Porting multi-z support updates.
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@@ -143,7 +143,9 @@
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#define ATMOS_PASS_NO 0
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#define ATMOS_PASS_PROC -1 //ask CanAtmosPass()
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#define ATMOS_PASS_DENSITY -2 //just check density
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#define CANATMOSPASS(A, O) ( A.CanAtmosPass == ATMOS_PASS_PROC ? A.CanAtmosPass(O) : ( A.CanAtmosPass == ATMOS_PASS_DENSITY ? !A.density : A.CanAtmosPass ) )
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#define CANVERTICALATMOSPASS(A, O) ( A.CanAtmosPassVertical == ATMOS_PASS_PROC ? A.CanAtmosPass(O, TRUE) : ( A.CanAtmosPassVertical == ATMOS_PASS_DENSITY ? !A.density : A.CanAtmosPassVertical ) )
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//LAVALAND
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#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 50 //what pressure you have to be under to increase the effect of equipment meant for lavaland
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@@ -98,6 +98,7 @@
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// /turf signals
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#define COMSIG_TURF_CHANGE "turf_change" //from base of turf/ChangeTurf(): (path, list/new_baseturfs, flags, list/transferring_comps)
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#define COMSIG_TURF_HAS_GRAVITY "turf_has_gravity" //from base of atom/has_gravity(): (atom/asker, list/forced_gravities)
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#define COMSIG_TURF_MULTIZ_NEW "turf_multiz_new" //from base of turf/New(): (turf/source, direction)
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// /atom/movable signals
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#define COMSIG_MOVABLE_MOVED "movable_moved" //from base of atom/movable/Moved(): (/atom, dir)
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@@ -13,6 +13,16 @@
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//Turfs
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//#define isturf(A) (istype(A, /turf)) This is actually a byond built-in. Added here for completeness sake.
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GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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/turf/open/space,
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/turf/open/chasm,
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/turf/open/lava,
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/turf/open/water,
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/turf/open/openspace
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)))
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#define isgroundlessturf(A) (is_type_in_typecache(A, GLOB.turfs_without_ground))
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#define isopenturf(A) (istype(A, /turf/open))
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#define isindestructiblefloor(A) (istype(A, /turf/open/indestructible))
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+21
-17
@@ -9,6 +9,7 @@
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#define FLOOR_PLANE -2
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#define GAME_PLANE -1
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#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
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#define SPACE_LAYER 1.8
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define MID_TURF_LAYER 2.02
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@@ -83,25 +84,28 @@
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#define ABOVE_LIGHTING_PLANE 16
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#define ABOVE_LIGHTING_LAYER 16
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#define BYOND_LIGHTING_PLANE 17
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#define BYOND_LIGHTING_LAYER 17
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#define FLOOR_OPENSPACE_PLANE 17
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#define OPENSPACE_LAYER 17
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#define CAMERA_STATIC_PLANE 18
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#define CAMERA_STATIC_LAYER 18
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#define BYOND_LIGHTING_PLANE 18
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#define BYOND_LIGHTING_LAYER 18
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#define CAMERA_STATIC_PLANE 19
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#define CAMERA_STATIC_LAYER 19
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//HUD layer defines
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#define FULLSCREEN_PLANE 19
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#define FLASH_LAYER 19
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#define FULLSCREEN_LAYER 19.1
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#define UI_DAMAGE_LAYER 19.2
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#define BLIND_LAYER 19.3
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#define CRIT_LAYER 19.4
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#define CURSE_LAYER 19.5
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#define FULLSCREEN_PLANE 20
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#define FLASH_LAYER 20
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#define FULLSCREEN_LAYER 20.1
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#define UI_DAMAGE_LAYER 20.2
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#define BLIND_LAYER 20.3
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#define CRIT_LAYER 20.4
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#define CURSE_LAYER 20.5
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#define HUD_PLANE 20
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#define HUD_LAYER 20
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#define ABOVE_HUD_PLANE 21
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#define ABOVE_HUD_LAYER 21
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#define HUD_PLANE 21
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#define HUD_LAYER 21
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#define ABOVE_HUD_PLANE 22
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#define ABOVE_HUD_LAYER 22
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#define SPLASHSCREEN_LAYER 22
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#define SPLASHSCREEN_PLANE 22
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#define SPLASHSCREEN_LAYER 23
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#define SPLASHSCREEN_PLANE 23
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@@ -37,6 +37,7 @@ require only minor tweaks.
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#define ZTRAIT_AWAY "Away Mission"
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#define ZTRAIT_SPACE_RUINS "Space Ruins"
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#define ZTRAIT_LAVA_RUINS "Lava Ruins"
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#define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement.
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// prevents certain turfs from being stripped by a singularity
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#define ZTRAIT_PLANET "Planet"
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@@ -89,6 +90,8 @@ require only minor tweaks.
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#define PLACEMENT_TRIES 100 //How many times we try to fit the ruin somewhere until giving up (really should just swap to some packing algo)
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#define PLACE_DEFAULT "random"
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#define PLACE_SAME_Z "same"
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#define PLACE_SPACE_RUIN "space"
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#define PLACE_LAVA_RUIN "lavaland"
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#define PLACE_SAME_Z "same" //On same z level as original ruin
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#define PLACE_SPACE_RUIN "space" //On space ruin z level(s)
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#define PLACE_LAVA_RUIN "lavaland" //On lavaland ruin z levels(s)
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#define PLACE_BELOW "below" //On z levl below - centered on same tile
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#define PLACE_ISOLATED "isolated" //On isolated ruin z level
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@@ -11,6 +11,7 @@
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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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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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