Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into station_traits
This commit is contained in:
@@ -182,7 +182,7 @@
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////organ defines
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#define STANDARD_ORGAN_THRESHOLD 100
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#define STANDARD_ORGAN_HEALING (1/(15 MINUTES / (2 SECONDS)))
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#define STANDARD_ORGAN_HEALING (1/(15 MINUTES / (2 SECONDS))) / 3 //Base organ healing can be amped by a factor of up to x5 via satiety. This assumes it to be somewhat in the upper center of positive satiety as base.
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#define STANDARD_ORGAN_DECAY (1/(15 MINUTES / (2 SECONDS))) //designed to fail organs when left to decay for ~15 minutes. 2 SECOND is SSmobs tickrate.
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@@ -37,6 +37,8 @@ GLOBAL_LIST_INIT(bitflags, list(
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#define OVERLAY_QUEUED_1 (1<<8)
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///Item has priority to check when entering or leaving.
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#define ON_BORDER_1 (1<<9)
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///Whether or not this atom shows screentips when hovered over
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#define NO_SCREENTIPS_1 (1<<10)
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///Prevent clicking things below it on the same turf eg. doors/ fulltile windows.
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#define PREVENT_CLICK_UNDER_1 (1<<11)
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#define HOLOGRAM_1 (1<<12)
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@@ -16,6 +16,7 @@
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#define SHOVABLE_ONTO (1<<13)//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 EXAMINE_SKIP (1<<14) /// Makes the Examine proc not read out this item.
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#define IN_STORAGE (1<<15) //is this item in the storage item, such as backpack? used for tooltips
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#define HAND_ITEM (1<<16) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
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/// Integrity defines for clothing (not flags but close enough)
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#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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@@ -57,6 +57,10 @@
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#define ADMIN_SET_SD_CODE "(<a href='?_src_=holder;[HrefToken(TRUE)];set_selfdestruct_code=1'>SETCODE</a>)"
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#define ADMIN_FULLMONTY_NONAME(user) "[ADMIN_QUE(user)] [ADMIN_PP(user)] [ADMIN_VV(user)] [ADMIN_SM(user)] [ADMIN_FLW(user)] [ADMIN_TP(user)] [ADMIN_INDIVIDUALLOG(user)] [ADMIN_SMITE(user)]"
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#define ADMIN_FULLMONTY(user) "[key_name_admin(user)] [ADMIN_FULLMONTY_NONAME(user)]"
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//ambition start
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#define ADMIN_TPMONTY_NONAME(user) "[ADMIN_QUE(user)] [ADMIN_JMP(user)] [ADMIN_FLW(user)]"
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#define ADMIN_TPMONTY(user) "[key_name_admin(user)] [ADMIN_TPMONTY_NONAME(user)]"
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//ambition end
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#define ADMIN_JMP(src) "(<a href='?_src_=holder;[HrefToken(TRUE)];adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)"
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#define COORD(src) "[src ? "([src.x],[src.y],[src.z])" : "nonexistent location"]"
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#define AREACOORD(src) "[src ? "[get_area_name(src, TRUE)] ([src.x], [src.y], [src.z])" : "nonexistent location"]"
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@@ -111,3 +111,21 @@ GLOBAL_LIST_EMPTY(living_heart_cache) //A list of all living hearts in existance
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#define BLOB_SPREAD_COST 4
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#define BLOB_ATTACK_REFUND 2 //blob refunds this much if it attacks and doesn't spread
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#define BLOB_REFLECTOR_COST 15
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/// How many telecrystals a normal traitor starts with
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#define TELECRYSTALS_DEFAULT 20
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/// How many telecrystals mapper/admin only "precharged" uplink implant
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#define TELECRYSTALS_PRELOADED_IMPLANT 10
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/// The normal cost of an uplink implant; used for calcuating how many
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/// TC to charge someone if they get a free implant through choice or
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/// because they have nothing else that supports an implant.
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#define UPLINK_IMPLANT_TELECRYSTAL_COST 4
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/// The dimensions of the antagonist preview icon. Will be scaled to this size.
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#define ANTAGONIST_PREVIEW_ICON_SIZE 96
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//Objectives-Ambitions Panel
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#define REQUEST_NEW_OBJECTIVE "new_objective"
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#define REQUEST_DEL_OBJECTIVE "del_objective"
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#define REQUEST_WIN_OBJECTIVE "win_objective"
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#define REQUEST_LOSE_OBJECTIVE "lose_objective"
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@@ -68,6 +68,21 @@
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#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
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#define SYNTH_PASSIVE_HEAT_GAIN 10 //Degrees C per handle_environment() Synths passively heat up. Mitigated by cooling efficiency. Can lead to overheating if not managed.
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#define SYNTH_MAX_PASSIVE_GAIN_TEMP 250 //Degrees C that a synth can be heated up to by their internal heat gain, provided their cooling is insufficient to mitigate it.
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#define SYNTH_MIN_PASSIVE_COOLING_TEMP -30 //Degrees C a synth can cool towards at very high cooling efficiency.
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#define SYNTH_HEAT_EFFICIENCY_COEFF 0.005 //How quick the difference between the Synth and the environment starts to matter. The smaller the higher the difference has to be for the same change.
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#define SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP 3 //How big can the multiplier for heat / pressure cooling be in an optimal environment
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#define SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP 2 //How big of an multiplier can the environment give in an optimal scenario (maximum efficiency in the end is at a lower cap, this mostly counters low coolant levels)
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#define SYNTH_MAX_COOLING_EFFICIENCY 1.5 //The maximum possible cooling efficiency one can achieve at optimal conditions.
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#define SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY 10 //The minimum distance from room temperature a Synth needs to have for active cooling to actively cool.
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#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD 0.05 //At how much percentage of default pressure (or lower) active cooling gets a massive cost penalty.
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#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_PENALTY 2.5 //By how much is active cooling cost multiplied if in a very-low-pressure environment?
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#define SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT 5 //What is the minimum amount of temp you move towards the target point, even if it would be less with default calculations?
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#define SYNTH_INTEGRATION_COOLANT_PENALTY 0.4 //Integrating coolant is multiplied with this for calculation of impact on passive cooling.
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#define SYNTH_INTEGRATION_COOLANT_CAP 0.25 //Integrating coolant is capped at counting as current_blood * this number. This is so you can't just run on salglu or whatever.
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#define SYNTH_COLD_OFFSET -125 //How much colder temps Synths can tolerate. Used in their species.
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#define BODYTEMP_NORMAL 310.15 //The natural temperature for a body
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#define BODYTEMP_AUTORECOVERY_DIVISOR 11 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
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#define BODYTEMP_AUTORECOVERY_MINIMUM 12 //Minimum amount of kelvin moved toward 310K per tick. So long as abs(310.15 - bodytemp) is more than 50.
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@@ -101,6 +116,7 @@
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#define GLOVES_MAX_TEMP_PROTECT 1500 //For some gloves
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#define SHOES_MIN_TEMP_PROTECT 2.0 //For gloves
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#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
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#define COAT_MAX_TEMP_PROTECT 330 //For winter coats (if they can stop you from getting cold why can't they do it the other way to a lesser extent)
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#define PRESSURE_DAMAGE_COEFFICIENT 4 //The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE
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#define MAX_HIGH_PRESSURE_DAMAGE 16 // CITADEL CHANGES Max to 16, low to 8.
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@@ -128,6 +144,7 @@
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#define TANK_MAX_RELEASE_PRESSURE (ONE_ATMOSPHERE*3)
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#define TANK_MIN_RELEASE_PRESSURE 0
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#define TANK_DEFAULT_RELEASE_PRESSURE 17
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#define TANK_POST_FRAGMENT_REACTIONS 5
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//CANATMOSPASS
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#define ATMOS_PASS_YES 1
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@@ -160,6 +177,9 @@
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//SNOSTATION
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#define ICEMOON_DEFAULT_ATMOS "ICEMOON_ATMOS"
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//FESTIVESTATION
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#define FESTIVE_ATMOS "o2=22;n2=82;TEMP=266" //this goes here right putnam??
