Actually cleans up un-needed files. (#210)
* actually gets rid of excess files * obsolete admin files
This commit is contained in:
@@ -1,49 +0,0 @@
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#define MC_TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? pause() : 0 )
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// Used to smooth out costs to try and avoid oscillation.
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#define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current))
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#define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current))
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#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
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#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
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#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) Datum.isprocessing = 1;Processor.processing += Datum
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#define STOP_PROCESSING(Processor, Datum) if (Datum.isprocessing) Datum.isprocessing = 0;Processor.processing -= Datum
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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//subsystem should fire during pre-game lobby.
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#define SS_FIRE_IN_LOBBY 1
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//subsystem does not initialize.
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#define SS_NO_INIT 2
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//subsystem does not fire.
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// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
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// (Requires a MC restart to change)
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#define SS_NO_FIRE 4
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//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
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// SS_BACKGROUND has its own priority bracket
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#define SS_BACKGROUND 8
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//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
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#define SS_NO_TICK_CHECK 16
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//Treat wait as a tick count, not DS, run every wait ticks.
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// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
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// (implies SS_FIRE_IN_LOBBY because of how it works)
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// (overrides SS_BACKGROUND)
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// This is designed for basically anything that works as a mini-mc (like SStimer)
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#define SS_TICKER 32
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//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
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// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
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#define SS_KEEP_TIMING 64
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//Calculate its next fire after its fired.
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// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
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// This flag overrides SS_KEEP_TIMING
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#define SS_POST_FIRE_TIMING 128
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//Timing subsystem
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#define GLOBAL_PROC "some_magic_bullshit"
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@@ -1,26 +0,0 @@
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//Bot defines, placed here so they can be read by other things!
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#define BOT_STEP_DELAY 4 //Delay between movemements
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#define BOT_STEP_MAX_RETRIES 5 //Maximum times a bot will retry to step from its position
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#define DEFAULT_SCAN_RANGE 7 //default view range for finding targets.
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//Mode defines
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#define BOT_IDLE 0 // idle
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#define BOT_HUNT 1 // found target, hunting
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#define BOT_PREP_ARREST 2 // at target, preparing to arrest
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#define BOT_ARREST 3 // arresting target
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#define BOT_START_PATROL 4 // start patrol
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#define BOT_PATROL 5 // patrolling
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#define BOT_SUMMON 6 // summoned by PDA
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#define BOT_CLEANING 7 // cleaning (cleanbots)
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#define BOT_REPAIRING 8 // repairing hull breaches (floorbots)
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#define BOT_MOVING 9 // for clean/floor/med bots, when moving.
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#define BOT_HEALING 10 // healing people (medbots)
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#define BOT_RESPONDING 11 // responding to a call from the AI
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#define BOT_DELIVER 12 // moving to deliver
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#define BOT_GO_HOME 13 // returning to home
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#define BOT_BLOCKED 14 // blocked
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#define BOT_NAV 15 // computing navigation
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#define BOT_WAIT_FOR_NAV 16 // waiting for nav computation
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#define BOT_NO_ROUTE 17 // no destination beacon found (or no route)
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@@ -1,134 +0,0 @@
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//ITEM INVENTORY SLOT BITMASKS
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#define SLOT_OCLOTHING 1
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#define SLOT_ICLOTHING 2
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#define SLOT_GLOVES 4
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#define SLOT_EYES 8
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#define SLOT_EARS 16
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#define SLOT_MASK 32
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#define SLOT_HEAD 64
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#define SLOT_FEET 128
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#define SLOT_ID 256
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#define SLOT_BELT 512
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#define SLOT_BACK 1024
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#define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets.
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#define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets.
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//SLOTS
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#define slot_back 1
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#define slot_wear_mask 2
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#define slot_handcuffed 3
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#define slot_l_hand 4
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#define slot_r_hand 5
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#define slot_belt 6
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#define slot_wear_id 7
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#define slot_ears 8
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#define slot_glasses 9
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#define slot_gloves 10
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#define slot_head 11
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#define slot_shoes 12
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#define slot_wear_suit 13
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#define slot_w_uniform 14
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#define slot_l_store 15
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#define slot_r_store 16
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#define slot_s_store 17
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#define slot_in_backpack 18
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#define slot_legcuffed 19
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#define slot_drone_storage 20
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#define slots_amt 20 // Keep this up to date!
