Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit265
This commit is contained in:
@@ -0,0 +1,32 @@
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#if DM_VERSION < 513
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#define ismovableatom(A) (istype(A, /atom/movable))
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#define islist(L) (istype(L, /list))
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#define CLAMP01(x) (CLAMP(x, 0, 1))
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#define CLAMP(CLVALUE,CLMIN,CLMAX) ( max( (CLMIN), min((CLVALUE), (CLMAX)) ) )
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#define ATAN2(x, y) ( !(x) && !(y) ? 0 : (y) >= 0 ? arccos((x) / sqrt((x)*(x) + (y)*(y))) : -arccos((x) / sqrt((x)*(x) + (y)*(y))) )
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#define TAN(x) (sin(x) / cos(x))
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#define arctan(x) (arcsin(x/sqrt(1+x*x)))
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//////////////////////////////////////////////////
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#else
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#define ismovableatom(A) ismovable(A)
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#define CLAMP01(x) clamp(x, 0, 1)
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#define CLAMP(CLVALUE, CLMIN, CLMAX) clamp(CLVALUE, CLMIN, CLMAX)
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#define TAN(x) tan(x)
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#define ATAN2(x, y) arctan(x, y)
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#endif
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@@ -93,12 +93,6 @@
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#define isgenital(A) (istype(A, /obj/item/organ/genital))
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#define isborer(A) (istype(A, /mob/living/simple_animal/borer))
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#define isipcperson(A) (is_species(A, /datum/species/ipc))
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#define ismammal(A) (is_species(A, /datum/species/mammal))
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#define isavian(A) (is_species(A, /datum/species/avian))
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#define isaquatic(A) (is_species(A, /datum/species/aquatic))
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#define isinsect(A) (is_species(A, /datum/species/insect))
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#define isxenoperson(A) (is_species(A, /datum/species/xeno))
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#define CITADEL_MENTOR_OOC_COLOUR "#224724"
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@@ -5,8 +5,3 @@
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#define CLEAN_STRONG 4 // Industrial strength
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#define CLEAN_IMPRESSIVE 5 // Cleaning strong enough your granny would be proud
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#define CLEAN_GOD 6 // Cleans things spotless down to the atomic structure
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//How strong things have to be to wipe forensic evidence...
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#define CLEAN_STRENGTH_FINGERPRINTS CLEAN_IMPRESSIVE
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#define CLEAN_STRENGTH_BLOOD CLEAN_WEAK
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#define CLEAN_STRENGTH_FIBERS CLEAN_IMPRESSIVE
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@@ -2,11 +2,8 @@
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#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
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//shorthand
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#define GET_COMPONENT_FROM(varname, path, target) var##path/##varname = ##target.GetComponent(##path)
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#define GET_COMPONENT(varname, path) GET_COMPONENT_FROM(varname, path, src)
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#define COMPONENT_INCOMPATIBLE 1
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#define COMPONENT_NOTRANSFER 2
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// How multiple components of the exact same type are handled in the same datum
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@@ -225,9 +222,14 @@
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#define COMSIG_TURF_MAKE_DRY "make_turf_try" //(max_strength, immediate, duration_decrease = INFINITY): Returns bool.
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#define COMSIG_COMPONENT_CLEAN_ACT "clean_act" //called on an object to clean it of cleanables. Usualy with soap: (num/strength)
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//Blood color
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#define COMSIG_BLOOD_COLOR "blood_DNA_to_color" //RGB blood stuff
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//Food
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#define COMSIG_FOOD_EATEN "food_eaten" //from base of obj/item/reagent_containers/food/snacks/attack(): (mob/living/eater, mob/feeder)
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//Gibs
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#define COMSIG_GIBS_STREAK "gibs_streak" // from base of /obj/effect/decal/cleanable/blood/gibs/streak(): (list/directions, list/diseases)
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//Mood
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#define COMSIG_ADD_MOOD_EVENT "add_mood" //Called when you send a mood event from anywhere in the code.