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//ATMOSIA GAS MONITOR TAGS
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#define ATMOS_GAS_MONITOR_INPUT_O2 "o2_in"
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#define ATMOS_GAS_MONITOR_OUTPUT_O2 "o2_out"
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@@ -257,6 +277,7 @@
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#define GAS_HYPERNOB "nob"
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#define GAS_NITROUS "n2o"
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#define GAS_NITRYL "no2"
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#define GAS_HYDROGEN "hydrogen"
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#define GAS_TRITIUM "tritium"
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#define GAS_BZ "bz"
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#define GAS_STIMULUM "stim"
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@@ -264,9 +285,16 @@
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#define GAS_MIASMA "miasma"
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#define GAS_METHANE "methane"
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#define GAS_METHYL_BROMIDE "methyl_bromide"
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#define GAS_BROMINE "bromine"
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#define GAS_AMMONIA "ammonia"
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#define GAS_FLUORINE "fluorine"
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#define GAS_ETHANOL "ethanol"
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#define GAS_GROUP_CHEMICALS "Chemicals"
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#define GAS_FLAG_DANGEROUS (1<<0)
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#define GAS_FLAG_BREATH_PROC (1<<1)
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#define GAS_FLAG_CHEMICAL (1<<2)
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//SUPERMATTER DEFINES
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#define HEAT_PENALTY "heat penalties"
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@@ -0,0 +1,6 @@
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//different types of atom colorations
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#define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color
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#define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
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#define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf)
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#define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color)
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#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
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@@ -0,0 +1,197 @@
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// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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#define COLOR_DARKMODE_BACKGROUND "#202020"
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#define COLOR_DARKMODE_DARKBACKGROUND "#171717"
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#define COLOR_DARKMODE_TEXT "#a4bad6"
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#define COLOR_WHITE "#FFFFFF"
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#define COLOR_VERY_LIGHT_GRAY "#EEEEEE"
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#define COLOR_SILVER "#C0C0C0"
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#define COLOR_GRAY "#808080"
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#define COLOR_FLOORTILE_GRAY "#8D8B8B"
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#define COLOR_DARK "#454545"
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#define COLOR_ALMOST_BLACK "#333333"
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#define COLOR_BLACK "#000000"
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#define COLOR_HALF_TRANSPARENT_BLACK "#0000007A"
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#define COLOR_RED "#FF0000"
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#define COLOR_MOSTLY_PURE_RED "#FF3300"
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#define COLOR_DARK_RED "#A50824"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_MAROON "#800000"
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#define COLOR_VIVID_RED "#FF3232"
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#define COLOR_LIGHT_GRAYISH_RED "#E4C7C5"
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#define COLOR_SOFT_RED "#FA8282"
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#define COLOR_BUBBLEGUM_RED "#950A0A"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_VIVID_YELLOW "#FBFF23"
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#define COLOR_VERY_SOFT_YELLOW "#FAE48E"
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#define COLOR_OLIVE "#808000"
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#define COLOR_VIBRANT_LIME "#00FF00"
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#define COLOR_LIME "#32CD32"
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#define COLOR_DARK_LIME "#00aa00"
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#define COLOR_VERY_PALE_LIME_GREEN "#DDFFD3"
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#define COLOR_VERY_DARK_LIME_GREEN "#003300"
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#define COLOR_GREEN "#008000"
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#define COLOR_DARK_MODERATE_LIME_GREEN "#44964A"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_DARK_CYAN "#00A2FF"
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#define COLOR_TEAL "#008080"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_STRONG_BLUE "#1919c8"
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#define COLOR_BRIGHT_BLUE "#2CB2E8"
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#define COLOR_MODERATE_BLUE "#555CC2"
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#define COLOR_AMETHYST "#822BFF"
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#define COLOR_BLUE_LIGHT "#33CCFF"
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#define COLOR_NAVY "#000080"
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#define COLOR_BLUE_GRAY "#75A2BB"
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||||
#define COLOR_PINK "#FFC0CB"
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#define COLOR_LIGHT_PINK "#ff3cc8"
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#define COLOR_MOSTLY_PURE_PINK "#E4005B"
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#define COLOR_MAGENTA "#FF00FF"
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#define COLOR_STRONG_MAGENTA "#B800B8"
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#define COLOR_PURPLE "#800080"
|
||||
#define COLOR_VIOLET "#B900F7"
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||||
#define COLOR_STRONG_VIOLET "#6927c5"
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||||
|
||||
#define COLOR_ORANGE "#FF9900"
|
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#define COLOR_MOSTLY_PURE_ORANGE "#ff8000"
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||||
#define COLOR_TAN_ORANGE "#FF7B00"
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||||
#define COLOR_BRIGHT_ORANGE "#E2853D"
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||||
#define COLOR_LIGHT_ORANGE "#ffc44d"
|
||||
#define COLOR_PALE_ORANGE "#FFBE9D"
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||||
#define COLOR_BEIGE "#CEB689"
|
||||
#define COLOR_DARK_ORANGE "#C3630C"
|
||||
#define COLOR_DARK_MODERATE_ORANGE "#8B633B"
|
||||
|
||||
#define COLOR_BROWN "#BA9F6D"
|
||||
#define COLOR_DARK_BROWN "#997C4F"
|
||||
#define COLOR_ORANGE_BROWN "#a9734f"
|
||||
|
||||
//Color defines used by the soapstone (based on readability against grey tiles)
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||||
#define COLOR_SOAPSTONE_PLASTIC "#a19d94"
|
||||
#define COLOR_SOAPSTONE_IRON "#b2b2b2"
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||||
#define COLOR_SOAPSTONE_BRONZE "#FE8001"
|
||||
#define COLOR_SOAPSTONE_SILVER "#FFFFFF"
|
||||
#define COLOR_SOAPSTONE_GOLD "#FFD900"
|
||||
#define COLOR_SOAPSTONE_DIAMOND "#00ffee"
|
||||
|
||||
#define COLOR_GREEN_GRAY "#99BB76"
|
||||
#define COLOR_RED_GRAY "#B4696A"
|
||||
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
|
||||
#define COLOR_PALE_GREEN_GRAY "#B7D993"
|
||||
#define COLOR_PALE_RED_GRAY "#D59998"
|
||||
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
|
||||
#define COLOR_PURPLE_GRAY "#AE8CA8"
|
||||
|
||||
//Color defines used by the assembly detailer.
|
||||
#define COLOR_ASSEMBLY_BLACK "#545454"
|
||||
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
|
||||
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
|
||||
#define COLOR_ASSEMBLY_RED "#CC4242"
|
||||
#define COLOR_ASSEMBLY_ORANGE "#E39751"
|
||||
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
|
||||
#define COLOR_ASSEMBLY_BROWN "#97670E"
|
||||
#define COLOR_ASSEMBLY_GOLD "#AA9100"
|
||||
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
|
||||
#define COLOR_ASSEMBLY_GURKHA "#999875"
|
||||
#define COLOR_ASSEMBLY_LGREEN "#789876"
|
||||
#define COLOR_ASSEMBLY_GREEN "#44843C"
|
||||
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
|
||||
#define COLOR_ASSEMBLY_BLUE "#38559E"
|
||||
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
|
||||
|
||||
///Colors for xenobiology vatgrowing
|
||||
#define COLOR_SAMPLE_YELLOW "#c0b823"
|
||||
#define COLOR_SAMPLE_PURPLE "#342941"
|
||||
#define COLOR_SAMPLE_GREEN "#98b944"
|
||||
#define COLOR_SAMPLE_BROWN "#91542d"
|
||||
#define COLOR_SAMPLE_GRAY "#5e5856"
|
||||
|
||||
///Main colors for UI themes
|
||||
#define COLOR_THEME_MIDNIGHT "#6086A0"
|
||||
#define COLOR_THEME_PLASMAFIRE "#FFB200"
|
||||
#define COLOR_THEME_RETRO "#24CA00"
|
||||
#define COLOR_THEME_SLIMECORE "#4FB259"
|
||||
#define COLOR_THEME_OPERATIVE "#B8221F"
|
||||
#define COLOR_THEME_GLASS "#75A4C4"
|
||||
#define COLOR_THEME_CLOCKWORK "#CFBA47"
|
||||
|
||||
///Colors for eigenstates
|
||||
#define COLOR_PERIWINKLEE "#9999FF"
|
||||
/**
|
||||
* Some defines to generalise colours used in lighting.
