This commit is contained in:
Ghommie
2019-10-25 12:42:28 +02:00
700 changed files with 18349 additions and 8304 deletions
+1
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@@ -105,6 +105,7 @@
#define MATRIXED 22 //if icon is color matrix'd
#define SKINTONE 23 //uses skin tones
#define HORNCOLOR 24
#define WINGCOLOR 25
//organ slots
#define ORGAN_SLOT_BRAIN "brain"
+3 -1
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@@ -6,7 +6,7 @@
#define ACCESS_MORGUE 6
#define ACCESS_TOX 7 //R&D department, R&D console, burn chamber on some maps
#define ACCESS_TOX_STORAGE 8 //Toxins storage, burn chamber on some maps
#define ACCESS_GENETICS 9
#define ACCESS_GENETICS 9
#define ACCESS_ENGINE 10 //Engineering area, power monitor, power flow control console
#define ACCESS_ENGINE_EQUIP 11 //APCs, EngiVend/YouTool, engineering equipment lockers
#define ACCESS_MAINT_TUNNELS 12
@@ -64,6 +64,8 @@
#define ACCESS_WEAPONS 66 //Weapon authorization for secbots
#define ACCESS_NETWORK 67 //NTnet diagnostics/monitoring software
#define ACCESS_CLONING 68 //Cloning room and clone pod ejection
#define ACCESS_ENTER_GENPOP 69
#define ACCESS_LEAVE_GENPOP 70
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
-6
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@@ -89,12 +89,6 @@
#define isgenital(A) (istype(A, /obj/item/organ/genital))
#define isborer(A) (istype(A, /mob/living/simple_animal/borer))
#define isipcperson(A) (is_species(A, /datum/species/ipc))
#define ismammal(A) (is_species(A, /datum/species/mammal))
#define isavian(A) (is_species(A, /datum/species/avian))
#define isaquatic(A) (is_species(A, /datum/species/aquatic))
#define isinsect(A) (is_species(A, /datum/species/insect))
#define isxenoperson(A) (is_species(A, /datum/species/xeno))
#define CITADEL_MENTOR_OOC_COLOUR "#224724"
-5
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@@ -5,8 +5,3 @@
#define CLEAN_STRONG 4 // Industrial strength
#define CLEAN_IMPRESSIVE 5 // Cleaning strong enough your granny would be proud
#define CLEAN_GOD 6 // Cleans things spotless down to the atomic structure
//How strong things have to be to wipe forensic evidence...
#define CLEAN_STRENGTH_FINGERPRINTS CLEAN_IMPRESSIVE
#define CLEAN_STRENGTH_BLOOD CLEAN_WEAK
#define CLEAN_STRENGTH_FIBERS CLEAN_IMPRESSIVE
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@@ -8,6 +8,7 @@
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
GLOBAL_VAR_INIT(neovgre_exists, 0) //Does neovgre exist?
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
+7 -4
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@@ -2,11 +2,8 @@
#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
//shorthand
#define GET_COMPONENT_FROM(varname, path, target) var##path/##varname = ##target.GetComponent(##path)
#define GET_COMPONENT(varname, path) GET_COMPONENT_FROM(varname, path, src)
#define COMPONENT_INCOMPATIBLE 1
#define COMPONENT_NOTRANSFER 2
// How multiple components of the exact same type are handled in the same datum
@@ -197,6 +194,7 @@
#define COMPONENT_DELETE_OLD_IMPLANT 4
#define COMSIG_IMPLANT_EXISTING_UPLINK "implant_uplink_exists" //called on implants being implanted into someone with an uplink implant: (datum/component/uplink)
//This uses all return values of COMSIG_IMPLANT_OTHER
#define COMSIG_IMPLANT_REMOVING "implant_removing" //from base of /obj/item/implant/proc/removed() (list/args)
// /obj/item/pda signals
#define COMSIG_PDA_CHANGE_RINGTONE "pda_change_ringtone" //called on pda when the user changes the ringtone: (mob/living/user, new_ringtone)
@@ -224,9 +222,14 @@
#define COMSIG_TURF_MAKE_DRY "make_turf_try" //(max_strength, immediate, duration_decrease = INFINITY): Returns bool.
#define COMSIG_COMPONENT_CLEAN_ACT "clean_act" //called on an object to clean it of cleanables. Usualy with soap: (num/strength)
//Blood color
#define COMSIG_BLOOD_COLOR "blood_DNA_to_color" //RGB blood stuff
//Food
#define COMSIG_FOOD_EATEN "food_eaten" //from base of obj/item/reagent_containers/food/snacks/attack(): (mob/living/eater, mob/feeder)
//Gibs
#define COMSIG_GIBS_STREAK "gibs_streak" // from base of /obj/effect/decal/cleanable/blood/gibs/streak(): (list/directions, list/diseases)
//Mood
#define COMSIG_ADD_MOOD_EVENT "add_mood" //Called when you send a mood event from anywhere in the code.
#define COMSIG_CLEAR_MOOD_EVENT "clear_mood" //Called when you clear a mood event from anywhere in the code.
