This commit is contained in:
Ghommie
2020-05-01 21:49:52 +02:00
268 changed files with 5984 additions and 7619 deletions
-3
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@@ -111,9 +111,6 @@
#define GRAB_NECK 2
#define GRAB_KILL 3
//slowdown when in softcrit
#define SOFTCRIT_ADD_SLOWDOWN 6
/// Attack types for check_block()/run_block(). Flags, combinable.
/// Attack was melee, whether or not armed.
#define ATTACK_TYPE_MELEE (1<<0)
+22
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@@ -40,6 +40,7 @@
#define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2
// Spellcasting
#define SPELL_SKIP_ALL_REQS (1<<0)
#define SPELL_SKIP_CENTCOM (1<<1)
#define SPELL_SKIP_STAT (1<<2)
@@ -53,3 +54,24 @@
#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)
//// Identification ////
// /datum/component/identification/identification_flags
/// Delete on successful broad identification (so the main way we "uncover" how an object works, since this won't be on it to obfuscate it)
#define ID_COMPONENT_DEL_ON_IDENTIFY (1<<0)
/// We've already been successfully deepscanned by a deconstructive analyzer
#define ID_COMPONENT_DECONSTRUCTOR_DEEPSCANNED (1<<1)
// /datum/component/identification/identification_effect_flags
/// Block user from getting actions if they don't know how to use this. Triggered on equip.
#define ID_COMPONENT_EFFECT_NO_ACTIONS (1<<0)
// /datum/component/identification/identification_method_flags
/// Can be identified in a deconstructive analyzer
#define ID_COMPONENT_IDENTIFY_WITH_DECONSTRUCTOR (1<<0)
// Return values for /datum/component/deitnfication/check_knowledge()
/// Has no knowledge, default
#define ID_COMPONENT_KNOWLEDGE_NONE 0
/// Has full knowledge
#define ID_COMPONENT_KNOWLEDGE_FULL 1
+6 -1
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@@ -30,7 +30,7 @@
#define COMSIG_PARENT_ATTACKBY "atom_attackby" //from base of atom/attackby(): (/obj/item, /mob/living, params)
#define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob)
#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob, list/examine_return_text)
#define COMSIG_ATOM_GET_EXAMINE_NAME "atom_examine_name" //from base of atom/get_examine_name(): (/mob, list/overrides)
//Positions for overrides list
#define EXAMINE_POSITION_ARTICLE 1
@@ -241,6 +241,8 @@
#define COMSIG_ITEM_AFTERATTACK "item_afterattack" //from base of obj/item/afterattack(): (atom/target, mob/user, params)
#define COMSIG_ITEM_ALT_AFTERATTACK "item_alt_afterattack" //from base of obj/item/altafterattack(): (atom/target, mob/user, proximity, params)
#define COMSIG_ITEM_EQUIPPED "item_equip" //from base of obj/item/equipped(): (/mob/equipper, slot)
// Do not grant actions on equip.
#define COMPONENT_NO_GRANT_ACTIONS 1
#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
// relocated, tell inventory procs if those called this that the item isn't available anymore.
#define COMPONENT_DROPPED_RELOCATION 1
@@ -253,6 +255,9 @@
// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
#define COMSIG_ITEM_RUN_BLOCK "run_block" //from base of obj/item/run_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
#define COMSIG_ITEM_DECONSTRUCTOR_DEEPSCAN "deconstructor_deepscan" //Called by deconstructive analyzers deepscanning an item: (obj/machinery/rnd/destructive_analyzer/analyzer_machine, mob/user, list/information_list)
// Uncovered information
#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
+2
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@@ -61,7 +61,9 @@
#define BELOW_MOB_LAYER 3.7
#define LYING_MOB_LAYER 3.8
#define MOB_LOWER_LAYER 3.95
//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
#define MOB_UPPER_LAYER 4.05
#define ABOVE_MOB_LAYER 4.1
#define WALL_OBJ_LAYER 4.25
#define EDGED_TURF_LAYER 4.3
+6 -1
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@@ -35,6 +35,7 @@ require only minor tweaks.
#define ZTRAIT_REEBE "Reebe"
#define ZTRAIT_RESERVED "Transit/Reserved"
#define ZTRAIT_AWAY "Away Mission"
#define ZTRAIT_VR "Virtual Reality"
#define ZTRAIT_SPACE_RUINS "Space Ruins"
#define ZTRAIT_LAVA_RUINS "Lava Ruins"
#define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement.