|
||||
*
|
||||
* Important note: colors can end up significantly different from the basic html picture, especially when saturated
|
||||
*/
|
||||
/// Bright but quickly dissipating neon green. rgb(100, 200, 100)
|
||||
#define LIGHT_COLOR_GREEN "#64C864"
|
||||
/// Electric green. rgb(0, 255, 0)
|
||||
#define LIGHT_COLOR_ELECTRIC_GREEN "#00FF00"
|
||||
/// Cold, diluted blue. rgb(100, 150, 250)
|
||||
#define LIGHT_COLOR_BLUE "#6496FA"
|
||||
/// Light blueish green. rgb(125, 225, 175)
|
||||
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF"
|
||||
/// Diluted cyan. rgb(125, 225, 225)
|
||||
#define LIGHT_COLOR_CYAN "#7DE1E1"
|
||||
/// Electric cyan rgb(0, 255, 255)
|
||||
#define LIGHT_COLOR_ELECTRIC_CYAN "#00FFFF"
|
||||
/// More-saturated cyan. rgb(64, 206, 255)
|
||||
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF"
|
||||
/// Saturated blue. rgb(51, 117, 248)
|
||||
#define LIGHT_COLOR_DARK_BLUE "#6496FA"
|
||||
/// Diluted, mid-warmth pink. rgb(225, 125, 225)
|
||||
#define LIGHT_COLOR_PINK "#E17DE1"
|
||||
/// Dimmed yellow, leaning kaki. rgb(225, 225, 125)
|
||||
#define LIGHT_COLOR_YELLOW "#E1E17D"
|
||||
/// Clear brown, mostly dim. rgb(150, 100, 50)
|
||||
#define LIGHT_COLOR_BROWN "#966432"
|
||||
/// Mostly pure orange. rgb(250, 150, 50)
|
||||
#define LIGHT_COLOR_ORANGE "#FA9632"
|
||||
/// Light Purple. rgb(149, 44, 244)
|
||||
#define LIGHT_COLOR_PURPLE "#952CF4"
|
||||
/// Less-saturated light purple. rgb(155, 81, 255)
|
||||
#define LIGHT_COLOR_LAVENDER "#9B51FF"
|
||||
///slightly desaturated bright yellow.
|
||||
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743"
|
||||
/// deep crimson
|
||||
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000"
|
||||
|
||||
/* These ones aren't a direct colour like the ones above, because nothing would fit */
|
||||
/// Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
|
||||
#define LIGHT_COLOR_FIRE "#FAA019"
|
||||
/// Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
|
||||
#define LIGHT_COLOR_LAVA "#C48A18"
|
||||
/// Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
|
||||
#define LIGHT_COLOR_FLARE "#FA644B"
|
||||
/// Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
|
||||
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B"
|
||||
/// Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
|
||||
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF"
|
||||
/// Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
|
||||
#define LIGHT_COLOR_HALOGEN "#F0FAFA"
|
||||
|
||||
//The GAGS greyscale_colors for each department's computer/machine circuits
|
||||
#define CIRCUIT_COLOR_GENERIC "#1A7A13"
|
||||
#define CIRCUIT_COLOR_COMMAND "#1B4594"
|
||||
#define CIRCUIT_COLOR_SECURITY "#9A151E"
|
||||
#define CIRCUIT_COLOR_SCIENCE "#BC4A9B"
|
||||
#define CIRCUIT_COLOR_SERVICE "#92DCBA"
|
||||
#define CIRCUIT_COLOR_MEDICAL "#00CCFF"
|
||||
#define CIRCUIT_COLOR_ENGINEERING "#F8D700"
|
||||
#define CIRCUIT_COLOR_SUPPLY "#C47749"
|
||||
|
||||
/// Colors for pride week
|
||||
#define COLOR_PRIDE_RED "#FF6666"
|
||||
#define COLOR_PRIDE_ORANGE "#FC9F3C"
|
||||
#define COLOR_PRIDE_YELLOW "#EAFF51"
|
||||
#define COLOR_PRIDE_GREEN "#41FC66"
|
||||
#define COLOR_PRIDE_BLUE "#42FFF2"
|
||||
#define COLOR_PRIDE_PURPLE "#5D5DFC"
|
||||
@@ -0,0 +1,4 @@
|
||||
//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
|
||||
#define LUMA_R 0.213
|
||||
#define LUMA_G 0.715
|
||||
#define LUMA_B 0.072
|
||||
@@ -1,62 +0,0 @@
|
||||
// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
|
||||
|
||||
#define COLOR_INPUT_DISABLED "#F0F0F0"
|
||||
#define COLOR_INPUT_ENABLED "#D3B5B5"
|
||||
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
|
||||
#define COLOR_ALMOST_BLACK "#333333"
|
||||
#define COLOR_BLACK "#000000"
|
||||
#define COLOR_RED "#FF0000"
|
||||
#define COLOR_RED_LIGHT "#FF3333"
|
||||
#define COLOR_MAROON "#800000"
|
||||
#define COLOR_YELLOW "#FFFF00"
|
||||
#define COLOR_OLIVE "#808000"
|
||||
#define COLOR_LIME "#32CD32"
|
||||
#define COLOR_GREEN "#008000"
|
||||
#define COLOR_CYAN "#00FFFF"
|
||||
#define COLOR_TEAL "#008080"
|
||||
#define COLOR_BLUE "#0000FF"
|
||||
#define COLOR_BLUE_LIGHT "#33CCFF"
|
||||
#define COLOR_NAVY "#000080"
|
||||
#define COLOR_PINK "#FFC0CB"
|
||||
#define COLOR_MAGENTA "#FF00FF"
|
||||
#define COLOR_PURPLE "#800080"
|
||||
#define COLOR_ORANGE "#FF9900"
|
||||
#define COLOR_BEIGE "#CEB689"
|
||||
#define COLOR_BLUE_GRAY "#75A2BB"
|
||||
#define COLOR_BROWN "#BA9F6D"
|
||||
#define COLOR_SOFT_RED "#FA8282"
|
||||
#define COLOR_DARK_BROWN "#997C4F"
|
||||
#define COLOR_DARK_ORANGE "#C3630C"
|
||||
#define COLOR_GREEN_GRAY "#99BB76"
|
||||
#define COLOR_RED_GRAY "#B4696A"
|
||||
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
|
||||
#define COLOR_PALE_GREEN_GRAY "#B7D993"
|
||||
#define COLOR_PALE_ORANGE "#FFC066"
|
||||
#define COLOR_PALE_RED_GRAY "#D59998"
|
||||
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
|
||||
#define COLOR_PURPLE_GRAY "#AE8CA8"
|
||||
|
||||
// Color defines used by the assembly detailer.
|
||||
#define COLOR_ASSEMBLY_BLACK "#545454"
|
||||
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
|
||||
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
|
||||
#define COLOR_ASSEMBLY_RED "#CC4242"
|
||||
#define COLOR_ASSEMBLY_ORANGE "#E39751"
|
||||
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
|
||||
#define COLOR_ASSEMBLY_BROWN "#97670E"
|
||||
#define COLOR_ASSEMBLY_GOLD "#AA9100"
|
||||
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
|
||||
#define COLOR_ASSEMBLY_GURKHA "#999875"
|
||||
#define COLOR_ASSEMBLY_LGREEN "#789876"
|
||||
#define COLOR_ASSEMBLY_GREEN "#44843C"
|
||||
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
|
||||
#define COLOR_ASSEMBLY_BLUE "#38559E"
|
||||
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
|
||||
#define COLOR_ASSEMBLY_PINK "#ff4adc"
|
||||
|
||||
#define COLOR_WHITE "#FFFFFF"
|
||||
#define COLOR_VERY_LIGHT_GRAY "#EEEEEE"
|
||||
#define COLOR_SILVER "#C0C0C0"
|
||||
#define COLOR_GRAY "#808080"
|
||||
#define COLOR_HALF_TRANSPARENT_BLACK "#0000007A"
|
||||
#define COLOR_BRIGHT_BLUE "#2CB2E8"
|
||||
@@ -27,6 +27,9 @@
|
||||
|
||||
//INDEXES
|
||||
#define COOLDOWN_EMPLOYMENT_CABINET "employment cabinet"
|
||||
#define COOLDOWN_AMBITION "ambition"
|
||||
#define COOLDOWN_OBJECTIVES "objectives"
|
||||
#define COOLDOWN_OBJ_ADMIN_PING "obj_admin_ping"
|
||||
|
||||
//car cooldowns
|
||||
#define COOLDOWN_CAR_HONK "car_honk"
|
||||
|
||||
@@ -31,6 +31,15 @@
|
||||
/// Do not allow this random event to continue.
