Merge remote-tracking branch 'citadel/master' into combat_v7
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@@ -51,3 +51,4 @@
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#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
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#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
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#define ORGAN_EDIBLE (1<<7) //is a snack? :D
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#define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time.
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@@ -83,6 +83,8 @@
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#define COMSIG_ATOM_EXIT "atom_exit" //from base of atom/Exit(): (/atom/movable/exiting, /atom/newloc)
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#define COMPONENT_ATOM_BLOCK_EXIT 1
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#define COMSIG_ATOM_EXITED "atom_exited" //from base of atom/Exited(): (atom/movable/exiting, atom/newloc)
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/// From base of atom/wave_ex_act(): (datum/wave_explosion/explosion, args)
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#define COMSIG_ATOM_WAVE_EX_ACT "atom_wave_ex_act"
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///from base of atom/ex_act(): (severity, target)
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#define COMSIG_ATOM_EX_ACT "atom_ex_act"
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///from base of atom/emp_act(): (severity)
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@@ -0,0 +1,86 @@
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// THIS IS INSANITY
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// These are how wave explosions track when there's not only one direction to keep track of (diagonals, etc)
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#define WEX_DIR_NORTH NORTH
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#define WEX_DIR_SOUTH SOUTH
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#define WEX_DIR_EAST EAST
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#define WEX_DIR_WEST WEST
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#define WEX_ALLDIRS (WEX_DIR_NORTH | WEX_DIR_SOUTH | WEX_DIR_EAST | WEX_DIR_WEST)
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/// Default explosion power to consider an explosion over
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#define EXPLOSION_POWER_DEAD 2.5
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/// Default explosion falloff
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#define EXPLOSION_DEFAULT_FALLOFF_MULTIPLY 0.98
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/// Default explosion constant falloff
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#define EXPLOSION_DEFAULT_FALLOFF_SUBTRACT 5
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/// Block amount at which point having 0 block resistance will result in a full block
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#define EXPLOSION_POWER_NO_RESIST_THRESHOLD 5
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/// Explosion power quantization
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#define EXPLOSION_POWER_QUANTIZATION_ACCURACY 0.1
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// [explosion_flags] variable on /atom
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/// No blocking if we're not dense
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#define EXPLOSION_FLAG_DENSITY_DEPENDENT (1<<0)
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/// If we survive the explosion, we block ALL the power and ignore the results of wave_ex_act().
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#define EXPLOSION_FLAG_HARD_OBSTACLE (1<<1)
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// Standardized explosion powers
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/// Maxcap
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#define EXPLOSION_POWER_MAXCAP 500
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/// erases shreds from explosions/item damage
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#define EXPLOSION_POWER_ERASE_SHREDS 400
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/// Gibs most mobs
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#define EXPLOSION_POWER_NORMAL_MOB_GIB 400
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// Walls
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#define EXPLOSION_POWER_WALL_SCRAPE 400
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#define EXPLOSION_POWER_WALL_DISMANTLE 300
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#define EXPLOSION_POWER_WALL_MINIMUM_DISMANTLE 200
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#define EXPLOSION_POWER_RWALL_SCRAPE 450
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#define EXPLOSION_POWER_RWALL_DISMANTLE 400
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#define EXPLOSION_POWER_RWALL_MINIMUM_DISMANTLE 300
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// Floors
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#define EXPLOSION_POWER_FLOOR_TILE_BREAK 50
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#define EXPLOSION_POWER_FLOOR_MINIMUM_TURF_BREAK 125
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#define EXPLOSION_POWER_FLOOR_TURF_BREAK_BONUS 225
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#define EXPLOSION_POWER_FLOOR_TURF_BREAK 350
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#define EXPLOSION_POWER_FLOOR_TURF_SCRAPE 425
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#define EXPLOSION_POWER_FLOOR_SHIELDED_IMMUNITY 250
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// Helpers
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/// Explosion power to object damage (without taking into consideration armor)
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#define EXPLOSION_POWER_STANDARD_SCALE_OBJECT_DAMAGE(power, multiplier) (power>500)?(10*(power**0.6)*multiplier):(0.1*(power**1.3)*multiplier)
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/// Explosion power to object damage for hard obstacles
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#define EXPLOSION_POWER_STANDARD_SCALE_HARD_OBSTACLE_DAMAGE(power, multiplier) (power>500)?(10*(power**0.6)*multiplier):(0.15*(power**1.3)*multiplier)
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/// Explosion power to object damage for windows
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#define EXPLOSION_POWER_STANDARD_SCALE_WINDOW_DAMAGE(power, multiplier) (power>500)?(10*(power**0.6)*multiplier):(0.2*(power**1.3)*multiplier)
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/// Default brute damage to do to living things
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#define EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, multiplier) ((power / 2) * multiplier)
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// Damage factors
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/// Factor to multiply damage to a door by if it's open (and therefore not blocking the explosion)
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#define EXPLOSION_DAMAGE_OPEN_DOOR_FACTOR 0.25
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// Standardized explosion constant blocks
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#define EXPLOSION_BLOCK_WINDOW 10
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#define EXPLOSION_BLOCK_MACHINE 20
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#define EXPLOSION_BLOCK_SPACE 20
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#define EXPLOSION_BLOCK_REINFORCED_WINDOW 50
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#define EXPLOSION_BLOCK_DENSE_FILLER 50
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#define EXPLOSION_BLOCK_WALL 75
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#define EXPLOSION_BLOCK_BLAST_PROOF 250
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#define EXPLOSION_BLOCK_BOROSILICATE_WINDOW 250
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#define EXPLOSION_BLOCK_EXTREME 250
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// Standardized explosion factor blocks
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#define EXPLOSION_DAMPEN_MACHINE 0.95
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#define EXPLOSION_DAMPEN_SPACE 0.95
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#define EXPLOSION_DAMPEN_WINDOW 0.95
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#define EXPLOSION_DAMPEN_REINFORCED_WINDOW 0.9
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#define EXPLOSION_DAMPEN_DENSE_FILLER 0.85
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#define EXPLOSION_DAMPEN_WALL 0.8
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#define EXPLOSION_DAMPEN_BOROSILICATE_WINDOW 0.65
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#define EXPLOSION_DAMPEN_BLAST_PROOF 0.65
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#define EXPLOSION_DAMPEN_EXTREME 0.5
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@@ -77,6 +77,7 @@
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#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
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#define TABLE_LAYER 2.8
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#define TRAY_LAYER 2.85
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#define GATEWAY_UNDERLAY_LAYER 2.85
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#define BELOW_OBJ_LAYER 2.9
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#define LOW_ITEM_LAYER 2.95
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//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
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@@ -180,6 +180,7 @@
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#define FIRE_PRIORITY_PROJECTILES 200
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#define FIRE_PRIORITY_TICKER 200
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#define FIRE_PRIORITY_ATMOS_ADJACENCY 300
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#define FIRE_PRIORITY_EXPLOSIONS 350
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#define FIRE_PRIORITY_STATPANEL 390
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_RUNECHAT 410
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@@ -219,7 +220,6 @@
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A.flags_1 &= ~OVERLAY_QUEUED_1;\
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} while(FALSE)
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/**
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Create a new timer and add it to the queue.
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* Arguments:
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@@ -165,6 +165,7 @@
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#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
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#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
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#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
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#define TRAIT_NOPUGILIST "nopugilist" // for preventing ((((((((((extreme)))))))))) punch stacking
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#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
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#define TRAIT_MAULER "mauler" // this guy punches the shit out of people to hurt them, not to drain their stamina
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#define TRAIT_PASSTABLE "passtable"
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