@@ -101,4 +102,8 @@ require only minor tweaks.
#define PLACE_BELOW "below" //On z levl below - centered on same tile
#define PLACE_ISOLATED "isolated" //On isolated ruin z level
//Map type stuff.
#define MAP_TYPE_STATION "station"
#define MAP_TYPE_STATION "station"
//Random z-levels name defines.
#define AWAY_MISSION_NAME "Away Mission"
#define VIRT_REALITY_NAME "Virtual Reality"
-8
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@@ -71,14 +71,6 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define ABOVE_SHOES_LAYER (SHOES_LAYER-1)
#define ABOVE_BODY_FRONT_LAYER (BODY_FRONT_LAYER-1)
//Security levels
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_AMBER 2
#define SEC_LEVEL_RED 3
#define SEC_LEVEL_DELTA 4
//some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 //Used to trigger removal from a processing list
+4
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@@ -291,3 +291,7 @@
#define PULL_PRONE_SLOWDOWN 0.6
#define FIREMAN_CARRY_SLOWDOWN 0
#define PIGGYBACK_CARRY_SLOWDOWN 1
//slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
#define SOFTCRIT_ADD_SLOWDOWN 2
//slowdown when crawling
#define CRAWLING_ADD_SLOWDOWN 4
+3 -75
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@@ -1,12 +1,3 @@
#define MOVESPEED_DATA_INDEX_PRIORITY 1
#define MOVESPEED_DATA_INDEX_FLAGS 2
#define MOVESPEED_DATA_INDEX_MULTIPLICATIVE_SLOWDOWN 3
#define MOVESPEED_DATA_INDEX_MOVETYPE 4
#define MOVESPEED_DATA_INDEX_BL_MOVETYPE 5
#define MOVESPEED_DATA_INDEX_CONFLICT 6
#define MOVESPEED_DATA_INDEX_MAX 6
//flags
#define IGNORE_NOSLOW (1 << 0)
@@ -15,70 +6,7 @@
#define MOVE_CONFLICT_JETPACK "JETPACK"
//ids
#define MOVESPEED_ID_SANITY "mood_sanity"
#define MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED "MOB_WALK_RUN"
#define MOVESPEED_ID_MOB_GRAB_STATE "MOB_GRAB_STATE"
#define MOVESPEED_ID_MOB_EQUIPMENT "MOB_EQUIPMENT"
#define MOVESPEED_ID_MOB_GRAVITY "MOB_GRAVITY"
#define MOVESPEED_ID_CONFIG_SPEEDMOD "MOB_CONFIG_MODIFIER"
#define MOVESPEED_ID_SLIME_REAGENTMOD "SLIME_REAGENT_MODIFIER"
#define MOVESPEED_ID_SLIME_HEALTHMOD "SLIME_HEALTH_MODIFIER"
#define MOVESPEED_ID_SLIME_TEMPMOD "SLIME_TEMPERATURE_MODIFIER"
#define MOVESPEED_ID_SLIME_STATUS "SLIME_STATUS"
#define MOVESPEED_ID_TARANTULA_WEB "TARANTULA_WEB"
#define MOVESPEED_ID_LIVING_TURF_SPEEDMOD "LIVING_TURF_SPEEDMOD"
#define MOVESPEED_ID_LIVING_LIMBLESS "LIVING_LIMBLESS"
#define MOVESPEED_ID_CARBON_SOFTCRIT "CARBON_SOFTCRIT"
#define MOVESPEED_ID_CARBON_OLDSPEED "CARBON_DEPRECATED_SPEED"
#define MOVESPEED_ID_DNA_VAULT "DNA_VAULT"
#define MOVESPEED_ID_YELLOW_ORB "YELLOW_ORB"
#define MOVESPEED_ID_TARFOOT "TARFOOT"
#define MOVESPEED_ID_SEPIA "SEPIA"
#define MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD "MONKEY_REAGENT_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_TEMPERATURE_SPEEDMOD "MONKEY_TEMPERATURE_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_HEALTH_SPEEDMOD "MONKEY_HEALTH_SPEEDMOD"
#define MOVESPEED_ID_CHANGELING_MUSCLES "CHANGELING_MUSCLES"
#define MOVESPEED_ID_SIMPLEMOB_VARSPEED "SIMPLEMOB_VARSPEED_MODIFIER"
#define MOVESPEED_ID_ADMIN_VAREDIT "ADMIN_VAREDIT_MODIFIER"