|
||||
#define CANCEL_PRE_RANDOM_EVENT (1<<0)
|
||||
|
||||
/// a weather event of some kind occured
|
||||
#define COMSIG_WEATHER_TELEGRAPH(event_type) "!weather_telegraph [event_type]"
|
||||
#define COMSIG_WEATHER_START(event_type) "!weather_start [event_type]"
|
||||
#define COMSIG_WEATHER_WINDDOWN(event_type) "!weather_winddown [event_type]"
|
||||
#define COMSIG_WEATHER_END(event_type) "!weather_end [event_type]"
|
||||
|
||||
/// called by auxgm add_gas: (gas_id)
|
||||
#define COMSIG_GLOB_NEW_GAS "!new_gas"
|
||||
|
||||
// signals from globally accessible objects
|
||||
/// from SSsun when the sun changes position : (primary_sun, suns)
|
||||
#define COMSIG_SUN_MOVED "sun_moved"
|
||||
@@ -75,6 +84,8 @@
|
||||
#define COMSIG_PARENT_QDELETING "parent_qdeleting"
|
||||
/// generic topic handler (usr, href_list)
|
||||
#define COMSIG_TOPIC "handle_topic"
|
||||
/// from datum ui_act (usr, action)
|
||||
#define COMSIG_UI_ACT "COMSIG_UI_ACT"
|
||||
|
||||
/// fires on the target datum when an element is attached to it (/datum/element)
|
||||
#define COMSIG_ELEMENT_ATTACH "element_attach"
|
||||
@@ -378,6 +389,9 @@
|
||||
#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
|
||||
#define COMSIG_LIVING_GET_BLOCKING_ITEMS "get_blocking_items" //from base of mob/living/get_blocking_items(): (list/items)
|
||||
|
||||
#define COMSIG_LIVING_RESTING "living_on_resting" //from mob/living/set_resting
|
||||
#define COMSIG_LIVING_STOPPED_PULLING "living_on_stop_pulling" //from mob/living/stop_pulling
|
||||
|
||||
#define COMSIG_LIVING_ACTIVE_BLOCK_START "active_block_start" //from base of mob/living/keybind_start_active_blocking(): (obj/item/blocking_item, list/backup_items)
|
||||
#define COMPONENT_PREVENT_BLOCK_START 1
|
||||
#define COMSIG_LIVING_ACTIVE_PARRY_START "active_parry_start" //from base of mob/living/initiate_parry_sequence(): (parrying_method, datum/parrying_item_mob_or_art, list/backup_items, list/override)
|
||||
@@ -445,6 +459,12 @@
|
||||
///from /obj/machinery/obj_break(damage_flag): (damage_flag)
|
||||
#define COMSIG_MACHINERY_BROKEN "machinery_broken"
|
||||
|
||||
// /obj/machinery/power/supermatter_crystal signals
|
||||
/// from /obj/machinery/power/supermatter_crystal/process_atmos(); when the SM delam reaches the point of sounding alarms
|
||||
#define COMSIG_SUPERMATTER_DELAM_START_ALARM "sm_delam_start_alarm"
|
||||
/// from /obj/machinery/power/supermatter_crystal/process_atmos(); when the SM sounds an audible alarm
|
||||
#define COMSIG_SUPERMATTER_DELAM_ALARM "sm_delam_alarm"
|
||||
|
||||
// /obj/item signals
|
||||
#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
|
||||
#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
|
||||
@@ -485,6 +505,14 @@
|
||||
#define COMSIG_MINE_TRIGGERED "minegoboom" ///from [/obj/effect/mine/proc/triggermine]:
|
||||
// Uncovered information
|
||||
#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
|
||||
///Called when an item is being offered, from [/obj/item/proc/on_offered(mob/living/carbon/offerer)]
|
||||
#define COMSIG_ITEM_OFFERING "item_offering"
|
||||
///Interrupts the offer proc
|
||||
#define COMPONENT_OFFER_INTERRUPT (1<<0)
|
||||
///Called when an someone tries accepting an offered item, from [/obj/item/proc/on_offer_taken(mob/living/carbon/offer, mob/living/carbon/taker)]
|
||||
#define COMSIG_ITEM_OFFER_TAKEN "item_offer_taken"
|
||||
///Interrupts the offer acceptance
|
||||
#define COMPONENT_OFFER_TAKE_INTERRUPT (1<<0)
|
||||
///from [/obj/structure/closet/supplypod/proc/endlaunch]:
|
||||
#define COMSIG_SUPPLYPOD_LANDED "supplypodgoboom"
|
||||
|
||||
|
||||
+45
-80
@@ -6,87 +6,52 @@
|
||||
#define STORAGE_VIEW_DEPTH 2
|
||||
|
||||
//ITEM INVENTORY SLOT BITMASKS
|
||||
#define ITEM_SLOT_OCLOTHING (1<<0)
|
||||
#define ITEM_SLOT_ICLOTHING (1<<1)
|
||||
#define ITEM_SLOT_GLOVES (1<<2)
|
||||
#define ITEM_SLOT_EYES (1<<3)
|
||||
#define ITEM_SLOT_EARS (1<<4)
|
||||
#define ITEM_SLOT_MASK (1<<5)
|
||||
#define ITEM_SLOT_HEAD (1<<6)
|
||||
#define ITEM_SLOT_FEET (1<<7)
|
||||
#define ITEM_SLOT_ID (1<<8)
|
||||
#define ITEM_SLOT_BELT (1<<9)
|
||||
#define ITEM_SLOT_BACK (1<<10)
|
||||
#define ITEM_SLOT_POCKET (1<<11) // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
|
||||
#define ITEM_SLOT_DENYPOCKET (1<<12) // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
|
||||
#define ITEM_SLOT_NECK (1<<13)
|
||||
#define ITEM_SLOT_HANDS (1<<14)
|
||||
#define ITEM_SLOT_BACKPACK (1<<15)
|
||||
#define ITEM_SLOT_SUITSTORE (1<<16)
|
||||
/// Suit slot (armors, costumes, space suits, etc.)
|
||||
#define ITEM_SLOT_OCLOTHING (1<<0)
|
||||
/// Jumpsuit slot
|
||||
#define ITEM_SLOT_ICLOTHING (1<<1)
|
||||
/// Glove slot
|
||||
#define ITEM_SLOT_GLOVES (1<<2)
|
||||
/// Glasses slot
|
||||
#define ITEM_SLOT_EYES (1<<3)
|
||||
/// Ear slot (radios, earmuffs)
|
||||
#define ITEM_SLOT_EARS (1<<4)
|
||||
/// Mask slot
|
||||
#define ITEM_SLOT_MASK (1<<5)
|
||||
/// Head slot (helmets, hats, etc.)
|
||||
#define ITEM_SLOT_HEAD (1<<6)
|
||||
/// Shoe slot
|
||||
#define ITEM_SLOT_FEET (1<<7)
|
||||
/// ID slot
|
||||
#define ITEM_SLOT_ID (1<<8)
|
||||
/// Belt slot
|
||||
#define ITEM_SLOT_BELT (1<<9)
|
||||
/// Back slot
|
||||
#define ITEM_SLOT_BACK (1<<10)
|
||||
/// Dextrous simplemob "hands" (used for Drones and Dextrous Guardians)
|
||||
#define ITEM_SLOT_DEX_STORAGE (1<<11)
|
||||
/// Neck slot (ties, bedsheets, scarves)
|
||||
#define ITEM_SLOT_NECK (1<<12)
|
||||
/// A character's hand slots
|
||||
#define ITEM_SLOT_HANDS (1<<13)
|
||||
/// Inside of a character's backpack
|
||||
#define ITEM_SLOT_BACKPACK (1<<14)
|
||||
/// Suit Storage slot
|
||||
#define ITEM_SLOT_SUITSTORE (1<<15)
|
||||
/// Left Pocket slot
|
||||
#define ITEM_SLOT_LPOCKET (1<<16)
|
||||
/// Right Pocket slot
|
||||
#define ITEM_SLOT_RPOCKET (1<<17)
|
||||
/// Handcuff slot
|
||||
#define ITEM_SLOT_HANDCUFFED (1<<18)
|
||||
/// Legcuff slot (bolas, beartraps)
|
||||
#define ITEM_SLOT_LEGCUFFED (1<<19)
|
||||
|
||||
//SLOTS
|
||||
#define SLOT_BACK 1
|
||||
#define SLOT_WEAR_MASK 2
|
||||
#define SLOT_HANDCUFFED 3
|
||||
#define SLOT_HANDS 4 //wherever you provide a slot for hands you provide SLOT_HANDS
|
||||
//SLOT_HANDS as a slot will pick ANY available hand
|
||||
#define SLOT_BELT 5
|
||||
#define SLOT_WEAR_ID 6
|
||||
#define SLOT_EARS 7
|
||||
#define SLOT_GLASSES 8
|
||||
#define SLOT_GLOVES 9
|
||||
#define SLOT_NECK 10
|
||||
#define SLOT_HEAD 11
|
||||
#define SLOT_SHOES 12
|
||||
#define SLOT_WEAR_SUIT 13
|
||||
#define SLOT_W_UNIFORM 14
|
||||
#define SLOT_L_STORE 15
|
||||
#define SLOT_R_STORE 16
|
||||
#define SLOT_S_STORE 17
|
||||
#define SLOT_IN_BACKPACK 18
|
||||
#define SLOT_LEGCUFFED 19
|
||||
#define SLOT_GENERC_DEXTROUS_STORAGE 20
|
||||
|
||||
|
||||
#define SLOTS_AMT 20 // Keep this up to date!
