFER (1<<6)
|
||||
/// Force sprint mode on at all times, overrides everything including sprint disable traits.
|
||||
#define COMBAT_FLAG_SPRINT_FORCED (1<<7)
|
||||
/// This mob is capable of using the active parrying system.
|
||||
@@ -64,26 +66,17 @@
|
||||
|
||||
// Helpers for getting someone's stamcrit state. Cast to living.
|
||||
#define NOT_STAMCRIT 0
|
||||
#define SOFT_STAMCRIT 1
|
||||
#define HARD_STAMCRIT 2
|
||||
#define HARD_STAMCRIT 1
|
||||
|
||||
// Stamcrit check helpers
|
||||
#define IS_STAMCRIT(mob) (CHECK_STAMCRIT(mob) != NOT_STAMCRIT)
|
||||
#define CHECK_STAMCRIT(mob) ((mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)? HARD_STAMCRIT : ((mob.combat_flags & COMBAT_FLAG_SOFT_STAMCRIT)? SOFT_STAMCRIT : NOT_STAMCRIT))
|
||||
#define CHECK_STAMCRIT(mob) (mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
|
||||
|
||||
//stamina stuff
|
||||
///Threshold over which attacks start being hindered.
|
||||
#define STAMINA_NEAR_SOFTCRIT 90
|
||||
///softcrit for stamina damage. prevents standing up, some actions that cost stamina, etc, but doesn't force a rest or stop movement
|
||||
#define STAMINA_SOFTCRIT 100
|
||||
///sanity cap to prevent stamina actions (that are still performable) from sending you into crit.
|
||||
#define STAMINA_NEAR_CRIT 130
|
||||
///crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
|
||||
/// crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
|
||||
#define STAMINA_CRIT 140
|
||||
///same as STAMINA_SOFTCRIT except for the more traditional health calculations
|
||||
#define STAMINA_SOFTCRIT_TRADITIONAL 0
|
||||
///ditto, but for STAMINA_CRIT
|
||||
#define STAMINA_CRIT_TRADITIONAL -40
|
||||
/// Threshold under for which you are unable to draw from stamina health to replace stamina buffer
|
||||
#define STAMINA_NO_OVERDRAW_THRESHOLD 100
|
||||
|
||||
#define CRAWLUNDER_DELAY 30 //Delay for crawling under a standing mob
|
||||
|
||||
@@ -230,9 +223,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
|
||||
#define EXPLODE_LIGHT 3
|
||||
#define EXPLODE_GIB_THRESHOLD 50
|
||||
|
||||
#define EMP_HEAVY 1
|
||||
#define EMP_LIGHT 2
|
||||
|
||||
#define GRENADE_CLUMSY_FUMBLE 1
|
||||
#define GRENADE_NONCLUMSY_FUMBLE 2
|
||||
#define GRENADE_NO_FUMBLE 3
|
||||
@@ -255,36 +245,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
|
||||
//We will round to this value in damage calculations.
|
||||
#define DAMAGE_PRECISION 0.01
|
||||
|
||||
//items total mass, used to calculate their attacks' stamina costs. If not defined, the cost will be (w_class * 1.25)
|
||||
#define TOTAL_MASS_TINY_ITEM 1.25
|
||||
#define TOTAL_MASS_SMALL_ITEM 2.5
|
||||
#define TOTAL_MASS_NORMAL_ITEM 3.75
|
||||
#define TOTAL_MASS_BULKY_ITEM 5
|
||||
#define TOTAL_MASS_HUGE_ITEM 6.25
|
||||
#define TOTAL_MASS_GIGANTIC_ITEM 7.5
|
||||
|
||||
#define TOTAL_MASS_HAND_REPLACEMENT 5 //standard punching stamina cost. most hand replacements are huge items anyway.
|
||||
#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
|
||||
#define TOTAL_MASS_TOY_SWORD 1.5
|
||||
|
||||
//stamina cost defines.
|
||||
#define STAM_COST_ATTACK_OBJ_MULT 1.2
|
||||
#define STAM_COST_ATTACK_MOB_MULT 1
|
||||
#define STAM_COST_BATON_MOB_MULT 1
|
||||
#define STAM_COST_NO_COMBAT_MULT 1.25
|
||||
#define STAM_COST_W_CLASS_MULT 1.25
|
||||
#define STAM_COST_THROW_MULT 2
|
||||
#define STAM_COST_THROW_MOB 2.5 //multiplied by (mob size + 1)^2.
|
||||
|
||||
///Multiplier of the (STAMINA_NEAR_CRIT - user current stamina loss) : (STAMINA_NEAR_CRIT - STAMINA_SOFTCRIT) ratio used in damage penalties when stam soft-critted.
|
||||
#define STAM_CRIT_ITEM_ATTACK_PENALTY 0.66
|
||||
/// changeNext_move penalty multiplier of the above.
|
||||
#define STAM_CRIT_ITEM_ATTACK_DELAY 1.75
|
||||
/// Damage penalty when fighting prone.
|
||||
#define LYING_DAMAGE_PENALTY 0.7
|
||||
/// Added delay when firing guns stam-softcritted. Summed with a hardset CLICK_CD_RANGE delay, similar to STAM_CRIT_DAMAGE_DELAY otherwise.
|
||||
#define STAM_CRIT_GUN_DELAY 2.75
|
||||
|
||||
//stamina recovery defines. Blocked if combat mode is on.
|
||||
#define STAM_RECOVERY_STAM_CRIT -7.5
|
||||
#define STAM_RECOVERY_RESTING -6
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
// Stamina Buffer
|
||||
|
||||
// Standard amounts for stamina usage
|
||||
|
||||
// Multipliers
|
||||
/// Base stamina cost for an item of a certain w_class without total_mass set.
|
||||
#define STAM_COST_W_CLASS_MULT 1.25
|
||||
|
||||
// Flat amounts
|
||||
/// Usage for eyestabbing with a screwdriver
|
||||
#define STAMINA_COST_ITEM_EYESTAB 7.5
|
||||
/// Usage for shoving yourself off the ground instantly
|
||||
#define STAMINA_COST_SHOVE_UP 10
|
||||
|
||||
//items total mass, used to calculate their attacks' stamina costs. If not defined, the cost will be (w_class * 1.25)
|
||||
#define TOTAL_MASS_TINY_ITEM 1.25
|
||||
#define TOTAL_MASS_SMALL_ITEM 2.5
|
||||
#define TOTAL_MASS_NORMAL_ITEM 3.75
|
||||
#define TOTAL_MASS_BULKY_ITEM 5
|
||||
#define TOTAL_MASS_HUGE_ITEM 6.25
|
||||
#define TOTAL_MASS_GIGANTIC_ITEM 7.5
|
||||
|
||||
#define TOTAL_MASS_HAND_REPLACEMENT 5 //standard punching stamina cost. most hand replacements are huge items anyway.
