Merge remote-tracking branch 'citadel/master' into combat_rework

This commit is contained in:
kevinz000
2020-04-08 04:04:45 -07:00
919 changed files with 148968 additions and 10144 deletions
+9 -12
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@@ -2,18 +2,6 @@
//Be sure to update the min/max of these if you do change them.
//Measurements are in imperial units. Inches, feet, yards, miles. Tsp, tbsp, cups, quarts, gallons, etc
//HUD stuff
#define ui_arousal "EAST-1:28,CENTER-4:8"//Below the health doll
#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
#define ui_combat_toggle "EAST-4:22,SOUTH:5"
//1:1 HUD layout stuff
#define ui_boxcraft "EAST-4:22,SOUTH+1:6"
#define ui_boxarea "EAST-4:6,SOUTH+1:6"
#define ui_boxlang "EAST-5:22,SOUTH+1:6"
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
//Filters
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, color="#04080F")
@@ -35,6 +23,9 @@
#define MASTURBATE_LINKED_ORGAN (1<<6) //used to pass our mission to the linked organ
#define CAN_CLIMAX_WITH (1<<7)
#define GENITAL_CAN_AROUSE (1<<8)
#define GENITAL_UNDIES_HIDDEN (1<<9)
#define UPDATE_OWNER_APPEARANCE (1<<10)
#define GENITAL_CAN_TAUR (1<<11)
#define DEF_VAGINA_SHAPE "Human"
@@ -71,6 +62,12 @@
#define MILK_RATE_MULT 1
#define MILK_EFFICIENCY 1
//visibility toggles defines to avoid errors typos code errors.
#define GEN_VISIBLE_ALWAYS "Always visible"
#define GEN_VISIBLE_NO_CLOTHES "Hidden by clothes"
#define GEN_VISIBLE_NO_UNDIES "Hidden by underwear"
#define GEN_VISIBLE_NEVER "Always hidden"
//Individual logging define
#define INDIVIDUAL_LOOC_LOG "LOOC log"
+1
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@@ -82,6 +82,7 @@
#define CANUNCONSCIOUS (1<<2)
#define CANPUSH (1<<3)
#define GODMODE (1<<4)
#define CANSTAGGER (1<<5)
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
+14
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@@ -39,3 +39,17 @@
//Ouch my toes!
#define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2
#define SPELL_SKIP_ALL_REQS (1<<0)
#define SPELL_SKIP_CENTCOM (1<<1)
#define SPELL_SKIP_STAT (1<<2)
#define SPELL_SKIP_CLOTHES (1<<3)
#define SPELL_SKIP_ANTIMAGIC (1<<4)
#define SPELL_SKIP_VOCAL (1<<5)
#define SPELL_SKIP_MOBTYPE (1<<6)
#define SPELL_WIZARD_HAT (1<<7)
#define SPELL_WIZARD_ROBE (1<<8)
#define SPELL_CULT_HELMET (1<<9)
#define SPELL_CULT_ARMOR (1<<10)
#define SPELL_WIZARD_GARB (SPELL_WIZARD_HAT|SPELL_WIZARD_ROBE)
#define SPELL_CULT_GARB (SPELL_CULT_HELMET|SPELL_CULT_ARMOR)
+7 -1
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@@ -149,7 +149,9 @@
#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize(): (can_reenter_corpse, special, penalize)
#define COMPONENT_BLOCK_GHOSTING 1
#define COMPONENT_BLOCK_GHOSTING (1<<0)
#define COMPONENT_DO_NOT_PENALIZE_GHOSTING (1<<1)
#define COMPONENT_FREE_GHOSTING (1<<2)
#define COMSIG_MOB_ALLOWED "mob_allowed" //from base of obj/allowed(mob/M): (/obj) returns bool, if TRUE the mob has id access to the obj
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (mob/user, magic, holy, tinfoil, chargecost, self, protection_sources)
#define COMPONENT_BLOCK_MAGIC 1
@@ -175,6 +177,9 @@
#define SPEECH_LANGUAGE 5
// #define SPEECH_IGNORE_SPAM 6
// #define SPEECH_FORCED 7
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAST_CHECK "mob_spell_cast_check" //called from base of /obj/effect/proc_holder/spell/cast_check(): (spell)
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
@@ -185,6 +190,7 @@
#define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: ()
#define COMSIG_LIVING_REVIVE "living_revive" //from base of mob/living/revive() (full_heal, admin_revive)
#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_MOVE "comsig_mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
// This returns flags as defined for block in __DEFINES/combat.dm!