|
||||
|
||||
//I hate that this has to exist
|
||||
/proc/slotdefine2slotbit(slotdefine) //Keep this up to date with the value of SLOT BITMASKS and SLOTS (the two define sections above)
|
||||
. = 0
|
||||
switch(slotdefine)
|
||||
if(SLOT_BACK)
|
||||
. = ITEM_SLOT_BACK
|
||||
if(SLOT_WEAR_MASK)
|
||||
. = ITEM_SLOT_MASK
|
||||
if(SLOT_NECK)
|
||||
. = ITEM_SLOT_NECK
|
||||
if(SLOT_BELT)
|
||||
. = ITEM_SLOT_BELT
|
||||
if(SLOT_WEAR_ID)
|
||||
. = ITEM_SLOT_ID
|
||||
if(SLOT_EARS)
|
||||
. = ITEM_SLOT_EARS
|
||||
if(SLOT_GLASSES)
|
||||
. = ITEM_SLOT_EYES
|
||||
if(SLOT_GLOVES)
|
||||
. = ITEM_SLOT_GLOVES
|
||||
if(SLOT_HEAD)
|
||||
. = ITEM_SLOT_HEAD
|
||||
if(SLOT_SHOES)
|
||||
. = ITEM_SLOT_FEET
|
||||
if(SLOT_WEAR_SUIT)
|
||||
. = ITEM_SLOT_OCLOTHING
|
||||
if(SLOT_W_UNIFORM)
|
||||
. = ITEM_SLOT_ICLOTHING
|
||||
if(SLOT_L_STORE, SLOT_R_STORE)
|
||||
. = ITEM_SLOT_POCKET
|
||||
if(SLOT_HANDS)
|
||||
. = ITEM_SLOT_HANDS
|
||||
if(SLOT_IN_BACKPACK)
|
||||
. = ITEM_SLOT_BACKPACK
|
||||
if(SLOT_S_STORE)
|
||||
. = ITEM_SLOT_SUITSTORE
|
||||
/// Total amount of slots
|
||||
#define SLOTS_AMT 20 // Keep this up to date!
|
||||
|
||||
//SLOT GROUP HELPERS
|
||||
#define ITEM_SLOT_POCKETS (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET)
|
||||
|
||||
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
|
||||
#define HIDEGLOVES (1<<0)
|
||||
@@ -245,4 +210,4 @@ GLOBAL_LIST_INIT(security_wintercoat_allowed, typecacheof(list(
|
||||
#define GET_INTERNAL_SLOTS(C) list(C.head, C.wear_mask)
|
||||
|
||||
//Slots that won't trigger humans' update_genitals() on equip().
|
||||
GLOBAL_LIST_INIT(no_genitals_update_slots, list(SLOT_L_STORE, SLOT_R_STORE, SLOT_S_STORE, SLOT_IN_BACKPACK, SLOT_LEGCUFFED, SLOT_HANDCUFFED, SLOT_HANDS, SLOT_GENERC_DEXTROUS_STORAGE))
|
||||
GLOBAL_LIST_INIT(no_genitals_update_slots, list(ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET, ITEM_SLOT_SUITSTORE, ITEM_SLOT_BACKPACK, ITEM_SLOT_LEGCUFFED, ITEM_SLOT_HANDCUFFED, ITEM_SLOT_HANDS, ITEM_SLOT_DEX_STORAGE))
|
||||
|
||||
@@ -76,10 +76,9 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
|
||||
#define isvampire(A) (is_species(A,/datum/species/vampire))
|
||||
#define isdullahan(A) (is_species(A, /datum/species/dullahan))
|
||||
|
||||
#define isangel(A) (is_species(A, /datum/species/angel))
|
||||
#define ismush(A) (is_species(A, /datum/species/mush))
|
||||
#define isshadow(A) (is_species(A, /datum/species/shadow))
|
||||
#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz))
|
||||
#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz) || is_species(A, /datum/species/mammal/synthetic))
|
||||
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
|
||||
|
||||
// Citadel specific species
|
||||
|
||||
@@ -5,9 +5,10 @@
|
||||
|
||||
#define CLICKCATCHER_PLANE -99
|
||||
|
||||
#define PLANE_SPACE -95
|
||||
#define PLANE_SPACE -98
|
||||
#define PLANE_SPACE_RENDER_TARGET "PLANE_SPACE"
|
||||
#define PLANE_SPACE_PARALLAX -90
|
||||
|
||||
#define PLANE_SPACE_PARALLAX -95
|
||||
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
|
||||
|
||||
#define OPENSPACE_LAYER 17 //Openspace layer over all
|
||||
@@ -153,6 +154,10 @@
|
||||
#define CAMERA_STATIC_LAYER 19
|
||||
#define CAMERA_STATIC_RENDER_TARGET "CAMERA_STATIC_PLANE"
|
||||
|
||||
/// Plane for balloon text (text that fades up)
|
||||
/// It's over lighting and every other crap because this is nearly as important as hud content and only visible to the user.
|
||||
#define BALLOON_CHAT_PLANE 20
|
||||
|
||||
//HUD layer defines
|
||||
|
||||
#define FULLSCREEN_PLANE 20
|
||||
|
||||
@@ -30,31 +30,6 @@
|
||||
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
|
||||
#define LIGHT_COLOR_WHITE "#FFFFFF"
|
||||
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
|
||||
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
|
||||
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
|
||||
|
||||
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
|
||||
#define LIGHT_COLOR_PALEBLUE "#7DAFE1" //A pale blue-ish color. rgb(125, 175, 225)
|
||||
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
|
||||
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
|
||||
#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
|
||||
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
|
||||
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
|
||||
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
|
||||
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
|
||||
#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
|
||||
#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
|
||||
|
||||
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743" //slightly desaturated bright yellow.
|
||||
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000" //deep crimson
|
||||
|
||||
//These ones aren't a direct colour like the ones above, because nothing would fit
|
||||
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
|
||||
#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
|
||||
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
|
||||
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
|
||||
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
|
||||
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
|
||||
|
||||
#define LIGHT_RANGE_FIRE 3 //How many tiles standard fires glow.
|
||||
|
||||
|
||||
@@ -40,15 +40,16 @@
|
||||
#define LOG_ASAY (1 << 15)
|
||||
#define LOG_VIRUS (1 << 16)
|
||||
#define LOG_SHUTTLE (1 << 18)
|
||||
#define LOG_VICTIM (1 << 19)
|
||||
|
||||
//Individual logging panel pages
|
||||
#define INDIVIDUAL_ATTACK_LOG (LOG_ATTACK)
|
||||
#define INDIVIDUAL_ATTACK_LOG (LOG_ATTACK | LOG_VICTIM)
|
||||
#define INDIVIDUAL_SAY_LOG (LOG_SAY | LOG_WHISPER | LOG_DSAY)
|
||||
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE | LOG_SUBTLER)
|
||||
#define INDIVIDUAL_COMMS_LOG (LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS)
|
||||
#define INDIVIDUAL_OOC_LOG (LOG_OOC | LOG_ADMIN)
|
||||
#define INDIVIDUAL_OWNERSHIP_LOG (LOG_OWNERSHIP)
|
||||
#define INDIVIDUAL_SHOW_ALL_LOG (LOG_ATTACK | LOG_SAY | LOG_WHISPER | LOG_EMOTE | LOG_DSAY | LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS | LOG_OOC | LOG_ADMIN | LOG_OWNERSHIP | LOG_GAME)
|
||||
#define INDIVIDUAL_SHOW_ALL_LOG (LOG_ATTACK | LOG_SAY | LOG_WHISPER | LOG_EMOTE | LOG_DSAY | LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS | LOG_OOC | LOG_ADMIN | LOG_OWNERSHIP | LOG_GAME | LOG_VICTIM)
|
||||
|
||||
#define LOGSRC_CLIENT "Client"
|
||||
#define LOGSRC_MOB "Mob"
|
||||
|
||||
+18
-11
@@ -48,32 +48,39 @@
|
||||
#define MC_CHARGE "CHARGE"
|
||||
#define MC_AI "AI"
|
||||
#define MC_SENSORS "SENSORS"
|
||||
#define MC_SIGNALER "SIGNALER"
|
||||
|
||||
//NTNet stuff, for modular computers
|
||||
// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
|
||||
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
|
||||
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
|
||||
#define NTNET_COMMUNICATION 3 // Communication (messaging)
|
||||
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
|
||||
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
|
||||
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
|
||||
#define NTNET_COMMUNICATION 3 // Communication (messaging)
|
||||
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
|
||||
|
||||
//NTNet transfer speeds, used when downloading/uploading a file/program.