|
||||
#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
|
||||
#define TOTAL_MASS_TOY_SWORD 1.5
|
||||
|
||||
//stamina cost defines.
|
||||
#define STAM_COST_ATTACK_OBJ_MULT 0.75
|
||||
#define STAM_COST_ATTACK_MOB_MULT 1
|
||||
#define STAM_COST_BATON_MOB_MULT 0.85
|
||||
#define STAM_COST_THROW_MULT 0.75
|
||||
#define STAM_COST_THROW_MOB 1.25 //multiplied by (mob size + 1)^2.
|
||||
|
||||
/// Damage penalty when fighting prone.
|
||||
#define LYING_DAMAGE_PENALTY 0.7
|
||||
@@ -3,6 +3,8 @@
|
||||
#define CONFIG_SET(X, Y) global.config.Set(/datum/config_entry/##X, ##Y)
|
||||
/// Gets the datum of the object, for when editing a const define.
|
||||
#define CONFIG_GET_ENTRY(X) global.config.GetEntryDatum(/datum/config_entry/##X)
|
||||
/// Caches an entry in the proc
|
||||
#define CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(X, varname) var/static/datum/config_entry/##X/entrycache_##varname;if(!entrycache_##varname){entrycache_##varname=CONFIG_GET_ENTRY(##X);};var/##varname=entrycache_##varname.config_entry_value
|
||||
|
||||
#define CONFIG_MAPS_FILE "maps.txt"
|
||||
|
||||
@@ -18,3 +20,5 @@
|
||||
#define POLICYCONFIG_ON_DEFIB_INTACT "ON_DEFIB_INTACT"
|
||||
/// Displayed to defibbed/revival surgery'd patients after the memory loss time threshold
|
||||
#define POLICYCONFIG_ON_DEFIB_LATE "ON_DEFIB_LATE"
|
||||
/// Displayed to pyroclastic slimes on spawn
|
||||
#define POLICYCONFIG_ON_PYROCLASTIC_SENTIENT "PYROCLASTIC_SLIME"
|
||||
|
||||
@@ -5,9 +5,21 @@
|
||||
// global signals
|
||||
// These are signals which can be listened to by any component on any parent
|
||||
// start global signals with "!", this used to be necessary but now it's just a formatting choice
|
||||
#define COMSIG_GLOB_NEW_Z "!new_z" //from base of datum/controller/subsystem/mapping/proc/add_new_zlevel(): (list/args)
|
||||
#define COMSIG_GLOB_VAR_EDIT "!var_edit" //called after a successful var edit somewhere in the world: (list/args)
|
||||
#define COMSIG_GLOB_LIVING_SAY_SPECIAL "!say_special" //global living say plug - use sparingly: (mob/speaker , message)
|
||||
/// from base of datum/controller/subsystem/mapping/proc/add_new_zlevel(): (list/args)
|
||||
#define COMSIG_GLOB_NEW_Z "!new_z"
|
||||
/// called after a successful var edit somewhere in the world: (list/args)
|
||||
#define COMSIG_GLOB_VAR_EDIT "!var_edit"
|
||||
/// called after an explosion happened : (epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
|
||||
#define COMSIG_GLOB_EXPLOSION "!explosion"
|
||||
/// mob was created somewhere : (mob)
|
||||
#define COMSIG_GLOB_MOB_CREATED "!mob_created"
|
||||
/// mob died somewhere : (mob , gibbed)
|
||||
#define COMSIG_GLOB_MOB_DEATH "!mob_death"
|
||||
/// global living say plug - use sparingly: (mob/speaker , message)
|
||||
#define COMSIG_GLOB_LIVING_SAY_SPECIAL "!say_special"
|
||||
/// called by datum/cinematic/play() : (datum/cinematic/new_cinematic)
|
||||
#define COMSIG_GLOB_PLAY_CINEMATIC "!play_cinematic"
|
||||
#define COMPONENT_GLOB_BLOCK_CINEMATIC 1
|
||||
|
||||
// signals from globally accessible objects
|
||||
/// from SSsun when the sun changes position : (azimuth)
|
||||
@@ -73,7 +85,7 @@
|
||||
#define COMSIG_ATOM_EMP_ACT "atom_emp_act"
|
||||
///from base of atom/fire_act(): (exposed_temperature, exposed_volume)
|
||||
#define COMSIG_ATOM_FIRE_ACT "atom_fire_act"
|
||||
///from base of atom/bullet_act(): (/obj/projectile, def_zone)
|
||||
///from base of atom/bullet_act(): (/obj/item/projectile, def_zone)
|
||||
#define COMSIG_ATOM_BULLET_ACT "atom_bullet_act"
|
||||
///from base of atom/blob_act(): (/obj/structure/blob)
|
||||
#define COMSIG_ATOM_BLOB_ACT "atom_blob_act"
|
||||
@@ -369,6 +381,8 @@
|
||||
#define COMSIG_MINE_TRIGGERED "minegoboom" ///from [/obj/effect/mine/proc/triggermine]:
|
||||
// Uncovered information
|
||||
#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
|
||||
///from [/obj/structure/closet/supplypod/proc/endlaunch]:
|
||||
#define COMSIG_SUPPLYPOD_LANDED "supplypodgoboom"
|
||||
|
||||
// /obj/item/grenade signals
|
||||
#define COMSIG_GRENADE_PRIME "grenade_prime" //called in /obj/item/gun/process_fire (user, target, params, zone_override)
|
||||
|
||||
@@ -44,7 +44,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
|
||||
|
||||
#define isplatingturf(A) (istype(A, /turf/open/floor/plating))
|
||||
|
||||
#define istransparentturf(A) (istype(A, /turf/open/transparent))
|
||||
#define istransparentturf(A) (istype(A, /turf/open/transparent)||istype(A, /turf/open/space/transparent))
|
||||
|
||||
//Mobs
|
||||
#define isliving(A) (istype(A, /mob/living))
|
||||
@@ -76,6 +76,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
|
||||
#define ismush(A) (is_species(A, /datum/species/mush))
|
||||
#define isshadow(A) (is_species(A, /datum/species/shadow))
|
||||
#define isskeleton(A) (is_species(A, /datum/species/skeleton))
|
||||
#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz))
|
||||
#define isethereal(A) (is_species(A, /datum/species/ethereal))
|
||||
|
||||
// Citadel specific species
|
||||
@@ -85,6 +86,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
|
||||
#define isinsect(A) (is_species(A, /datum/species/insect))
|
||||
#define isxenoperson(A) (is_species(A, /datum/species/xeno))
|
||||
#define isstartjelly(A) (is_species(A, /datum/species/jelly/roundstartslime))
|
||||
#define isarachnid(A) (is_species(A, /datum/species/arachnid))
|
||||
|
||||
//more carbon mobs
|
||||
#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
|
||||
@@ -234,3 +236,5 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
|
||||
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
|
||||
|
||||
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
|
||||
|
||||
#define isProbablyWallMounted(O) (O.pixel_x > 20 || O.pixel_x < -20 || O.pixel_y > 20 || O.pixel_y < -20)
|
||||
|
||||
@@ -37,7 +37,9 @@
|
||||
#define FIELD_OF_VISION_VISUAL_RENDER_TARGET "FIELD_OF_VISION_VISUAL_PLANE"
|
||||
|
||||
#define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV.