#define MOVESPEED_ID_PAI_SPACEWALK_SPEEDMOD "PAI_SPACEWALK_MODIFIER"
#define MOVESPEED_ID_SANITY "MOOD_SANITY"
#define MOVESPEED_ID_SPECIES "SPECIES_SPEED_MOD"
#define MOVESPEED_ID_SMALL_STRIDE "SMALL_STRIDE"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_SHRINK_RAY "SHRUNKEN_SPEED_MODIFIER"
#define MOVESPEED_ID_SLAUGHTER "SLAUGHTER"
#define MOVESPEED_ID_CYBER_THRUSTER "CYBER_IMPLANT_THRUSTER"
#define MOVESPEED_ID_JETPACK "JETPACK"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_FAT "FAT"
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
#define MOVESPEED_ID_CIRRHOSIS "CIRRHOSIS"
#define MOVESPEED_ID_MOB_GRAB_STATE "mob_grab_state"
#define MOVESPEED_ID_MOB_WALK_RUN "mob_walk_run"
+4
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@@ -12,6 +12,10 @@
#define NANITE_CLOUD_DISABLE 2
#define NANITE_CLOUD_ENABLE 3
///Nanite Protocol types
#define NANITE_PROTOCOL_REPLICATION "nanite_replication"
#define NANITE_PROTOCOL_STORAGE "nanite_storage"
///Nanite extra settings types: used to help uis know what type an extra setting is
#define NESTYPE_TEXT "text"
#define NESTYPE_NUMBER "number"
+13 -1
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@@ -22,11 +22,23 @@
// Is an open container for all intents and purposes.
#define OPENCONTAINER (REFILLABLE | DRAINABLE | TRANSPARENT)
//reagents_value defines, for cargo stuff.
//reagents_value defines, basically a multiplier used in reagent containers cargo selling.
#define DEFAULT_REAGENTS_VALUE 1
#define NO_REAGENTS_VALUE 0
#define HARVEST_REAGENTS_VALUE 0.3
/// Standard reagents value defines.
/// Take a grain of salt, only "rare" reagents should have a decent value here, for balance reasons.
/// TL;DR Think of it also like general market request price more than rarity.
#define REAGENT_VALUE_NONE 0 //all the stuff pretty much available in potentially unlimited quantities.
#define REAGENT_VALUE_VERY_COMMON 0.1 //same as above, just not so unlimited.
#define REAGENT_VALUE_COMMON 0.5
#define REAGENT_VALUE_UNCOMMON 1
#define REAGENT_VALUE_RARE 2.5
#define REAGENT_VALUE_VERY_RARE 5
#define REAGENT_VALUE_EXCEPTIONAL 10 //extremely rare or tedious to craft, possibly unsynthetizable, reagents.
#define REAGENT_VALUE_AMAZING 30 //reserved ONLY for non-mass produceable, unsynthetizable reagents.
#define REAGENT_VALUE_GLORIOUS 300 //reagents that shouldn't be possible to get or farm under normal conditions. e.g. Romerol, fungal TB, adminordrazine...
#define TOUCH 1 // splashing
#define INGEST 2 // ingestion
+2 -1
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@@ -60,7 +60,8 @@
#define DESIGN_ID_IGNORE "IGNORE_THIS_DESIGN"
#define RESEARCH_MATERIAL_RECLAMATION_ID "__materials"
#define RESEARCH_MATERIAL_RECLAMATION_ID "__materials"
#define RESEARCH_DEEP_SCAN_ID "__deepscan"
//When adding new types, update the list below!
#define TECHWEB_POINT_TYPE_GENERIC "General Research"
+10
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@@ -0,0 +1,10 @@
//Security levels
#define SEC_LEVEL_GREEN 1
#define SEC_LEVEL_BLUE 2
#define SEC_LEVEL_AMBER 3
#define SEC_LEVEL_RED 4
#define SEC_LEVEL_DELTA 5
//Macro helpers.