|
||||
#define NTNETSPEED_LOWSIGNAL 0.5 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
|
||||
#define NTNETSPEED_HIGHSIGNAL 1 // GQ/s transfer speed when the device is wirelessly connected and on High signal
|
||||
#define NTNETSPEED_ETHERNET 2 // GQ/s transfer speed when the device is using wired connection
|
||||
#define NTNETSPEED_LOWSIGNAL 0.5 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
|
||||
#define NTNETSPEED_HIGHSIGNAL 1 // GQ/s transfer speed when the device is wirelessly connected and on High signal
|
||||
#define NTNETSPEED_ETHERNET 2 // GQ/s transfer speed when the device is using wired connection
|
||||
|
||||
//Caps for NTNet logging. Less than 10 would make logging useless anyway, more than 500 may make the log browser too laggy. Defaults to 100 unless user changes it.
|
||||
#define MAX_NTNET_LOGS 300
|
||||
#define MIN_NTNET_LOGS 10
|
||||
|
||||
//Program bitflags
|
||||
#define PROGRAM_ALL (~0)
|
||||
#define PROGRAM_CONSOLE (1<<0)
|
||||
#define PROGRAM_LAPTOP (1<<1)
|
||||
#define PROGRAM_TABLET (1<<2)
|
||||
#define PROGRAM_ALL (~0)
|
||||
#define PROGRAM_CONSOLE (1<<0)
|
||||
#define PROGRAM_LAPTOP (1<<1)
|
||||
#define PROGRAM_TABLET (1<<2)
|
||||
//Program states
|
||||
#define PROGRAM_STATE_KILLED 0
|
||||
#define PROGRAM_STATE_BACKGROUND 1
|
||||
#define PROGRAM_STATE_ACTIVE 2
|
||||
//Program categories
|
||||
#define PROGRAM_CATEGORY_CREW "Crew"
|
||||
#define PROGRAM_CATEGORY_ENGI "Engineering"
|
||||
#define PROGRAM_CATEGORY_ROBO "Robotics"
|
||||
#define PROGRAM_CATEGORY_SUPL "Supply"
|
||||
#define PROGRAM_CATEGORY_MISC "Other"
|
||||
|
||||
#define FIREDOOR_OPEN 1
|
||||
#define FIREDOOR_CLOSED 2
|
||||
|
||||
@@ -105,6 +105,9 @@
|
||||
|
||||
#define TORADIANS(degrees) ((degrees) * 0.0174532925)
|
||||
|
||||
/// Gets shift x that would be required the bitflag (1<<x)
|
||||
#define TOBITSHIFT(bit) ( log(2, bit) )
|
||||
|
||||
// Will filter out extra rotations and negative rotations
|
||||
// E.g: 540 becomes 180. -180 becomes 180.
|
||||
#define SIMPLIFY_DEGREES(degrees) (MODULUS((degrees), 360))
|
||||
|
||||
+8
-13
@@ -323,6 +323,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
|
||||
#define FIRST_DIAG_STEP 1
|
||||
#define SECOND_DIAG_STEP 2
|
||||
|
||||
#define DEADCHAT_ANNOUNCEMENT "announcement"
|
||||
#define DEADCHAT_ARRIVALRATTLE "arrivalrattle"
|
||||
#define DEADCHAT_DEATHRATTLE "deathrattle"
|
||||
#define DEADCHAT_REGULAR "regular-deadchat"
|
||||
@@ -344,18 +345,6 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
|
||||
//TODO Move to a pref
|
||||
#define STATION_GOAL_BUDGET 1
|
||||
|
||||
//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
|
||||
#define LUMA_R 0.213
|
||||
#define LUMA_G 0.715
|
||||
#define LUMA_B 0.072
|
||||
|
||||
//different types of atom colorations
|
||||
#define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color
|
||||
#define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
|
||||
#define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf)
|
||||
#define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color)
|
||||
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
|
||||
|
||||
//Endgame Results
|
||||
#define NUKE_NEAR_MISS 1
|
||||
#define NUKE_MISS_STATION 2
|
||||
@@ -379,7 +368,8 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
|
||||
#define CLOCK_SILICONS 22
|
||||
#define CLOCK_PROSELYTIZATION 23
|
||||
#define SHUTTLE_HIJACK 24
|
||||
#define GANG_VICTORY 25
|
||||
#define GANG_DESTROYED 25
|
||||
#define GANG_OPERATING 26
|
||||
|
||||
#define FIELD_TURF 1
|
||||
#define FIELD_EDGE 2
|
||||
@@ -567,3 +557,8 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
|
||||
#define SHOES_KNOTTED 2
|
||||
|
||||
#define WANTED_FILE "wanted_message.json"
|
||||
|
||||
// Notification action types
|
||||
#define NOTIFY_JUMP "jump"
|
||||
#define NOTIFY_ATTACK "attack"
|
||||
#define NOTIFY_ORBIT "orbit"
|
||||
|
||||
@@ -295,7 +295,7 @@
|
||||
#define APPRENTICE_AGE_MIN 29 // youngest an apprentice can be
|
||||
#define SHOES_SLOWDOWN 0 // How much shoes slow you down by default. Negative values speed you up
|
||||
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
|
||||
#define POCKET_STRIP_DELAY 40 // time taken (in deciseconds) to search somebody's pockets
|
||||
#define POCKET_STRIP_DELAY (4 SECONDS) //time taken to search somebody's pockets
|
||||
#define DOOR_CRUSH_DAMAGE 15 // the amount of damage that airlocks deal when they crush you
|
||||
|
||||
#define HUNGER_FACTOR 0.1 // factor at which mob nutrition decreases
|
||||
|
||||
@@ -34,12 +34,6 @@
|
||||
|
||||
#define TOGGLES_DEFAULT_CHAT (CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_PULLR|CHAT_GHOSTWHISPER|CHAT_GHOSTPDA|CHAT_GHOSTRADIO|CHAT_LOOC|CHAT_BANKCARD)
|
||||
|
||||
#define PARALLAX_INSANE -1 //for show offs
|
||||
#define PARALLAX_HIGH 0 //default.
|
||||
#define PARALLAX_MED 1
|
||||
#define PARALLAX_LOW 2
|
||||
#define PARALLAX_DISABLE 3 //this option must be the highest number
|
||||
|
||||
#define PIXEL_SCALING_AUTO 0
|
||||
#define PIXEL_SCALING_1X 1
|
||||
#define PIXEL_SCALING_1_2X 1.5
|
||||
@@ -50,10 +44,6 @@
|
||||
#define SCALING_METHOD_DISTORT "distort"
|
||||
#define SCALING_METHOD_BLUR "blur"
|
||||
|
||||
#define PARALLAX_DELAY_DEFAULT world.tick_lag
|
||||
#define PARALLAX_DELAY_MED 1
|
||||
#define PARALLAX_DELAY_LOW 2
|
||||
|
||||
#define SEC_DEPT_NONE "None"
|
||||
#define SEC_DEPT_RANDOM "Random"
|
||||
#define SEC_DEPT_ENGINEERING "Engineering"
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
#define NITRYL_FORMATION_ENERGY 100000
|
||||
#define TRITIUM_BURN_OXY_FACTOR 100
|
||||
#define TRITIUM_BURN_TRIT_FACTOR 10
|
||||
#define TRITIUM_BURN_RADIOACTIVITY_FACTOR 50000 //The neutrons gotta go somewhere. Completely arbitrary number.