|
||||
#define CHAT_LAYER 12.1 //Legacy, it doesn't matter that much because we are displayed above the game plane anyway.
|
||||
|
||||
#define CHAT_LAYER 12.0001 // Do not insert layers between these two values
|
||||
#define CHAT_LAYER_MAX 12.9999
|
||||
|
||||
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
|
||||
#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
|
||||
|
||||
@@ -20,11 +20,6 @@ Multi-Z stations are supported and multi-Z mining and away missions would
|
||||
require only minor tweaks.
|
||||
*/
|
||||
|
||||
// helpers for modifying jobs, used in various job_changes.dm files
|
||||
#define MAP_JOB_CHECK if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return; }
|
||||
#define MAP_JOB_CHECK_BASE if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return ..(); }
|
||||
#define MAP_REMOVE_JOB(jobpath) /datum/job/##jobpath/map_check() { return (SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) && ..() }
|
||||
|
||||
#define SPACERUIN_MAP_EDGE_PAD 15
|
||||
|
||||
// traits
|
||||
|
||||
@@ -199,8 +199,8 @@
|
||||
|
||||
#define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) )
|
||||
|
||||
#define LORENTZ_DISTRIBUTION(x, s) ( s*tan(TODEGREES(PI*(rand()-0.5))) + x )
|
||||
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
|
||||
#define LORENTZ_DISTRIBUTION(x, s) ( s*tan((rand()-0.5)*180) + x )
|
||||
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/180)*(arctan((x-y)/s)) + 1/2 )
|
||||
|
||||
#define RULE_OF_THREE(a, b, x) ((a*x)/b)
|
||||
// )
|
||||
|
||||
+176
-172
@@ -1,17 +1,17 @@
|
||||
/*ALL MOB-RELATED DEFINES THAT DON'T BELONG IN ANOTHER FILE GO HERE*/
|
||||
|
||||
//Misc mob defines
|
||||
// Misc mob defines
|
||||
|
||||
//Ready states at roundstart for mob/dead/new_player
|
||||
// Ready states at roundstart for mob/dead/new_player
|
||||
#define PLAYER_NOT_READY 0
|
||||
#define PLAYER_READY_TO_PLAY 1
|
||||
#define PLAYER_READY_TO_OBSERVE 2
|
||||
|
||||
//movement intent defines for the m_intent var
|
||||
// movement intent defines for the m_intent var
|
||||
#define MOVE_INTENT_WALK "walk"
|
||||
#define MOVE_INTENT_RUN "run"
|
||||
|
||||
//Blood levels
|
||||
// Blood levels
|
||||
#define BLOOD_VOLUME_MAX_LETHAL 2150
|
||||
#define BLOOD_VOLUME_EXCESS 2100
|
||||
#define BLOOD_VOLUME_MAXIMUM 2000
|
||||
@@ -22,39 +22,43 @@
|
||||
#define BLOOD_VOLUME_BAD 224
|
||||
#define BLOOD_VOLUME_SURVIVE 122
|
||||
|
||||
//Sizes of mobs, used by mob/living/var/mob_size
|
||||
// Sizes of mobs, used by mob/living/var/mob_size
|
||||
#define MOB_SIZE_TINY 0
|
||||
#define MOB_SIZE_SMALL 1
|
||||
#define MOB_SIZE_HUMAN 2
|
||||
#define MOB_SIZE_LARGE 3
|
||||
|
||||
//Ventcrawling defines
|
||||
// Ventcrawling defines
|
||||
#define VENTCRAWLER_NONE 0
|
||||
#define VENTCRAWLER_NUDE 1
|
||||
#define VENTCRAWLER_ALWAYS 2
|
||||
|
||||
//Bloodcrawling defines
|
||||
// Bloodcrawling defines
|
||||
#define BLOODCRAWL 1
|
||||
#define BLOODCRAWL_EAT 2
|
||||
|
||||
//Mob bio-types flags
|
||||
#define MOB_ORGANIC (1 << 0)
|
||||
// Mob bio-types flags
|
||||
#define MOB_ORGANIC (1 << 0)
|
||||
#define MOB_MINERAL (1 << 1)
|
||||
#define MOB_ROBOTIC (1 << 2)
|
||||
#define MOB_ROBOTIC (1 << 2)
|
||||
#define MOB_UNDEAD (1 << 3)
|
||||
#define MOB_HUMANOID (1 << 4)
|
||||
#define MOB_BUG (1 << 5)
|
||||
#define MOB_HUMANOID (1 << 4)
|
||||
#define MOB_BUG (1 << 5)
|
||||
#define MOB_BEAST (1 << 6)
|
||||
#define MOB_EPIC (1 << 7) //megafauna
|
||||
#define MOB_EPIC (1 << 7) // Megafauna
|
||||
#define MOB_REPTILE (1 << 8)
|
||||
#define MOB_SPIRIT (1 << 9)
|
||||
|
||||
//Organ defines for carbon mobs
|
||||
// Organ defines for carbon mobs
|
||||
#define ORGAN_ORGANIC 1
|
||||
#define ORGAN_ROBOTIC 2
|
||||
|
||||
#define BODYPART_ORGANIC 1
|
||||
#define BODYPART_ROBOTIC 2
|
||||
#define BODYPART_HYBRID 3
|
||||
|
||||
#define HYBRID_BODYPART_DAMAGE_THRESHHOLD 25 //How much damage has to be suffered until the damage threshhold counts as passed
|
||||
#define HYBRID_BODYPART_THESHHOLD_MINDAMAGE 15 //Which damage value this limb cannot be healed out of via easy nonsurgical means if the threshhold has been passed, state resets if damage value goes below mindamage.