#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
+1
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@@ -6,6 +6,7 @@
#define NO_ASSASSIN (1<<0)
#define WAROPS_ALWAYS_ALLOWED (1<<1)
#define USE_PREF_WEIGHTS (1<<2)
#define FORCE_IF_WON (1<<3)
#define ONLY_RULESET (1<<0)
#define HIGHLANDER_RULESET (1<<1)
+29
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@@ -0,0 +1,29 @@
#define INSTRUMENT_MIN_OCTAVE 1
#define INSTRUMENT_MAX_OCTAVE 9
#define INSTRUMENT_MIN_KEY 0
#define INSTRUMENT_MAX_KEY 127
/// Max number of playing notes per instrument.
#define CHANNELS_PER_INSTRUMENT 128
/// Distance multiplier that makes us not be impacted by 3d sound as much. This is a multiplier so lower it is the closer we will pretend to be to people.
#define INSTRUMENT_DISTANCE_FALLOFF_BUFF 0.2
/// How many tiles instruments have no falloff for
#define INSTRUMENT_DISTANCE_NO_FALLOFF 3
/// Maximum length a note should ever go for
#define INSTRUMENT_MAX_TOTAL_SUSTAIN (5 SECONDS)
/// These are per decisecond.
#define INSTRUMENT_EXP_FALLOFF_MIN 1.025 //100/(1.025^50) calculated for [INSTRUMENT_MIN_SUSTAIN_DROPOFF] to be 30.
#define INSTRUMENT_EXP_FALLOFF_MAX 10
/// Minimum volume for when the sound is considered dead.
#define INSTRUMENT_MIN_SUSTAIN_DROPOFF 30
#define SUSTAIN_LINEAR 1
#define SUSTAIN_EXPONENTIAL 2
// /datum/instrument instrument_flags
#define INSTRUMENT_LEGACY (1<<0) //Legacy instrument. Implies INSTRUMENT_DO_NOT_AUTOSAMPLE
#define INSTRUMENT_DO_NOT_AUTOSAMPLE (1<<1) //Do not automatically sample
+28
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@@ -4,11 +4,16 @@
#define CLICKCATCHER_PLANE -99
#define PLANE_SPACE -95
#define PLANE_SPACE_RENDER_TARGET "PLANE_SPACE"
#define PLANE_SPACE_PARALLAX -90
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
#define FLOOR_PLANE -2
#define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE"
#define GAME_PLANE -1
#define GAME_PLANE_RENDER_TARGET "GAME_PLANE"
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
#define SPACE_LAYER 1.8
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
@@ -78,20 +83,38 @@
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define EMISSIVE_BLOCKER_PLANE 12
#define EMISSIVE_BLOCKER_LAYER 12
#define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE"
#define EMISSIVE_PLANE 13
#define EMISSIVE_LAYER 13
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
#define EMISSIVE_UNBLOCKABLE_PLANE 14
#define EMISSIVE_UNBLOCKABLE_LAYER 14
#define EMISSIVE_UNBLOCKABLE_RENDER_TARGET "*EMISSIVE_UNBLOCKABLE_PLANE"
#define LIGHTING_PLANE 15
#define LIGHTING_LAYER 15
#define LIGHTING_RENDER_TARGET "LIGHT_PLANE"
#define ABOVE_LIGHTING_PLANE 16
#define ABOVE_LIGHTING_LAYER 16
#define ABOVE_LIGHTING_RENDER_TARGET "ABOVE_LIGHTING_PLANE"
#define FLOOR_OPENSPACE_PLANE 17
#define OPENSPACE_LAYER 17
#define OPENSPACE_RENDER_TARGET "OPENSPACE_PLANE"
#define BYOND_LIGHTING_PLANE 18
#define BYOND_LIGHTING_LAYER 18
#define BYOND_LIGHTING_RENDER_TARGET "BYOND_LIGHTING_PLANE"
#define CAMERA_STATIC_PLANE 19
#define CAMERA_STATIC_LAYER 19
#define CAMERA_STATIC_RENDER_TARGET "CAMERA_STATIC_PLANE"
//HUD layer defines
#define FULLSCREEN_PLANE 20
@@ -101,11 +124,16 @@
#define BLIND_LAYER 20.3
#define CRIT_LAYER 20.4
#define CURSE_LAYER 20.5
#define FULLSCREEN_RENDER_TARGET "FULLSCREEN_PLANE"
#define HUD_PLANE 21
#define HUD_LAYER 21
#define HUD_RENDER_TARGET "HUD_PLANE"
#define ABOVE_HUD_PLANE 22