|
||||
#define TRITIUM_BURN_RADIOACTIVITY_FACTOR 5000 //The neutrons gotta go somewhere. Completely arbitrary number.
|
||||
#define TRITIUM_MINIMUM_RADIATION_ENERGY 0.1 //minimum 0.01 moles trit or 10 moles oxygen to start producing rads
|
||||
#define SUPER_SATURATION_THRESHOLD 96
|
||||
#define STIMULUM_HEAT_SCALE 100000
|
||||
|
||||
@@ -63,6 +63,9 @@
|
||||
|
||||
#define THRESHOLD_UNHUSK 50 // health threshold for synthflesh/rezadone to unhusk someone
|
||||
|
||||
#define SYNTHTISSUE_BORROW_CAP 250 //The cap for synthtissue's borrowed health value when used on someone dead or already having borrowed health.
|
||||
#define SYNTHTISSUE_DAMAGE_FLIP_CYCLES 45 //After how many cycles the damage will be pure toxdamage as opposed to clonedamage like initially. Gradually changes during its cycles.
|
||||
|
||||
//reagent bitflags, used for altering how they works
|
||||
#define REAGENT_DEAD_PROCESS (1<<0) //calls on_mob_dead() if present in a dead body
|
||||
#define REAGENT_DONOTSPLIT (1<<1) //Do not split the chem at all during processing
|
||||
|
||||
@@ -60,11 +60,8 @@
|
||||
#define ANTAG_HUD_BROTHER 23
|
||||
#define ANTAG_HUD_BLOODSUCKER 24
|
||||
#define ANTAG_HUD_FUGITIVE 25
|
||||
#define ANTAG_HUD_HERETIC 26
|
||||
|
||||
// Notification action types
|
||||
#define NOTIFY_JUMP "jump"
|
||||
#define NOTIFY_ATTACK "attack"
|
||||
#define NOTIFY_ORBIT "orbit"
|
||||
#define ANTAG_HUD_HERETIC 26
|
||||
#define ANTAG_HUD_SPACECOP 27
|
||||
#define ANTAG_HUD_GANGSTER 28
|
||||
|
||||
#define ADD_HUD_TO_COOLDOWN 20 //cooldown for being shown the images for any particular data hud
|
||||
@@ -0,0 +1,13 @@
|
||||
#define PARALLAX_DELAY_DEFAULT world.tick_lag
|
||||
#define PARALLAX_DELAY_MED 1
|
||||
#define PARALLAX_DELAY_LOW 2
|
||||
|
||||
// WARNING - client.prefs uses this, if you change these make sure to update the code in preferences!
|
||||
#define PARALLAX_DISABLE 0
|
||||
#define PARALLAX_LOW 1
|
||||
#define PARALLAX_MED 2
|
||||
#define PARALLAX_HIGH 3
|
||||
#define PARALLAX_INSANE 4 // default
|
||||
|
||||
// keep this false until we can fix it being a seizure hazard/ugly as sin
|
||||
#define PARALLAX_ROTATION_ANIMATIONS FALSE
|
||||
@@ -73,4 +73,6 @@
|
||||
TECHWEB_POINT_TYPE_GENERIC = "General Research"\
|
||||
)
|
||||
|
||||
#define TECHWEB_BOMB_POINTCAP 50000 //Adjust as needed; Stops toxins from nullifying RND progression mechanics. Current Value Cap Radius: 100
|
||||
#define BOMB_TARGET_POINTS 50000 //Adjust as needed. Actual hard cap is double this, but will never be reached due to hyperbolic curve.
|
||||
#define BOMB_TARGET_SIZE 175 // The shockwave radius required for a bomb to get TECHWEB_BOMB_MIDPOINT points.
|
||||
#define BOMB_SUB_TARGET_EXPONENT 3 // The power of the points curve below the target size. Higher = less points for worse bombs, below target.
|
||||
|
||||
@@ -36,7 +36,8 @@
|
||||
#define ROLE_DEATHSQUAD "deathsquad"
|
||||
#define ROLE_LAVALAND "lavaland"
|
||||
#define ROLE_INTERNAL_AFFAIRS "internal affairs agent"
|
||||
#define ROLE_GANG "gangster"
|
||||
#define ROLE_FAMILIES "family boss"
|
||||
#define ROLE_FAMILY_HEAD_ASPIRANT "family head aspirant"
|
||||
#define ROLE_BLOODSUCKER "bloodsucker"
|
||||
#define ROLE_SPACE_DRAGON "Space Dragon"
|
||||
//#define ROLE_MONSTERHUNTER "monster hunter" Disabled for now
|
||||
@@ -72,9 +73,9 @@ GLOBAL_LIST_INIT(special_roles, list(
|
||||
ROLE_OVERTHROW = /datum/game_mode/overthrow,
|
||||
ROLE_INTERNAL_AFFAIRS = /datum/game_mode/traitor/internal_affairs,
|
||||
ROLE_SENTIENCE,
|
||||
ROLE_GANG = /datum/game_mode/gang,
|
||||
ROLE_HERETIC = /datum/game_mode/heretics,
|
||||
ROLE_BLOODSUCKER = /datum/game_mode/bloodsucker,
|
||||
ROLE_FAMILIES = /datum/game_mode/gang,
|
||||
ROLE_SPACE_DRAGON
|
||||
//ROLE_MONSTERHUNTER Disabled for now
|
||||
))
|
||||
|
||||
@@ -86,6 +86,9 @@
|
||||
#define EMOTE_OMNI 4
|
||||
|
||||
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
|
||||
//ambition start
|
||||
#define MAX_AMBITION_LEN 1024
|
||||
//ambition end
|
||||
#define MAX_MESSAGE_LEN 4096 //Citadel edit: What's the WORST that could happen?
|
||||
#define MAX_FLAVOR_LEN 4096
|
||||
#define MAX_TASTE_LEN 40 //lick... vore... ew...
|
||||
|
||||
@@ -44,7 +44,6 @@
|
||||
|
||||
#define SHUTTLE_TRANSIT_BORDER 10
|
||||
|
||||
#define PARALLAX_LOOP_TIME 25
|
||||
#define HYPERSPACE_END_TIME 5
|
||||
|
||||
#define HYPERSPACE_WARMUP 1
|
||||
|
||||
@@ -44,6 +44,7 @@
|
||||
#define span_greenannounce(str) ("<span class='greenannounce'>" + str + "</span>")
|
||||
#define span_greenteamradio(str) ("<span class='greenteamradio'>" + str + "</span>")
|
||||
#define span_greentext(str) ("<span class='greentext'>" + str + "</span>")
|
||||
#define span_gangradio(str) ("<span class='gangradio'>" + str + "</span>")
|
||||
#define span_hear(str) ("<span class='hear'>" + str + "</span>")
|
||||
#define span_hidden(str) ("<span class='hidden'>" + str + "</span>")
|
||||
#define span_hierophant(str) ("<span class='hierophant'>" + str + "</span>")
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
#define SPECIES_ABDUCTOR "abductor"
|
||||
#define SPECIES_ANDROID "android"
|
||||
#define SPECIES_ANGEL "angel"
|
||||
#define SPECIES_MAMMAL "mammal"
|
||||
#define SPECIES_MAMMAL_SYNTHETIC "mammal_synthetic"
|
||||
#define SPECIES_ARACHNID "arachnid"
|
||||
@@ -53,3 +52,14 @@
|
||||
#define SPECIES_CATEGORY_SHADOW "shadow"
|
||||
#define SPECIES_CATEGORY_SKELETON "skeleton"
|
||||
#define SPECIES_CATEGORY_UNDEAD "undead"
|
||||
|
||||
|
||||
//Species Wing Type Defines ----------------------
|
||||
#define SPECIES_WINGS_ANGEL list("Angel")
|
||||
#define SPECIES_WINGS_DRAGON list("Dragon") //could also be considered demon wings or bat wings?
|
||||
#define SPECIES_WINGS_ROBOT list("Robotic")
|
||||
#define SPECIES_WINGS_INSECT list("Fly") //"hey when can we have something besides giant fly wings?" "when you sprite it!"
|
||||
#define SPECIES_WINGS_SKELETAL list("Skeleton")
|
||||
#define SPECIES_WINGS_MOTH list("Megamoth","Mothra")
|
||||
#define SPECIES_WINGS_JELLY list("Angel") //no actual slime wings present right now, but I'm making this in the event someone wants to sprite slime wings.