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//I hate that this has to exist
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/proc/slotdefine2slotbit(slotdefine) //Keep this up to date with the value of SLOT BITMASKS and SLOTS (the two define sections above)
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. = 0
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switch(slotdefine)
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if(slot_back)
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. = SLOT_BACK
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if(slot_wear_mask)
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. = SLOT_MASK
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if(slot_belt)
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. = SLOT_BELT
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if(slot_wear_id)
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. = SLOT_ID
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if(slot_ears)
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. = SLOT_EARS
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if(slot_glasses)
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. = SLOT_EYES
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if(slot_gloves)
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. = SLOT_GLOVES
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if(slot_head)
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. = SLOT_HEAD
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if(slot_shoes)
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. = SLOT_FEET
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if(slot_wear_suit)
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. = SLOT_OCLOTHING
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if(slot_w_uniform)
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. = SLOT_ICLOTHING
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if(slot_l_store, slot_r_store)
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. = SLOT_POCKET
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//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
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#define HIDEGLOVES 1
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#define HIDESUITSTORAGE 2
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#define HIDEJUMPSUIT 4 //these first four are only used in exterior suits
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#define HIDESHOES 8
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#define HIDEMASK 16 //these last six are only used in masks and headgear.
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#define HIDEEARS 32 // (ears means headsets and such)
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#define HIDEEYES 64 // Whether eyes and glasses are hidden
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#define HIDEFACE 128 // Whether we appear as unknown.
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#define HIDEHAIR 256
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#define HIDEFACIALHAIR 512
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//Cant seem to find a mob bitflags area other than the powers one
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// bitflags for clothing parts - also used for limbs
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#define HEAD 1
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#define CHEST 2
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#define GROIN 4
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#define LEG_LEFT 8
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#define LEG_RIGHT 16
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#define LEGS 24
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#define FOOT_LEFT 32
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#define FOOT_RIGHT 64
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#define FEET 96
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#define ARM_LEFT 128
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#define ARM_RIGHT 256
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#define ARMS 384
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#define HAND_LEFT 512
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#define HAND_RIGHT 1024
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#define HANDS 1536
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#define FULL_BODY 2047
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// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
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// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
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// The values here should add up to 1.
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// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
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#define THERMAL_PROTECTION_HEAD 0.3
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#define THERMAL_PROTECTION_CHEST 0.15
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#define THERMAL_PROTECTION_GROIN 0.15
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#define THERMAL_PROTECTION_LEG_LEFT 0.075
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#define THERMAL_PROTECTION_LEG_RIGHT 0.075
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#define THERMAL_PROTECTION_FOOT_LEFT 0.025
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#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
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#define THERMAL_PROTECTION_ARM_LEFT 0.075
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#define THERMAL_PROTECTION_ARM_RIGHT 0.075
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#define THERMAL_PROTECTION_HAND_LEFT 0.025
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#define THERMAL_PROTECTION_HAND_RIGHT 0.025
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//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
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#define NO_FEMALE_UNIFORM 0
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#define FEMALE_UNIFORM_FULL 1
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#define FEMALE_UNIFORM_TOP 2
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//flags for covering body parts
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#define GLASSESCOVERSEYES 1
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#define MASKCOVERSEYES 2 // get rid of some of the other retardation in these flags
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#define HEADCOVERSEYES 4 // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH 8 // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH 16
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#define TINT_DARKENED 2 //Threshold of tint level to apply weld mask overlay
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#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
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@@ -1,118 +0,0 @@
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//Defines copying names of mutations in all cases, make sure to change this if you change mutation's name
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#define HULK "Hulk"
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#define XRAY "X Ray Vision"
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#define COLDRES "Cold Resistance"
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#define TK "Telekinesis"
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#define NERVOUS "Nervousness"
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#define EPILEPSY "Epilepsy"
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#define MUTATE "Unstable DNA"
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#define COUGH "Cough"
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#define DWARFISM "Dwarfism"
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#define CLOWNMUT "Clumsiness"
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#define TOURETTES "Tourettes Syndrome"
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#define DEAFMUT "Deafness"
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#define BLINDMUT "Blindness"
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#define RACEMUT "Monkified"
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#define BADSIGHT "Near Sightness"
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#define LASEREYES "Laser Eyes"
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#define CHAMELEON "Chameleon"
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#define WACKY "Wacky"
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#define MUT_MUTE "Mute"
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#define SMILE "Smile"
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#define UNINTELLIGABLE "Unintelligable"
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#define SWEDISH "Swedish"
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#define CHAV "Chav"
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#define ELVIS "Elvis"
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#define UI_CHANGED "ui changed"
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#define UE_CHANGED "ue changed"
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#define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204
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// String identifiers for associative list lookup
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//Types of usual mutations
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#define POSITIVE 1
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#define NEGATIVE 2
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#define MINOR_NEGATIVE 3
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//Mutations that cant be taken from genetics and are not in SE
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#define NON_SCANNABLE -1
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// Extra powers:
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#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
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#define HEAL 10 // healing people with hands
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#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
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#define SCREAM 12 // supersonic screaming (25%)
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#define EXPLOSIVE 13 // exploding on-demand (15%)
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#define REGENERATION 14 // superhuman regeneration (30%)
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#define REPROCESSOR 15 // eat anything (50%)
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#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
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#define PHASING 17 // ability to phase through walls (40%)
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#define SHIELD 18 // shielding from all projectile attacks (30%)
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#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
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#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
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//DNA - Because fuck you and your magic numbers being all over the codebase.