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#define COMSIG_CLEAR_MOOD_EVENT "clear_mood" //Called when you clear a mood event from anywhere in the code.
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@@ -15,6 +15,15 @@
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//misc footstep sounds
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#define FOOTSTEP_GENERIC_HEAVY "heavy"
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#define FOOTPRINT_SHOE "shoe"
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#define FOOTPRINT_FOOT "foot"
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#define FOOTPRINT_PAW "paw"
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#define FOOTPRINT_CLAW "claw"
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#define FOOTPRINT_WHEEL "wheels"
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#define FOOTPRINT_TRAIL "trails_"
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#define FOOTPRINT_SNAKE "snake"
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#define FOOTPRINT_DRAG "drag"
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/*
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id = list(
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@@ -1,2 +0,0 @@
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#define IF_HAS_BLOOD_DNA(__thing) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA))
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#define IF_HAS_BLOOD_DNA_AND(__thing, __conditions...) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA) && (##__conditions))
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@@ -1,11 +1,7 @@
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// simple is_type and similar inline helpers
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#define islist(L) (istype(L, /list))
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#define in_range(source, user) (get_dist(source, user) <= 1 && (get_step(source, 0)?:z) == (get_step(user, 0)?:z))
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#define ismovableatom(A) (istype(A, /atom/movable))
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#define isatom(A) (isloc(A))
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#define isweakref(D) (istype(D, /datum/weakref))
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@@ -61,6 +57,15 @@
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#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
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#define isdwarf(A) (is_species(A, /datum/species/dwarf))
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// Citadel specific species
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#define isipcperson(A) (is_species(A, /datum/species/ipc))
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#define ismammal(A) (is_species(A, /datum/species/mammal))
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#define isavian(A) (is_species(A, /datum/species/avian))
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#define isaquatic(A) (is_species(A, /datum/species/aquatic))
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#define isinsect(A) (is_species(A, /datum/species/insect))
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#define isxenoperson(A) (is_species(A, /datum/species/xeno))
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#define isstartjelly(A) (is_species(A, /datum/species/jelly/roundstartslime))
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//more carbon mobs
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#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
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@@ -176,6 +181,8 @@ GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list(
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#define iscameramob(A) (istype(A, /mob/camera))
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#define isaicamera(A) (istype(A, /mob/camera/aiEye))
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#define iseminence(A) (istype(A, /mob/camera/eminence))
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//Footstep helpers
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@@ -235,4 +242,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
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#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
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#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
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#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
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@@ -16,7 +16,6 @@
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#define TICK_USAGE_TO_MS(starting_tickusage) (TICK_DELTA_TO_MS(TICK_USAGE_REAL - starting_tickusage))
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#define PERCENT(val) (round((val)*100, 0.1))
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#define CLAMP01(x) (CLAMP(x, 0, 1))
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//time of day but automatically adjusts to the server going into the next day within the same round.
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//for when you need a reliable time number that doesn't depend on byond time.