|
||||
#define SPECIES_WINGS_ALL list("Angel","Dragon","Robotic","Fly","Skeleton","Megamoth","Mothra") //keep this updated
|
||||
|
||||
@@ -136,6 +136,10 @@
|
||||
|
||||
#define STATUS_EFFECT_INLOVE /datum/status_effect/in_love //Displays you as being in love with someone else, and makes hearts appear around them.
|
||||
|
||||
#define STATUS_EFFECT_OFFERING /datum/status_effect/offering // you are offering up an item to people
|
||||
|
||||
#define STATUS_EFFECT_HANDSHAKE /datum/status_effect/offering/secret_handshake // you are attempting to perform a secret Family handshake
|
||||
|
||||
/////////////
|
||||
// SLIME //
|
||||
/////////////
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
// All of these must be matched in StripMenu.js.
|
||||
#define STRIPPABLE_ITEM_HEAD "head"
|
||||
#define STRIPPABLE_ITEM_BACK "back"
|
||||
#define STRIPPABLE_ITEM_MASK "mask"
|
||||
#define STRIPPABLE_ITEM_NECK "neck"
|
||||
#define STRIPPABLE_ITEM_EYES "eyes"
|
||||
#define STRIPPABLE_ITEM_EARS "ears"
|
||||
#define STRIPPABLE_ITEM_JUMPSUIT "jumpsuit"
|
||||
#define STRIPPABLE_ITEM_SUIT "suit"
|
||||
#define STRIPPABLE_ITEM_GLOVES "gloves"
|
||||
#define STRIPPABLE_ITEM_FEET "shoes"
|
||||
#define STRIPPABLE_ITEM_SUIT_STORAGE "suit_storage"
|
||||
#define STRIPPABLE_ITEM_ID "id"
|
||||
#define STRIPPABLE_ITEM_BELT "belt"
|
||||
#define STRIPPABLE_ITEM_LPOCKET "left_pocket"
|
||||
#define STRIPPABLE_ITEM_RPOCKET "right_pocket"
|
||||
#define STRIPPABLE_ITEM_LHAND "left_hand"
|
||||
#define STRIPPABLE_ITEM_RHAND "right_hand"
|
||||
#define STRIPPABLE_ITEM_HANDCUFFS "handcuffs"
|
||||
#define STRIPPABLE_ITEM_LEGCUFFS "legcuffs"
|
||||
#define STRIPPABLE_ITEM_CORGI_COLLAR "corgi_collar"
|
||||
#define STRIPPABLE_ITEM_PARROT_HEADSET "parrot_headset"
|
||||
|
||||
/// This slot is not obscured.
|
||||
#define STRIPPABLE_OBSCURING_NONE 0
|
||||
|
||||
/// This slot is completely obscured, and cannot be accessed.
|
||||
#define STRIPPABLE_OBSCURING_COMPLETELY 1
|
||||
|
||||
/// This slot can't be seen, but can be accessed.
|
||||
#define STRIPPABLE_OBSCURING_HIDDEN 2
|
||||
@@ -29,10 +29,10 @@
|
||||
* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
|
||||
* and returns the id of the existing timer
|
||||
*/
|
||||
#define TIMER_UNIQUE (1<<0)
|
||||
#define TIMER_UNIQUE (1<<0)
|
||||
|
||||
///For unique timers: Replace the old timer rather then not start this one
|
||||
#define TIMER_OVERRIDE (1<<1)
|
||||
#define TIMER_OVERRIDE (1<<1)
|
||||
|
||||
/**
|
||||
* Timing should be based on how timing progresses on clients, not the server.
|
||||
@@ -41,20 +41,23 @@
|
||||
* should only be used in conjuction with things that have to progress client side, such as
|
||||
* animate() or sound()
|
||||
*/
|
||||
#define TIMER_CLIENT_TIME (1<<2)
|
||||
#define TIMER_CLIENT_TIME (1<<2)
|
||||
|
||||
///Timer can be stopped using deltimer()
|
||||
#define TIMER_STOPPABLE (1<<3)
|
||||
#define TIMER_STOPPABLE (1<<3)
|
||||
|
||||
///prevents distinguishing identical timers with the wait variable
|
||||
///
|
||||
///To be used with TIMER_UNIQUE
|
||||
#define TIMER_NO_HASH_WAIT (1<<4)
|
||||
#define TIMER_NO_HASH_WAIT (1<<4)
|
||||
|
||||
///Loops the timer repeatedly until qdeleted
|
||||
///
|
||||
///In most cases you want a subsystem instead, so don't use this unless you have a good reason
|
||||
#define TIMER_LOOP (1<<5)
|
||||
#define TIMER_LOOP (1<<5)
|
||||
|
||||
///Delete the timer on parent datum Destroy() and when deltimer'd
|
||||
#define TIMER_DELETE_ME (1<<6)
|
||||
|
||||
///Empty ID define
|
||||
#define TIMER_ID_NULL -1
|
||||
@@ -189,6 +192,7 @@
|
||||
#define FIRE_PRIORITY_CALLBACKS 600
|
||||
// #define FIRE_PRIORITY_EXPLOSIONS 666
|
||||
#define FIRE_PRIORITY_TIMER 700
|
||||
#define FIRE_PRIORITY_SOUND_LOOPS 800
|
||||
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
|
||||
|
||||
// SS runlevels
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
/// Prepares a text to be used for maptext. Use this so it doesn't look hideous.
|
||||
#define MAPTEXT(text) {"<span class='maptext'>[##text]</span>"}
|
||||
|
||||
/// Macro from Lummox used to get height from a MeasureText proc
|
||||
#define WXH_TO_HEIGHT(x) text2num(copytext(x, findtextEx(x, "x") + 1))
|
||||
@@ -104,6 +104,7 @@
|
||||
#define TRAIT_RESISTCOLD "resist_cold"
|
||||
#define TRAIT_RESISTHIGHPRESSURE "resist_high_pressure"
|
||||
#define TRAIT_RESISTLOWPRESSURE "resist_low_pressure"
|
||||
#define TRAIT_LOWPRESSURECOOLING "low_pressure_cooling"
|
||||
#define TRAIT_BOMBIMMUNE "bomb_immunity"
|
||||
#define TRAIT_RADIMMUNE "rad_immunity"
|
||||
#define TRAIT_GENELESS "geneless"
|
||||
@@ -121,6 +122,7 @@
|
||||
#define TRAIT_ROBOTIC_ORGANISM "robotic_organism"
|
||||
#define TRAIT_ROBOT_RADSHIELDING "robot_radshielding"
|
||||
#define TRAIT_NOBREATH "no_breath"
|
||||
#define TRAIT_AUXILIARY_LUNGS "auxiliary_lungs" //Lungs not neccessary required due to nobreath, but provides some other helpful function.
|
||||
#define TRAIT_ANTIMAGIC "anti_magic"
|
||||
#define TRAIT_HOLY "holy"
|
||||
#define TRAIT_DEPRESSION "depression"
|
||||
@@ -200,6 +202,7 @@
|
||||
#define TRAIT_FRIENDLY "friendly"
|
||||
#define TRAIT_SNOB "snob"
|
||||
#define TRAIT_MULTILINGUAL "multilingual"
|
||||
#define TRAIT_HEARING_SENSITIVE "hearing_sensitive"
|
||||
#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.
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
// These are used in uplink_devices.dm to determine whether or not an item is purchasable.
|
||||
|
||||
/// This item is purchasable to traitors
|
||||
#define UPLINK_TRAITORS (1 << 0)
|
||||
|
||||
/// This item is purchasable to nuke ops
|
||||
#define UPLINK_NUKE_OPS (1 << 1)
|
||||
|
||||
/// This item is purchasable to clown ops
|
||||
#define UPLINK_CLOWN_OPS (1 << 2)
|
||||
@@ -5,6 +5,9 @@
|
||||
#define HIGHEST_MEDIAN_VOTING "HIGHEST_MEDIAN"
|
||||
#define INSTANT_RUNOFF_VOTING "IRV"
|
||||
|
||||
#define VOTE_TRANSFER "Initiate Crew Transfer"
|
||||
#define VOTE_CONTINUE "Continue Playing"
|
||||
|
||||
#define SHOW_RESULTS (1<<0)
|
||||
#define SHOW_VOTES (1<<1)
|
||||
#define SHOW_WINNER (1<<2)
|
||||
|
||||
Reference in New Issue
Block a user