#define SECLEVEL2NUM(text) (GLOB.all_security_levels.Find(text))
#define NUM2SECLEVEL(num) (ISINRANGE(num, 1, length(GLOB.all_security_levels)) ? GLOB.all_security_levels[num] : null)
+28
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@@ -0,0 +1,28 @@
/// true/false
#define SKILL_PROGRESSION_BINARY 1
/// numerical
#define SKILL_PROGRESSION_NUMERICAL 2
/// Enum
#define SKILL_PROGRESSION_ENUM 3
/// Max value of skill for numerical skills
#define SKILL_NUMERICAL_MAX 100
/// Min value of skill for numerical skills
#define SKILL_NUMERICAL_MIN 0
// Standard values for job starting skills
#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
// Standard values for job starting skill affinities
#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
// Standard values for skill gain (this is multiplied by affinity)
#define SKILL_GAIN_SURGERY_PER_STEP 0.25
// Misc
/// 40% speedup at 100 skill
#define SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(number) clamp(number / 250, 1, 2)
+37 -37
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@@ -152,6 +152,42 @@
#define TRAIT_PASSTABLE "passtable"
#define TRAIT_GIANT "giant"
#define TRAIT_DWARF "dwarf"
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
#define TRAIT_NIGHT_VISION "night_vision"
#define TRAIT_LIGHT_STEP "light_step"
#define TRAIT_SILENT_STEP "silent_step"
#define TRAIT_SPEEDY_STEP "speedy_step"
#define TRAIT_SPIRITUAL "spiritual"
#define TRAIT_VORACIOUS "voracious"
#define TRAIT_SELF_AWARE "self_aware"
#define TRAIT_FREERUNNING "freerunning"
#define TRAIT_SKITTISH "skittish"
#define TRAIT_POOR_AIM "poor_aim"
#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
#define TRAIT_DRUNK_HEALING "drunk_healing"
#define TRAIT_TAGGER "tagger"
#define TRAIT_PHOTOGRAPHER "photographer"
#define TRAIT_MUSICIAN "musician"
#define TRAIT_PERMABONER "permanent_arousal"
#define TRAIT_NEVERBONER "never_aroused"
#define TRAIT_MASO "masochism"
#define TRAIT_HIGH_BLOOD "high_blood"
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_CULT_EYES "cult_eyes"
#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
#define TRAIT_FREESPRINT "free_sprinting"
#define TRAIT_XRAY_VISION "xray_vision"
#define TRAIT_THERMAL_VISION "thermal_vision"
#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.
#define TRAIT_FAST_PUMP "fast_pump"
// 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)
@@ -185,43 +221,6 @@
// item traits
#define TRAIT_NODROP "nodrop"
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
#define TRAIT_NIGHT_VISION "night_vision"
#define TRAIT_LIGHT_STEP "light_step"
#define TRAIT_SILENT_STEP "silent_step"
#define TRAIT_SPEEDY_STEP "speedy_step"
#define TRAIT_SPIRITUAL "spiritual"
#define TRAIT_VORACIOUS "voracious"
#define TRAIT_SELF_AWARE "self_aware"
#define TRAIT_FREERUNNING "freerunning"
#define TRAIT_SKITTISH "skittish"
#define TRAIT_POOR_AIM "poor_aim"
#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
#define TRAIT_DRUNK_HEALING "drunk_healing"
#define TRAIT_TAGGER "tagger"
#define TRAIT_PHOTOGRAPHER "photographer"
#define TRAIT_MUSICIAN "musician"
#define TRAIT_PERMABONER "permanent_arousal"
#define TRAIT_NEVERBONER "never_aroused"
#define TRAIT_NYMPHO "nymphomania"
#define TRAIT_MASO "masochism"
#define TRAIT_HIGH_BLOOD "high_blood"
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_CULT_EYES "cult_eyes"
#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
#define TRAIT_FREESPRINT "free_sprinting"
#define TRAIT_XRAY_VISION "xray_vision"
#define TRAIT_THERMAL_VISION "thermal_vision"
#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"
#define EYE_DAMAGE "eye_damage"
@@ -246,6 +245,7 @@
#define BLOODSUCKER_TRAIT "bloodsucker"
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
#define GLOVE_TRAIT "glove" //inherited by your cool gloves
#define BOOK_TRAIT "granter (book)" // knowledge is power
// unique trait sources, still defines
#define STATUE_MUTE "statue"
+1
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@@ -73,6 +73,7 @@
#define VV_HK_EXPOSE "expose"
#define VV_HK_CALLPROC "proc_call"
#define VV_HK_MARK "mark"
#define VV_HK_ADDCOMPONENT "addcomponent"
#define VV_HK_MODIFY_TRAITS "modtraits"
// /atom