|
||||
|
||||
#define BODYPART_NOT_DISABLED 0
|
||||
#define BODYPART_DISABLED_DAMAGE 1
|
||||
@@ -66,194 +70,194 @@
|
||||
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
|
||||
|
||||
#define MONKEY_BODYPART "monkey"
|
||||
#define ALIEN_BODYPART "alien"
|
||||
#define LARVA_BODYPART "larva"
|
||||
#define DEVIL_BODYPART "devil"
|
||||
#define ALIEN_BODYPART "alien"
|
||||
#define LARVA_BODYPART "larva"
|
||||
#define DEVIL_BODYPART "devil"
|
||||
/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
|
||||
|
||||
// Health/damage defines for carbon mobs
|
||||
#define HUMAN_MAX_OXYLOSS 3
|
||||
#define HUMAN_CRIT_MAX_OXYLOSS (SSmobs.wait/30)
|
||||
|
||||
#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
|
||||
#define HEAT_DAMAGE_LEVEL_2 3 //Amount of damage applied when your body temperature passes the 400K point
|
||||
#define HEAT_DAMAGE_LEVEL_3 8 //Amount of damage applied when your body temperature passes the 460K point and you are on fire
|
||||
#define HEAT_DAMAGE_LEVEL_1 2 // Amount of damage applied when your body temperature just passes the 360.15k safety point
|
||||
#define HEAT_DAMAGE_LEVEL_2 3 // Amount of damage applied when your body temperature passes the 400K point
|
||||
#define HEAT_DAMAGE_LEVEL_3 8 // Amount of damage applied when your body temperature passes the 460K point and you are on fire
|
||||
|
||||
#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
|
||||
#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
|
||||
#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point
|
||||
#define COLD_DAMAGE_LEVEL_1 0.5 // Amount of damage applied when your body temperature just passes the 260.15k safety point
|
||||
#define COLD_DAMAGE_LEVEL_2 1.5 // Amount of damage applied when your body temperature passes the 200K point
|
||||
#define COLD_DAMAGE_LEVEL_3 3 // Amount of damage applied when your body temperature passes the 120K point
|
||||
|
||||
//Note that gas heat damage is only applied once every FOUR ticks.
|
||||
#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
|
||||
#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
|
||||
#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point
|
||||
// Note that gas heat damage is only applied once every FOUR ticks.
|
||||
#define HEAT_GAS_DAMAGE_LEVEL_1 2 // Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
|
||||
#define HEAT_GAS_DAMAGE_LEVEL_2 4 // Amount of damage applied when the current breath's temperature passes the 400K point
|
||||
#define HEAT_GAS_DAMAGE_LEVEL_3 8 // Amount of damage applied when the current breath's temperature passes the 1000K point
|
||||
|
||||
#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
|
||||
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
|
||||
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
|
||||
#define COLD_GAS_DAMAGE_LEVEL_1 0.5 // Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
|
||||
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 // Amount of damage applied when the current breath's temperature passes the 200K point
|
||||
#define COLD_GAS_DAMAGE_LEVEL_3 3 // Amount of damage applied when the current breath's temperature passes the 120K point
|
||||
|
||||
//Brain Damage defines
|
||||
#define BRAIN_DAMAGE_MILD 20
|
||||
// Brain Damage defines
|
||||
#define BRAIN_DAMAGE_MILD 20
|
||||
#define BRAIN_DAMAGE_SEVERE 100
|
||||
#define BRAIN_DAMAGE_DEATH 200
|
||||
#define BRAIN_DAMAGE_DEATH 200
|
||||
|
||||
#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
|
||||
#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
|
||||
#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
|
||||
#define BRAIN_TRAUMA_MAGIC /datum/brain_trauma/magic
|
||||
|
||||
#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
|
||||
#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
|
||||
#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
|
||||
#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
|
||||
#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
|
||||
#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
|
||||
#define TRAUMA_RESILIENCE_BASIC 1 // Curable with chems
|
||||
#define TRAUMA_RESILIENCE_SURGERY 2 // Curable with brain surgery
|
||||
#define TRAUMA_RESILIENCE_LOBOTOMY 3 // Curable with lobotomy
|
||||
#define TRAUMA_RESILIENCE_WOUND 4 // Curable by healing the head wound
|
||||
#define TRAUMA_RESILIENCE_MAGIC 5 // Curable only with magic
|
||||
#define TRAUMA_RESILIENCE_ABSOLUTE 6 // This is here to stay
|
||||
|
||||
//Limit of traumas for each resilience tier
|
||||
#define TRAUMA_LIMIT_BASIC 3
|
||||
#define TRAUMA_LIMIT_SURGERY 2
|
||||
#define TRAUMA_LIMIT_WOUND 2
|
||||
// Limit of traumas for each resilience tier
|
||||
#define TRAUMA_LIMIT_BASIC 3
|
||||
#define TRAUMA_LIMIT_SURGERY 2
|
||||
#define TRAUMA_LIMIT_WOUND 2
|
||||
#define TRAUMA_LIMIT_LOBOTOMY 3
|
||||
#define TRAUMA_LIMIT_MAGIC 3
|
||||
#define TRAUMA_LIMIT_MAGIC 3
|
||||
#define TRAUMA_LIMIT_ABSOLUTE INFINITY
|
||||
|
||||
#define BRAIN_DAMAGE_INTEGRITY_MULTIPLIER 0.5
|
||||
|
||||
//Surgery Defines
|
||||
// Surgery Defines
|
||||
#define BIOWARE_GENERIC "generic"
|
||||
#define BIOWARE_NERVES "nerves"
|