#define ABOVE_HUD_LAYER 22
#define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE"
#define SPLASHSCREEN_LAYER 23
#define SPLASHSCREEN_PLANE 23
#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
+5
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@@ -83,3 +83,8 @@
#define FLASH_LIGHT_DURATION 2
#define FLASH_LIGHT_POWER 3
#define FLASH_LIGHT_RANGE 3.8
/// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
#define EMISSIVE_BLOCK_GENERIC 1
/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
#define EMISSIVE_BLOCK_UNIQUE 2
+3 -1
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@@ -30,7 +30,7 @@
#define FLOOR(x, y) ( round((x) / (y)) * (y) )
// Similar to clamp but the bottom rolls around to the top and vice versa. min is inclusive, max is exclusive
#define WRAP(val, min, max) ( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) )
#define WRAP(val, min, max) CLAMP(( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) ),min,max-1)
// Real modulus that handles decimals
#define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) )
@@ -203,5 +203,7 @@
#define MANHATTAN_DISTANCE(a, b) (abs(a.x - b.x) + abs(a.y - b.y))
#define LOGISTIC_FUNCTION(L,k,x,x_0) (L/(1+(NUM_E**(-k*(x-x_0)))))
/// Make sure something is a boolean TRUE/FALSE 1/0 value, since things like bitfield & bitflag doesn't always give 1s and 0s.
#define FORCE_BOOLEAN(x) ((x)? TRUE : FALSE)
+4 -5
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@@ -345,11 +345,10 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
//Endgame Results
#define NUKE_NEAR_MISS 1
#define NUKE_MISS_STATION 2
#define NUKE_SYNDICATE_BASE 3
#define STATION_DESTROYED_NUKE 4
#define STATION_EVACUATED 5
#define NUKE_MISS_STATION 1
#define NUKE_SYNDICATE_BASE 2
#define STATION_DESTROYED_NUKE 3
#define STATION_EVACUATED 4
#define BLOB_WIN 8
#define BLOB_NUKE 9
#define BLOB_DESTROYED 10
+2 -1
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@@ -289,4 +289,5 @@
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define PULL_PRONE_SLOWDOWN 0.6
#define HUMAN_CARRY_SLOWDOWN 0
#define FIREMAN_CARRY_SLOWDOWN 0
#define PIGGYBACK_CARRY_SLOWDOWN 1
+1
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@@ -20,6 +20,7 @@
#define CHANNEL_HIGHEST_AVAILABLE 1008 //CIT CHANGE - COMPENSATES FOR VORESOUND CHANNELS
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 1
+8 -5
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@@ -50,17 +50,19 @@
#define INIT_ORDER_PROFILER 100
#define INIT_ORDER_FAIL2TOPIC 99
#define INIT_ORDER_TITLE 98
#define INIT_ORDER_GARBAGE 97
#define INIT_ORDER_DBCORE 95
#define INIT_ORDER_BLACKBOX 94
#define INIT_ORDER_SERVER_MAINT 93
#define INIT_ORDER_INPUT 85
#define INIT_ORDER_GARBAGE 95
#define INIT_ORDER_DBCORE 93
#define INIT_ORDER_BLACKBOX 92
#define INIT_ORDER_SERVER_MAINT 91
#define INIT_ORDER_INPUT 90
#define INIT_ORDER_SOUNDS 85
#define INIT_ORDER_VIS 80
#define INIT_ORDER_RESEARCH 75
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_QUIRKS 60
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_INSTRUMENTS 53
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_ATOMS 30
@@ -100,6 +102,7 @@
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_INSTRUMENTS 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_NETWORKS 40
+6
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@@ -147,6 +147,7 @@
#define TRAIT_NOPULSE "nopulse" // Your heart doesn't beat.
