Merge branch 'master' into upstream-merge-32116
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@@ -135,3 +135,26 @@
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#define NOAROUSAL 29 //Stops all arousal effects
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#define NOGENITALS 30 //Cannot create, use, or otherwise have genitals
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#define NO_DNA_COPY 31
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#define DRINKSBLOOD 32
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#define ORGAN_SLOT_BRAIN "brain"
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#define ORGAN_SLOT_APPENDIX "appendix"
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#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
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#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device"
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#define ORGAN_SLOT_STOMACH "stomach"
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#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
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#define ORGAN_SLOT_EARS "ears"
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#define ORGAN_SLOT_EYES "eye_sight"
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#define ORGAN_SLOT_LUNGS "lungs"
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#define ORGAN_SLOT_HEART "heart"
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#define ORGAN_SLOT_ZOMBIE "zombie_infection"
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#define ORGAN_SLOT_THRUSTERS "thrusters"
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#define ORGAN_SLOT_HUD "eye_hud"
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#define ORGAN_SLOT_LIVER "liver"
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#define ORGAN_SLOT_TONGUE "tongue"
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#define ORGAN_SLOT_VOICE "vocal_cords"
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#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
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#define ORGAN_SLOT_HEART_AID "heartdrive"
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#define ORGAN_SLOT_BRAIN_ANTIDROP "brain_antidrop"
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#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
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#define ORGAN_SLOT_TAIL "tail"
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+20
-19
@@ -6,29 +6,30 @@ Ask ninjanomnom if they're around
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#define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading
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// WARNING: Lowering this value significantly increases SSradiation load
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#define RAD_AMOUNT_LOW 50
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#define RAD_AMOUNT_MEDIUM 200
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#define RAD_AMOUNT_HIGH 500
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#define RAD_AMOUNT_EXTREME 1000
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// apply_effect(amount * RAD_MOB_COEFFICIENT, IRRADIATE, blocked)
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#define RAD_MOB_COEFFICIENT 0.25 // Radiation applied is multiplied by this
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// apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked)
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#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this
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#define RAD_MOB_SKIN_PROTECTION ((1/RAD_MOB_COEFFICIENT)+RAD_BACKGROUND_RADIATION)
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#define RAD_LOSS_PER_TICK 1
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#define RAD_LOSS_PER_TICK 0.5
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#define RAD_TOX_COEFFICIENT 0.05 // Toxin damage per tick coefficient
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#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation
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// WARNING: This number is highly sensitive to change, graph is first for best results
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#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn
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#define RAD_MOB_SAFE 300 // How much stored radiation in a mob with no ill effects
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#define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects
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#define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss
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#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation
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#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting
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#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
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#define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning
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#define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold
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#define RAD_MOB_KNOCKDOWN_AMOUNT 3 // Amount of knockdown when it occurs
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#define RAD_MOB_VOMIT 1500 // The amount of radiation to check for vomitting
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#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
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#define RAD_MOB_MUTATE 1000 // How much stored radiation to check for mutation
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#define RAD_MOB_HAIRLOSS 500 // How much stored radiation to check for hair loss
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#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
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#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
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#define RAD_LIGHT_INSULATION 0.8
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@@ -39,10 +40,10 @@ Ask ninjanomnom if they're around
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// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
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// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
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// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1)
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#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
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#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.0075 // Higher means higher strength scaling contamination chance
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#define RAD_CONTAMINATION_STR_COEFFICIENT 0.5 // Higher means higher strength scaling contamination strength
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// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
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#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
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#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
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#define RAD_CONTAMINATION_STR_COEFFICIENT 0.3 // Higher means higher strength scaling contamination strength
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#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
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#define RAD_HALF_LIFE 150 // The half-life of contaminated objects
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#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
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@@ -46,8 +46,8 @@
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#define INIT_ORDER_DBCORE 18
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#define INIT_ORDER_BLACKBOX 17
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#define INIT_ORDER_SERVER_MAINT 16
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#define INIT_ORDER_JOBS 15
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#define INIT_ORDER_EVENTS 14
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#define INIT_ORDER_EVENTS 15
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#define INIT_ORDER_JOBS 14
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#define INIT_ORDER_TICKER 13
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#define INIT_ORDER_MAPPING 12
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#define INIT_ORDER_ATOMS 11
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