||||
#define BIOWARE_CIRCULATION "circulation"
|
||||
#define BIOWARE_LIGAMENTS "ligaments"
|
||||
|
||||
//Health hud screws for carbon mobs
|
||||
#define SCREWYHUD_NONE 0
|
||||
#define SCREWYHUD_CRIT 1
|
||||
#define SCREWYHUD_DEAD 2
|
||||
// Health hud screws for carbon mobs
|
||||
#define SCREWYHUD_NONE 0
|
||||
#define SCREWYHUD_CRIT 1
|
||||
#define SCREWYHUD_DEAD 2
|
||||
#define SCREWYHUD_HEALTHY 3
|
||||
|
||||
//Threshold levels for beauty for humans
|
||||
// Threshold levels for beauty for humans
|
||||
#define BEAUTY_LEVEL_HORRID -66
|
||||
#define BEAUTY_LEVEL_BAD -33
|
||||
#define BEAUTY_LEVEL_DECENT 33
|
||||
#define BEAUTY_LEVEL_GOOD 66
|
||||
#define BEAUTY_LEVEL_GREAT 100
|
||||
#define BEAUTY_LEVEL_BAD -33
|
||||
#define BEAUTY_LEVEL_DECENT 33
|
||||
#define BEAUTY_LEVEL_GOOD 66
|
||||
#define BEAUTY_LEVEL_GREAT 100
|
||||
|
||||
//Moods levels for humans
|
||||
#define MOOD_LEVEL_HAPPY4 15
|
||||
#define MOOD_LEVEL_HAPPY3 10
|
||||
#define MOOD_LEVEL_HAPPY2 6
|
||||
#define MOOD_LEVEL_HAPPY1 2
|
||||
#define MOOD_LEVEL_NEUTRAL 0
|
||||
#define MOOD_LEVEL_SAD1 -3
|
||||
#define MOOD_LEVEL_SAD2 -12
|
||||
#define MOOD_LEVEL_SAD3 -18
|
||||
#define MOOD_LEVEL_SAD4 -25
|
||||
// Moods levels for humans
|
||||
#define MOOD_LEVEL_HAPPY4 15
|
||||
#define MOOD_LEVEL_HAPPY3 10
|
||||
#define MOOD_LEVEL_HAPPY2 6
|
||||
#define MOOD_LEVEL_HAPPY1 2
|
||||
#define MOOD_LEVEL_NEUTRAL 0
|
||||
#define MOOD_LEVEL_SAD1 -3
|
||||
#define MOOD_LEVEL_SAD2 -12
|
||||
#define MOOD_LEVEL_SAD3 -18
|
||||
#define MOOD_LEVEL_SAD4 -25
|
||||
|
||||
//Sanity levels for humans
|
||||
#define SANITY_AMAZING 150
|
||||
#define SANITY_GREAT 125
|
||||
#define SANITY_NEUTRAL 100
|
||||
// Sanity levels for humans
|
||||
#define SANITY_AMAZING 150
|
||||
#define SANITY_GREAT 125
|
||||
#define SANITY_NEUTRAL 100
|
||||
#define SANITY_DISTURBED 75
|
||||
#define SANITY_UNSTABLE 50
|
||||
#define SANITY_CRAZY 25
|
||||
#define SANITY_INSANE 0
|
||||
#define SANITY_UNSTABLE 50
|
||||
#define SANITY_CRAZY 25
|
||||
#define SANITY_INSANE 0
|
||||
|
||||
//Nutrition levels for humans
|
||||
#define NUTRITION_LEVEL_FAT 600
|
||||
#define NUTRITION_LEVEL_FULL 550
|
||||
// Nutrition levels for humans
|
||||
#define NUTRITION_LEVEL_FAT 600
|
||||
#define NUTRITION_LEVEL_FULL 550
|
||||
#define NUTRITION_LEVEL_WELL_FED 450
|
||||
#define NUTRITION_LEVEL_FED 350
|
||||
#define NUTRITION_LEVEL_HUNGRY 250
|
||||
#define NUTRITION_LEVEL_FED 350
|
||||
#define NUTRITION_LEVEL_HUNGRY 250
|
||||
#define NUTRITION_LEVEL_STARVING 150
|
||||
|
||||
#define NUTRITION_LEVEL_START_MIN 250
|
||||
#define NUTRITION_LEVEL_START_MAX 400
|
||||
|
||||
//Disgust levels for humans
|
||||
#define DISGUST_LEVEL_MAXEDOUT 150
|
||||
#define DISGUST_LEVEL_DISGUSTED 75
|
||||
#define DISGUST_LEVEL_VERYGROSS 50
|
||||
#define DISGUST_LEVEL_GROSS 25
|
||||
// Disgust levels for humans
|
||||
#define DISGUST_LEVEL_MAXEDOUT 150
|
||||
#define DISGUST_LEVEL_DISGUSTED 75
|
||||
#define DISGUST_LEVEL_VERYGROSS 50
|
||||
#define DISGUST_LEVEL_GROSS 25
|
||||
|
||||
//Charge levels for Ethereals
|
||||
#define ETHEREAL_CHARGE_NONE 0
|
||||
#define ETHEREAL_CHARGE_LOWPOWER 20
|
||||
#define ETHEREAL_CHARGE_NORMAL 50
|
||||
// Charge levels for Ethereals
|
||||
#define ETHEREAL_CHARGE_NONE 0
|
||||
#define ETHEREAL_CHARGE_LOWPOWER 20
|
||||
#define ETHEREAL_CHARGE_NORMAL 50
|
||||
#define ETHEREAL_CHARGE_ALMOSTFULL 75
|
||||
#define ETHEREAL_CHARGE_FULL 100
|
||||
#define ETHEREAL_CHARGE_OVERLOAD 125
|
||||
#define ETHEREAL_CHARGE_FULL 100
|
||||
#define ETHEREAL_CHARGE_OVERLOAD 125
|
||||
#define ETHEREAL_CHARGE_DANGEROUS 150
|
||||
|
||||
//Slime evolution threshold. Controls how fast slimes can split/grow
|
||||
// Slime evolution threshold. Controls how fast slimes can split/grow
|
||||
#define SLIME_EVOLUTION_THRESHOLD 10
|
||||
|
||||
//Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
|
||||
// Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
|
||||
#define SLIME_EXTRACT_CROSSING_REQUIRED 10
|
||||
|
||||
//Slime commands defines
|
||||
#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
|
||||
#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
|
||||
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
|
||||
#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
|
||||
// Slime commands defines
|
||||
#define SLIME_FRIENDSHIP_FOLLOW 3 // Min friendship to order it to follow
|
||||
#define SLIME_FRIENDSHIP_STOPEAT 5 // Min friendship to order it to stop eating someone
|
||||
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 // Min friendship to order it to stop eating someone without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE 4 // Min friendship to order it to stop chasing someone (their target)
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 // Min friendship to order it to stop chasing someone (their target) without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STAY 3 // Min friendship to order it to stay
|
||||
#define SLIME_FRIENDSHIP_ATTACK 8 // Min friendship to order it to attack
|
||||
|
||||
//Sentience types, to prevent things like sentience potions from giving bosses sentience