#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
#define TRAIT_PASSTABLE "passtable"
// 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)
@@ -173,6 +174,9 @@
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
#define INNATE_TRAIT "innate"
// item traits
#define TRAIT_NODROP "nodrop"
@@ -212,6 +216,7 @@
#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
#define TRAIT_NO_INTERNALS "no-internals"
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
// common trait sources
#define TRAIT_GENERIC "generic"
@@ -236,6 +241,7 @@
#define APHRO_TRAIT "aphro"
#define BLOODSUCKER_TRAIT "bloodsucker"
#define CLOTHING_TRAIT "clothing" //used for quirky carrygloves
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
// unique trait sources, still defines
#define STATUE_MUTE "statue"
+12
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@@ -5,6 +5,11 @@
#define MAJORITY_JUDGEMENT_VOTING 4
#define INSTANT_RUNOFF_VOTING 5
#define SHOW_RESULTS (1<<0)
#define SHOW_VOTES (1<<1)
#define SHOW_WINNER (1<<2)
#define SHOW_ABSTENTION (1<<3)
GLOBAL_LIST_INIT(vote_score_options,list("Bad","Poor","Acceptable","Good","Great"))
GLOBAL_LIST_INIT(vote_type_names,list(\
@@ -15,3 +20,10 @@ GLOBAL_LIST_INIT(vote_type_names,list(\
"Raw Score (returns results from 0 to 1, winner is 1)" = SCORE_VOTING,\
"Majority Judgement (single-winner score voting)" = MAJORITY_JUDGEMENT_VOTING,\
))
GLOBAL_LIST_INIT(display_vote_settings, list(\
"Results" = SHOW_RESULTS,
"Ongoing Votes" = SHOW_VOTES,
"Winner" = SHOW_WINNER,
"Abstainers" = SHOW_ABSTENTION
))
+102
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@@ -19,3 +19,105 @@
#define VV_RESTORE_DEFAULT "Restore to Default"
#define VV_MARKED_DATUM "Marked Datum"
#define VV_BITFIELD "Bitfield"
#define VV_TEXT_LOCATE "Custom Reference Locate"
#define VV_PROCCALL_RETVAL "Return Value of Proccall"
#define VV_MSG_MARKED "<br><font size='1' color='red'><b>Marked Object</b></font>"
#define VV_MSG_EDITED "<br><font size='1' color='red'><b>Var Edited</b></font>"
#define VV_MSG_DELETED "<br><font size='1' color='red'><b>Deleted</b></font>"
#define VV_NORMAL_LIST_NO_EXPAND_THRESHOLD 50
#define VV_SPECIAL_LIST_NO_EXPAND_THRESHOLD 150
//#define IS_VALID_ASSOC_KEY(V) (istext(V) || ispath(V) || isdatum(V) || islist(V))
#define IS_VALID_ASSOC_KEY(V) (!isnum(V)) //hhmmm..