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@@ -30,17 +29,12 @@
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// round() acts like floor(x, 1) by default but can't handle other values
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#define FLOOR(x, y) ( round((x) / (y)) * (y) )
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#define CLAMP(CLVALUE,CLMIN,CLMAX) ( max( (CLMIN), min((CLVALUE), (CLMAX)) ) )
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// Similar to clamp but the bottom rolls around to the top and vice versa. min is inclusive, max is exclusive
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#define WRAP(val, min, max) ( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) )
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// Real modulus that handles decimals
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#define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) )
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// Tangent
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#define TAN(x) (sin(x) / cos(x))
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// Cotangent
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#define COT(x) (1 / TAN(x))
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@@ -50,8 +44,6 @@
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// Cosecant
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#define CSC(x) (1 / sin(x))
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#define ATAN2(x, y) ( !(x) && !(y) ? 0 : (y) >= 0 ? arccos((x) / sqrt((x)*(x) + (y)*(y))) : -arccos((x) / sqrt((x)*(x) + (y)*(y))) )
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// Greatest Common Divisor - Euclid's algorithm
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/proc/Gcd(a, b)
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return b ? Gcd(b, (a) % (b)) : a
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@@ -207,4 +199,4 @@
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#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
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#define RULE_OF_THREE(a, b, x) ((a*x)/b)
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// )
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// )
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+12
-2
@@ -147,12 +147,22 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
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#define BLOOD_LOSS_IN_SPREAD 20
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//Bloody shoe blood states
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#define BLOOD_STATE_HUMAN "blood"
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#define BLOOD_STATE_XENO "xeno"
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#define BLOOD_STATE_BLOOD "blood"
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#define BLOOD_STATE_OIL "oil"
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#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever"
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#define BLOOD_AMOUNT_PER_DECAL 20
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//Blood Decal Colors
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#define BLOOD_COLOR_HUMAN "#dc0000"
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#define BLOOD_COLOR_XENO "#94a83c"
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#define BLOOD_COLOR_OIL "#301d02"
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#define BLOOD_COLOR_SYNTHETIC "#3f48aa"
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#define BLOOD_COLOR_SLIME "#00ff90"
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#define BLOOD_COLOR_LIZARD "#db004D"
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#define BLOOD_COLOR_UNIVERSAL "#db3300"
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#define BLOOD_COLOR_BUG "#a37c0f"
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//suit sensors: sensor_mode defines
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#define SENSOR_OFF 0
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+26
-24
@@ -2,43 +2,45 @@
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#define EMAGGED (1<<0)
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#define IN_USE (1<<1) // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
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#define BEING_SHOCKED (1<<3) // Whether this thing is currently (already) being shocked by a tesla
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#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
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#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
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#define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing?
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#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
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#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
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#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
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#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
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#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
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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 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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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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// Flags for the item_flags var on /obj/item
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#define BEING_REMOVED (1<<0)
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#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips
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#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
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#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
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#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
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#define SLOWS_WHILE_IN_HAND (1<<4)
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#define NO_MAT_REDEMPTION (1<<5) // Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define DROPDEL (1<<6) // When dropped, it calls qdel on itself
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#define NOBLUDGEON (1<<7) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define ABSTRACT (1<<8) // for all things that are technically items but used for various different stuff
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#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
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#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
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#define NOBLUDGEON (1<<7) //when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
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#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
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#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
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#define NO_UNIFORM_REQUIRED (1<<11) // Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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// Flags for the clothing_flags var on /obj/item/clothing
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#define LAVAPROTECT (1<<0)
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#define LAVAPROTECT (1<<0)
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#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
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#define BLOCK_GAS_SMOKE_EFFECT (1<<2) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define ALLOWINTERNALS (1<<3) // mask allows internals
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#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
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#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define VOICEBOX_TOGGLABLE (1<<6) // The voicebox in this clothing can be toggled.
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#define VOICEBOX_DISABLED (1<<7) // The voicebox is currently turned off.
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#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define ALLOWINTERNALS (1<<3) //mask allows internals
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#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
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#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define VOICEBOX_TOGGLABLE (1<<6) //The voicebox in this clothing can be toggled.
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#define VOICEBOX_DISABLED (1<<7) //The voicebox is currently turned off.
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#define SNUG_FIT (1<<8) //Prevents knock-off from things like hat-throwing.
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#define ANTI_TINFOIL_MANEUVER (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
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// Flags for the organ_flags var on /obj/item/organ
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@@ -47,4 +49,4 @@
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#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
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#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
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#define ORGAN_VITAL (1<<4) //Currently only the brain
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#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
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#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
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@@ -23,6 +23,8 @@
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#define MODE_WHISPER "whisper"
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#define MODE_WHISPER_CRIT "whispercrit"
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#define MODE_CUSTOM_SAY "custom_say"
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#define MODE_DEPARTMENT "department"
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#define MODE_KEY_DEPARTMENT "h"
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#define MODE_TOKEN_DEPARTMENT ":h"
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