|
||||
#define SENTIENCE_ORGANIC 1
|
||||
// Sentience types, to prevent things like sentience potions from giving bosses sentience
|
||||
#define SENTIENCE_ORGANIC 1
|
||||
#define SENTIENCE_ARTIFICIAL 2
|
||||
// #define SENTIENCE_OTHER 3 unused
|
||||
#define SENTIENCE_MINEBOT 4
|
||||
#define SENTIENCE_BOSS 5
|
||||
//#define SENTIENCE_OTHER 3 // Unused
|
||||
#define SENTIENCE_MINEBOT 4
|
||||
#define SENTIENCE_BOSS 5
|
||||
|
||||
//Mob AI Status
|
||||
// Mob AI Status
|
||||
|
||||
//Hostile simple animals
|
||||
//If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
|
||||
// Hostile simple animals
|
||||
// If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
|
||||
#define AI_ON 1
|
||||
#define AI_IDLE 2
|
||||
#define AI_OFF 3
|
||||
#define AI_Z_OFF 4
|
||||
|
||||
//determines if a mob can smash through it
|
||||
#define ENVIRONMENT_SMASH_NONE 0
|
||||
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) //crates, lockers, ect
|
||||
#define ENVIRONMENT_SMASH_WALLS (1<<1) //walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS (1<<2) //rwalls
|
||||
// determines if a mob can smash through it
|
||||
#define ENVIRONMENT_SMASH_NONE 0
|
||||
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) // crates, lockers, ect
|
||||
#define ENVIRONMENT_SMASH_WALLS (1<<1) // walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS (1<<2) // rwalls
|
||||
|
||||
#define NO_SLIP_WHEN_WALKING (1<<0)
|
||||
#define SLIDE (1<<1)
|
||||
#define GALOSHES_DONT_HELP (1<<2)
|
||||
#define FLYING_DOESNT_HELP (1<<3)
|
||||
#define SLIDE_ICE (1<<4)
|
||||
#define SLIP_WHEN_CRAWLING (1<<5) //clown planet ruin amongst others
|
||||
#define SLIP_WHEN_JOGGING (1<<6) //slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
|
||||
#define NO_SLIP_WHEN_WALKING (1<<0)
|
||||
#define SLIDE (1<<1)
|
||||
#define GALOSHES_DONT_HELP (1<<2)
|
||||
#define FLYING_DOESNT_HELP (1<<3)
|
||||
#define SLIDE_ICE (1<<4)
|
||||
#define SLIP_WHEN_CRAWLING (1<<5) // clown planet ruin amongst others
|
||||
#define SLIP_WHEN_JOGGING (1<<6) // slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
|
||||
|
||||
|
||||
#define MAX_CHICKENS 50
|
||||
|
||||
///Flags used by the flags parameter of electrocute act.
|
||||
// /Flags used by the flags parameter of electrocute act.
|
||||
|
||||
///Makes it so that the shock doesn't take gloves into account.
|
||||
#define SHOCK_NOGLOVES (1 << 0)
|
||||
///Used when the shock is from a tesla bolt.
|
||||
#define SHOCK_TESLA (1 << 1)
|
||||
///Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
|
||||
#define SHOCK_ILLUSION (1 << 2)
|
||||
///The shock doesn't stun.
|
||||
#define SHOCK_NOSTUN (1 << 3)
|
||||
// /Makes it so that the shock doesn't take gloves into account.
|
||||
#define SHOCK_NOGLOVES (1 << 0)
|
||||
// /Used when the shock is from a tesla bolt.
|
||||
#define SHOCK_TESLA (1 << 1)
|
||||
// /Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
|
||||
#define SHOCK_ILLUSION (1 << 2)
|
||||
// /The shock doesn't stun.
|
||||
#define SHOCK_NOSTUN (1 << 3)
|
||||
|
||||
|
||||
#define INCORPOREAL_MOVE_BASIC 1
|
||||
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
|
||||
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
|
||||
#define INCORPOREAL_MOVE_BASIC 1
|
||||
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
|
||||
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
|
||||
|
||||
//Secbot and ED209 judgement criteria bitflag values
|
||||
// Secbot and ED209 judgement criteria bitflag values
|
||||
#define JUDGE_EMAGGED (1<<0)
|
||||
#define JUDGE_IDCHECK (1<<1)
|
||||
#define JUDGE_WEAPONCHECK (1<<2)
|
||||
#define JUDGE_RECORDCHECK (1<<3)
|
||||
//ED209's ignore monkeys
|
||||
// ED209's ignore monkeys
|
||||
#define JUDGE_IGNOREMONKEYS (1<<4)
|
||||
|
||||
#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
|
||||
@@ -262,45 +266,45 @@
|
||||
|
||||
// Offsets defines
|
||||
|
||||
#define OFFSET_UNIFORM "uniform"
|
||||
#define OFFSET_ID "id"
|
||||
#define OFFSET_GLOVES "gloves"
|
||||
#define OFFSET_GLASSES "glasses"
|
||||
#define OFFSET_EARS "ears"
|
||||
#define OFFSET_SHOES "shoes"
|
||||
#define OFFSET_S_STORE "s_store"
|
||||
#define OFFSET_FACEMASK "mask"
|
||||
#define OFFSET_HEAD "head"
|
||||
#define OFFSET_EYES "eyes"
|
||||
#define OFFSET_LIPS "lips"
|
||||
#define OFFSET_BELT "belt"
|
||||
#define OFFSET_BACK "back"
|
||||
#define OFFSET_SUIT "suit"
|
||||
#define OFFSET_NECK "neck"
|
||||
#define OFFSET_HAIR "hair"
|
||||
#define OFFSET_FHAIR "fhair"
|
||||
#define OFFSET_MUTPARTS "mutantparts"
|
||||
#define OFFSET_UNIFORM "uniform"
|
||||
#define OFFSET_ID "id"
|
||||
#define OFFSET_GLOVES "gloves"
|
||||
#define OFFSET_GLASSES "glasses"
|
||||
#define OFFSET_EARS "ears"
|
||||
#define OFFSET_SHOES "shoes"
|
||||
#define OFFSET_S_STORE "s_store"
|
||||
#define OFFSET_FACEMASK "mask"
|
||||
#define OFFSET_HEAD "head"
|
||||
#define OFFSET_EYES "eyes"
|
||||
#define OFFSET_LIPS "lips"
|
||||
#define OFFSET_BELT "belt"
|
||||
#define OFFSET_BACK "back"
|
||||
#define OFFSET_SUIT "suit"
|
||||
#define OFFSET_NECK "neck"
|
||||
#define OFFSET_HAIR "hair"
|
||||
#define OFFSET_FHAIR "fhair"
|