//General helpers
#define VV_HREF_TARGET_INTERNAL(target, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[REF(target)]"
#define VV_HREF_TARGETREF_INTERNAL(targetref, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[targetref]"
#define VV_HREF_TARGET(target, href_key, text) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)]'>[text]</a>"
#define VV_HREF_TARGETREF(targetref, href_key, text) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)]'>[text]</a>"
#define VV_HREF_TARGET_1V(target, href_key, text, varname) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>" //for stuff like basic varedits, one variable
#define VV_HREF_TARGETREF_1V(targetref, href_key, text, varname) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>"
#define GET_VV_TARGET locate(href_list[VV_HK_TARGET])
#define GET_VV_VAR_TARGET href_list[VV_HK_VARNAME]
//Helper for getting something to vv_do_topic in general
#define VV_TOPIC_LINK(datum, href_key, text) "<a href='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(datum)]'>text</a>"
//Helpers for vv_get_dropdown()
#define VV_DROPDOWN_OPTION(href_key, name) . += "<option value='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(src)]'>[name]</option>"
// VV HREF KEYS
#define VV_HK_TARGET "target"
#define VV_HK_VARNAME "targetvar" //name or index of var for 1 variable targetting hrefs.
// vv_do_list() keys
#define VV_HK_LIST_ADD "listadd"
#define VV_HK_LIST_EDIT "listedit"
#define VV_HK_LIST_CHANGE "listchange"
#define VV_HK_LIST_REMOVE "listremove"
#define VV_HK_LIST_ERASE_NULLS "listnulls"
#define VV_HK_LIST_ERASE_DUPES "listdupes"
#define VV_HK_LIST_SHUFFLE "listshuffle"
#define VV_HK_LIST_SET_LENGTH "listlen"
// vv_do_basic() keys
#define VV_HK_BASIC_EDIT "datumedit"
#define VV_HK_BASIC_CHANGE "datumchange"
#define VV_HK_BASIC_MASSEDIT "massedit"
// /datum
#define VV_HK_DELETE "delete"
#define VV_HK_EXPOSE "expose"
#define VV_HK_CALLPROC "proc_call"
#define VV_HK_MARK "mark"
#define VV_HK_MODIFY_TRAITS "modtraits"
// /atom
#define VV_HK_MODIFY_TRANSFORM "atom_transform"
#define VV_HK_ADD_REAGENT "addreagent"
#define VV_HK_TRIGGER_EMP "empulse"
#define VV_HK_TRIGGER_EXPLOSION "explode"
#define VV_HK_AUTO_RENAME "auto_rename"
// /obj
#define VV_HK_OSAY "osay"
#define VV_HK_MASS_DEL_TYPE "mass_delete_type"
#define VV_HK_ARMOR_MOD "mod_obj_armor"
// /mob
#define VV_HK_GIB "gib"
#define VV_HK_GIVE_SPELL "give_spell"
#define VV_HK_REMOVE_SPELL "remove_spell"
#define VV_HK_GIVE_DISEASE "give_disease"
#define VV_HK_GODMODE "godmode"
#define VV_HK_DROP_ALL "dropall"
#define VV_HK_REGEN_ICONS "regen_icons"
#define VV_HK_PLAYER_PANEL "player_panel"
#define VV_HK_BUILDMODE "buildmode"
#define VV_HK_DIRECT_CONTROL "direct_control"
#define VV_HK_OFFER_GHOSTS "offer_ghosts"
// /mob/living/carbon
#define VV_HK_MAKE_AI "aiify"
#define VV_HK_MODIFY_BODYPART "mod_bodypart"
#define VV_HK_MODIFY_ORGANS "organs_modify"
#define VV_HK_HALLUCINATION "force_hallucinate"
#define VV_HK_MARTIAL_ART "give_martial_art"
#define VV_HK_GIVE_TRAUMA "give_trauma"
#define VV_HK_CURE_TRAUMA "cure_trauma"
// /mob/living/carbon/human
#define VV_HK_COPY_OUTFIT "copy_outfit"
#define VV_HK_MOD_QUIRKS "quirkmod"
#define VV_HK_MAKE_MONKEY "human_monkify"
#define VV_HK_MAKE_CYBORG "human_cyborgify"
#define VV_HK_MAKE_SLIME "human_slimeify"
#define VV_HK_MAKE_ALIEN "human_alienify"
#define VV_HK_SET_SPECIES "setspecies"
#define VV_HK_PURRBATION "purrbation"
// misc
#define VV_HK_SPACEVINE_PURGE "spacevine_purge"