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#define DNA_BLOCK_SIZE 3
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#define DNA_UNI_IDENTITY_BLOCKS 19
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#define DNA_HAIR_COLOR_BLOCK 1
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#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
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#define DNA_SKIN_TONE_BLOCK 3
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#define DNA_EYE_COLOR_TWO_BLOCK 4
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#define DNA_EYE_COLOR_SWITCH_BLOCK 5
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#define DNA_EYE_COLOR_BLOCK 6
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#define DNA_GENDER_BLOCK 7
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#define DNA_FACIAL_HAIR_STYLE_BLOCK 8
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#define DNA_HAIR_STYLE_BLOCK 9
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#define DNA_COLOR_ONE_BLOCK 10
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#define DNA_COLOR_TWO_BLOCK 11
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#define DNA_COLOR_THR_BLOCK 12
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#define DNA_COLOR_SWITCH_BLOCK 13
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#define DNA_COLOR_SWITCH_MAX 7 //must be (2^(n+1))-1
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#define DNA_COCK_BLOCK 14
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#define DNA_MUTANTRACE_BLOCK 15
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#define DNA_MUTANTTAIL_BLOCK 16
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#define DNA_MUTANTWING_BLOCK 17
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#define DNA_WINGCOLOR_BLOCK 18
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#define DNA_TAUR_BLOCK 19
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#define DNA_STRUC_ENZYMES_BLOCKS 19
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#define DNA_UNIQUE_ENZYMES_LEN 32
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//Transformation proc stuff
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#define TR_KEEPITEMS 1
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#define TR_KEEPVIRUS 2
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#define TR_KEEPDAMAGE 4
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#define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize)
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#define TR_KEEPIMPLANTS 16
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#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
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#define TR_DEFAULTMSG 64
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#define TR_KEEPSRC 128
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#define TR_KEEPORGANS 256
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//Organ stuff, It's here because "Genetics" is the most relevant file for organs and bodyparts
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#define ORGAN_ORGANIC 1
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#define ORGAN_ROBOTIC 2
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//Nutrition levels for humans. No idea where else to put it
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#define NUTRITION_LEVEL_FAT 600
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#define NUTRITION_LEVEL_FULL 550
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#define NUTRITION_LEVEL_WELL_FED 450
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#define NUTRITION_LEVEL_FED 350
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#define NUTRITION_LEVEL_HUNGRY 250
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#define NUTRITION_LEVEL_STARVING 150
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#define CLONER_FRESH_CLONE "fresh"
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#define CLONER_MATURE_CLONE "mature"
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//Blood levels
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#define BLOOD_VOLUME_MAXIMUM 2000
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#define BLOOD_VOLUME_SLIME_SPLIT 1120
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#define BLOOD_VOLUME_NORMAL 560
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#define BLOOD_VOLUME_SAFE 501
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#define BLOOD_VOLUME_OKAY 336
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#define BLOOD_VOLUME_BAD 224
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#define BLOOD_VOLUME_SURVIVE 122
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@@ -1,18 +0,0 @@
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//List of all preclaimed planes
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//Generally 'arbitrary' planes should be given a constant number
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//Planes that are dependent upon another plane value should be defined with that plane
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#define PLANE_SPACE_BACKGROUND -10
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#define PLANE_SPACE_PARALLAX (PLANE_SPACE_BACKGROUND + 1)
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#define PLANE_SPACE_DUST (PLANE_SPACE_PARALLAX + 1)
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#define PLANE_TURF -6
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#define PLANE_NOIR_BLOOD -5
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#define PLANE_OBJ -4
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#define PLANE_MOB -3
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#define PLANE_EFFECTS -2
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#define PLANE_LIGHTING -1
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#define PLANE_BASE 0
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#define PLANE_STATIC 1
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#define PLANE_HUD 2
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@@ -1,8 +0,0 @@
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#define CAT_NONE ""
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#define CAT_WEAPON "Weaponry"
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#define CAT_AMMO "Ammunition"
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#define CAT_ROBOT "Robots"
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#define CAT_FOOD "Food"
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#define CAT_MISC "Misc"
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#define CAT_PRIMAL "Tribal"
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