||||
#define OFFSET_MUTPARTS "mutantparts"
|
||||
|
||||
//MINOR TWEAKS/MISC
|
||||
#define AGE_MIN 18 //youngest a character can be //CITADEL EDIT - 17 --> 18
|
||||
#define AGE_MAX 85 //oldest a character can be
|
||||
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
|
||||
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
|
||||
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
|
||||
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
|
||||
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
|
||||
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
|
||||
// MINOR TWEAKS/MISC
|
||||
#define AGE_MIN 18 // youngest a character can be // CITADEL EDIT - 17 --> 18
|
||||
#define AGE_MAX 85 // oldest a character can be
|
||||
#define WIZARD_AGE_MIN 30 // youngest a wizard can be
|
||||
#define APPRENTICE_AGE_MIN 29 // youngest an apprentice can be
|
||||
#define SHOES_SLOWDOWN 0 // How much shoes slow you down by default. Negative values speed you up
|
||||
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
|
||||
#define POCKET_STRIP_DELAY 40 // time taken (in deciseconds) to search somebody's pockets
|
||||
#define DOOR_CRUSH_DAMAGE 15 // the amount of damage that airlocks deal when they crush you
|
||||
|
||||
#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
|
||||
#define ETHEREAL_CHARGE_FACTOR 0.08 //factor at which ethereal's charge decreases
|
||||
#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
|
||||
#define HUNGER_FACTOR 0.1 // factor at which mob nutrition decreases
|
||||
#define ETHEREAL_CHARGE_FACTOR 0.08 // factor at which ethereal's charge decreases
|
||||
#define REAGENTS_METABOLISM 0.4 // How many units of reagent are consumed per tick, by default.
|
||||
#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
|
||||
|
||||
// Roundstart trait system
|
||||
|
||||
#define MAX_QUIRKS 6 //The maximum amount of quirks one character can have at roundstart
|
||||
#define MAX_QUIRKS 6 // The maximum amount of quirks one character can have at roundstart
|
||||
|
||||
#define MAX_REVIVE_FIRE_DAMAGE 180
|
||||
#define MAX_REVIVE_FIRE_DAMAGE 180
|
||||
#define MAX_REVIVE_BRUTE_DAMAGE 180
|
||||
|
||||
// AI Toggles
|
||||
@@ -308,28 +312,28 @@
|
||||
#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
|
||||
|
||||
// /obj/item/bodypart on_mob_life() retval flag
|
||||
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
|
||||
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
|
||||
|
||||
#define HUMAN_FIRE_STACK_ICON_NUM 3
|
||||
|
||||
#define TYPING_INDICATOR_TIMEOUT 5 MINUTES
|
||||
#define TYPING_INDICATOR_TIMEOUT 20 MINUTES
|
||||
|
||||
#define GRAB_PIXEL_SHIFT_PASSIVE 6
|
||||
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
|
||||
#define GRAB_PIXEL_SHIFT_NECK 16
|
||||
#define GRAB_PIXEL_SHIFT_PASSIVE 6
|
||||
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
|
||||
#define GRAB_PIXEL_SHIFT_NECK 16
|
||||
|
||||
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
|
||||
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
|
||||
|
||||
/// Field of vision defines.
|
||||
// / Field of vision defines.
|
||||
#define FOV_90_DEGREES 90
|
||||
#define FOV_180_DEGREES 180
|
||||
#define FOV_270_DEGREES 270
|
||||
|
||||
/// How far away you can be to make eye contact with someone while examining
|
||||
// / How far away you can be to make eye contact with someone while examining
|
||||
#define EYE_CONTACT_RANGE 5
|
||||
|
||||
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
|
||||
// / If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
|
||||
#define EXAMINE_MORE_TIME 1 SECONDS
|
||||
|
||||
#define SILENCE_RANGED_MESSAGE (1<<0)
|
||||
#define SILENCE_RANGED_MESSAGE (1<<0)
|
||||
|
||||
@@ -40,6 +40,16 @@
|
||||
#define PARALLAX_LOW 2
|
||||
#define PARALLAX_DISABLE 3 //this option must be the highest number
|
||||
|
||||
#define PIXEL_SCALING_AUTO 0
|
||||
#define PIXEL_SCALING_1X 1
|
||||
#define PIXEL_SCALING_1_2X 1.5
|
||||
#define PIXEL_SCALING_2X 2
|
||||
#define PIXEL_SCALING_3X 3
|
||||
|
||||
#define SCALING_METHOD_NORMAL "normal"
|
||||
#define SCALING_METHOD_DISTORT "distort"
|
||||
#define SCALING_METHOD_BLUR "blur"
|
||||
|
||||
#define PARALLAX_DELAY_DEFAULT world.tick_lag
|
||||
#define PARALLAX_DELAY_MED 1
|
||||
#define PARALLAX_DELAY_LOW 2
|
||||
|
||||
@@ -31,6 +31,11 @@
|
||||
#define EARLY_LAUNCHED 2
|
||||
#define ENDGAME_TRANSIT 3
|
||||
|
||||
//positive value = cannot puchase
|
||||
#define SHUTTLEPURCHASE_PURCHASABLE 0 //station can buy a shuttle
|
||||
#define SHUTTLEPURCHASE_PURCHASED 1 //station has already bought a shuttle, so cannot
|
||||
#define SHUTTLEPURCHASE_FORCED 2 //station was given a new shuttle through events or other shenanigans
|
||||
|
||||
// Ripples, effects that signal a shuttle's arrival
|
||||
#define SHUTTLE_RIPPLE_TIME 100
|
||||
|
||||
|
||||
@@ -40,7 +40,6 @@
|
||||
#define SKILL_TRAIN_ATTACK_OBJ "train_attack_obj"
|
||||
#define SKILL_STAMINA_COST "stamina_cost" //Influences the stamina cost from weapon usage.
|
||||
#define SKILL_THROW_STAM_COST "throw_stam_cost"
|
||||
#define SKILL_COMBAT_MODE "combat_mode" //The user must have combat mode on.
|
||||
#define SKILL_SANITY "sanity" //Is the skill affected by (in)sanity.
|
||||
#define SKILL_INTELLIGENCE "intelligence" //Is the skill affected by brain damage?
|
||||
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
|
||||
// Species ID Defines ---------------------------
|
||||
|
||||
#define SPECIES_ABDUCTOR "abductor"
|
||||
#define SPECIES_ANDROID "android"
|
||||
#define SPECIES_ANGEL "angel"
|
||||
#define SPECIES_MAMMAL "mammal"
|
||||
#define SPECIES_INSECT "insect"
|
||||
#define SPECIES_DULLAHAN "dullahan"
|
||||
#define SPECIES_DWARF "dwarf"
|
||||
#define SPECIES_ETHEREAL "ethereal"
|
||||
#define SPECIES_FELINID "felinid"
|
||||
#define SPECIES_FLY "fly"
|
||||
#define SPECIES_GOLEM "golem"
|
||||
#define SPECIES_HUMAN "human"
|
||||
#define SPECIES_IPC "ipc"
|
||||
#define SPECIES_JELLY "jelly"
|
||||
#define SPECIES_SLIME "slime"
|
||||
#define SPECIES_SLIME_HYBRID "slimeperson"
|
||||
#define SPECIES_SLIME_LUMI "slimelumi"
|
||||
#define SPECIES_STARGAZER "stargazer"
|
||||
#define SPECIES_LIZARD "lizard"
|
||||
#define SPECIES_ASHWALKER "ashlizard"
|
||||
#define SPECIES_MUSHROOM "mush"
|
||||
#define SPECIES_PLASMAMAN "plasmaman"
|
||||
#define SPECIES_POD "pod"
|
||||
#define SPECIES_POD_WEAK "podweak"
|
||||
#define SPECIES_SHADOW "shadow"
|
||||
#define SPECIES_NIGHTMARE "nightmare"
|
||||
#define SPECIES_SKELETON "skeleton"
|
||||
#define SPECIES_SKELETON_SPACE "spaceskeleton"
|
||||
#define SPECIES_SYNTH_LIZARD "synthliz"
|
||||
#define SPECIES_SYNTH "synth"
|
||||
#define SPECIES_SYNTH_MIL "military_synth"
|
||||
#define SPECIES_VAMPIRE "vampire"
|
||||
#define SPECIES_XENOHYBRID "xeno"
|
||||
|
||||
// Species Category Defines ---------------------
|
||||
|
||||
#define SPECIES_CATEGORY_ALIEN "alien"
|
||||
#define SPECIES_CATEGORY_BASIC "human"
|
||||
#define SPECIES_CATEGORY_FURRY "furry" // Weird Category, but okay.
|
||||
#define SPECIES_CATEGORY_GOLEM "golem"
|
||||
#define SPECIES_CATEGORY_INSECT "insect"
|
||||
#define SPECIES_CATEGORY_PLANT "plant"
|
||||
#define SPECIES_CATEGORY_ROBOT "robotic"
|
||||
#define SPECIES_CATEGORY_JELLY "jelly"
|
||||
#define SPECIES_CATEGORY_SHADOW "shadow"
|
||||
#define SPECIES_CATEGORY_SKELETON "skeleton"
|
||||
#define SPECIES_CATEGORY_UNDEAD "undead"
|
||||
@@ -124,6 +124,7 @@
|
||||
#define FIRE_PRIORITY_ATMOS_ADJACENCY 300
|
||||
#define FIRE_PRIORITY_STATPANEL 390
|
||||
#define FIRE_PRIORITY_CHAT 400
|
||||
#define FIRE_PRIORITY_RUNECHAT 410
|
||||
#define FIRE_PRIORITY_OVERLAYS 500
|
||||
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
|
||||
|
||||
|
||||
@@ -164,6 +164,7 @@
|
||||
#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
|
||||
#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
|
||||
#define TRAIT_KI_VAMPIRE "ki-vampire" //when someone with this trait rolls maximum damage on a punch and stuns the target, they regain some stamina and do clone damage
|
||||
#define TRAIT_MAULER "mauler" // this guy punches the shit out of people to hurt them, not to drain their stamina
|
||||
#define TRAIT_PASSTABLE "passtable"
|
||||
#define TRAIT_GIANT "giant"
|
||||
#define TRAIT_DWARF "dwarf"
|
||||
@@ -205,7 +206,12 @@
|
||||
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
|
||||
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
|
||||
#define TRAIT_FAST_PUMP "fast_pump"
|
||||
#define TRAIT_NO_PROCESS_FOOD "no-process-food" // You don't get benefits from nutriment, nor nutrition from reagent consumables
|
||||
#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good...
|
||||
/// Prevents stamina buffer regeneration
|
||||
#define TRAIT_NO_STAMINA_BUFFER_REGENERATION "block_stamina_buffer_regen"
|
||||
/// Prevents stamina regeneration
|
||||
#define TRAIT_NO_STAMINA_REGENERATION "block_stamina_regen"
|
||||
|
||||
// mobility flag traits
|
||||
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
|
||||
@@ -218,6 +224,8 @@
|
||||
#define TRAIT_MOBILITY_NOPICKUP "mobility_nopickup"
|
||||
/// Disallow item use
|
||||
#define TRAIT_MOBILITY_NOUSE "mobility_nouse"
|
||||
///Disallow resting/unresting
|
||||
#define TRAIT_MOBILITY_NOREST "mobility_norest"
|
||||
|
||||
#define TRAIT_SWIMMING "swimming" //only applied by /datum/element/swimming, for checking
|
||||
|
||||
@@ -310,6 +318,7 @@
|
||||
#define CLOWNOP_TRAIT "clown-op"
|
||||
#define MEGAFAUNA_TRAIT "megafauna"
|
||||
#define DEATHSQUAD_TRAIT "deathsquad"
|
||||
#define SLIMEPUDDLE_TRAIT "slimepuddle"
|
||||
/// This trait is added by the active directional block system.
|
||||
#define ACTIVE_BLOCK_TRAIT "active_block"
|
||||
/// This trait is added by the parry system.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
|
||||
#define WOUND_DAMAGE_EXPONENT 1.225
|
||||
#define WOUND_DAMAGE_EXPONENT 1.2
|
||||
|
||||
/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
|
||||
#define WOUND_MINIMUM_DAMAGE 5
|
||||
|
||||
Reference in New Issue
Block a user