+9
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@@ -15,6 +15,15 @@
//misc footstep sounds
#define FOOTSTEP_GENERIC_HEAVY "heavy"
#define FOOTPRINT_SHOE "shoe"
#define FOOTPRINT_FOOT "foot"
#define FOOTPRINT_PAW "paw"
#define FOOTPRINT_CLAW "claw"
#define FOOTPRINT_WHEEL "wheels"
#define FOOTPRINT_TRAIL "trails_"
#define FOOTPRINT_SNAKE "snake"
#define FOOTPRINT_DRAG "drag"
/*
id = list(
-2
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@@ -1,2 +0,0 @@
#define IF_HAS_BLOOD_DNA(__thing) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA))
#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))
+12
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@@ -59,6 +59,16 @@
#define ismoth(A) (is_species(A, /datum/species/insect))
#define ishumanbasic(A) (is_species(A, /datum/species/human))
#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
// Citadel specific species
#define isipcperson(A) (is_species(A, /datum/species/ipc))
#define ismammal(A) (is_species(A, /datum/species/mammal))
#define isavian(A) (is_species(A, /datum/species/avian))
#define isaquatic(A) (is_species(A, /datum/species/aquatic))
#define isinsect(A) (is_species(A, /datum/species/insect))
#define isxenoperson(A) (is_species(A, /datum/species/xeno))
#define isstartjelly(A) (is_species(A, /datum/species/jelly/roundstartslime))
//more carbon mobs
#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
@@ -175,6 +185,8 @@ GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list(
#define iscameramob(A) (istype(A, /mob/camera))
#define isaicamera(A) (istype(A, /mob/camera/aiEye))
#define iseminence(A) (istype(A, /mob/camera/eminence))
//Footstep helpers
+1
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@@ -39,6 +39,7 @@
#define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define TRAY_LAYER 2.85
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
+12 -2
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@@ -172,12 +172,22 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
#define BLOOD_LOSS_IN_SPREAD 20
//Bloody shoe blood states
#define BLOOD_STATE_HUMAN "blood"
#define BLOOD_STATE_XENO "xeno"
#define BLOOD_STATE_BLOOD "blood"
#define BLOOD_STATE_OIL "oil"
#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever"
#define BLOOD_AMOUNT_PER_DECAL 20
//Blood Decal Colors
#define BLOOD_COLOR_HUMAN "#dc0000"
#define BLOOD_COLOR_XENO "#94a83c"
#define BLOOD_COLOR_OIL "#301d02"
#define BLOOD_COLOR_SYNTHETIC "#3f48aa"
#define BLOOD_COLOR_SLIME "#00ff90"
#define BLOOD_COLOR_LIZARD "#db004D"
#define BLOOD_COLOR_UNIVERSAL "#db3300"
#define BLOOD_COLOR_BUG "#a37c0f"
//suit sensors: sensor_mode defines
#define SENSOR_OFF 0
-1
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@@ -117,7 +117,6 @@
#define BIOWARE_NERVES "nerves"
#define BIOWARE_CIRCULATION "circulation"
#define BIOWARE_LIGAMENTS "ligaments"
#define BIOWARE_DISSECTION "dissected"
//Health hud screws for carbon mobs
#define SCREWYHUD_NONE 0
+3 -1
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@@ -33,4 +33,6 @@
#define MOVESPEED_ID_SANITY "MOOD_SANITY"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_TASED_STATUS "TASED"
+10 -37
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@@ -31,41 +31,14 @@
#define STIMULUM_RESEARCH_AMOUNT 50
//Plasma fusion properties
#define FUSION_ENERGY_THRESHOLD 3e9 //Amount of energy it takes to start a fusion reaction
#define FUSION_TEMPERATURE_THRESHOLD 1000 //Temperature required to start a fusion reaction
#define FUSION_MOLE_THRESHOLD 250 //Mole count required (tritium/plasma) to start a fusion reaction
#define FUSION_RELEASE_ENERGY_SUPER 3e9 //Amount of energy released in the fusion process, super tier
#define FUSION_RELEASE_ENERGY_HIGH 1e9 //Amount of energy released in the fusion process, high tier
#define FUSION_RELEASE_ENERGY_MID 5e8 //Amount of energy released in the fusion process, mid tier
#define FUSION_RELEASE_ENERGY_LOW 1e8 //Amount of energy released in the fusion process, low tier
#define FUSION_MEDIATION_FACTOR 80 //Arbitrary
#define FUSION_SUPER_TIER_THRESHOLD 50 //anything above this is super tier
#define FUSION_HIGH_TIER_THRESHOLD 20 //anything above this and below 50 is high tier
#define FUSION_MID_TIER_THRESHOLD 5 //anything above this and below 20 is mid tier - below this is low tier, but that doesnt need a define
#define FUSION_ENERGY_DIVISOR_SUPER 25 //power_ratio is divided by this during energy calculations
#define FUSION_ENERGY_DIVISOR_HIGH 20
#define FUSION_ENERGY_DIVISOR_MID 10
#define FUSION_ENERGY_DIVISOR_LOW 2
#define FUSION_GAS_CREATION_FACTOR_TRITIUM 0.40 //trit - one gas rather than two, so think about that when calculating stuff - 40% in total
#define FUSION_GAS_CREATION_FACTOR_STIM 0.05 //stim percentage creation from high tier - 5%, 60% in total with pluox
#define FUSION_GAS_CREATION_FACTOR_PLUOX 0.55 //pluox percentage creation from high tier - 55%, 60% in total with stim
#define FUSION_GAS_CREATION_FACTOR_NITRYL 0.20 //nitryl and N2O - 80% in total
#define FUSION_GAS_CREATION_FACTOR_N2O 0.60 //nitryl and N2O - 80% in total
#define FUSION_GAS_CREATION_FACTOR_BZ 0.05 //BZ - 5% - 90% in total with CO2
#define FUSION_GAS_CREATION_FACTOR_CO2 0.85 //CO2 - 85% - 90% in total with BZ
#define FUSION_MID_TIER_RAD_PROB_FACTOR 2 //probability of radpulse is power ratio * this for whatever tier
#define FUSION_LOW_TIER_RAD_PROB_FACTOR 5
#define FUSION_EFFICIENCY_BASE 60 //used in the fusion efficiency calculations
#define FUSION_EFFICIENCY_DIVISOR 0.6 //ditto
#define FUSION_RADIATION_FACTOR 15000 //horizontal asymptote
#define FUSION_RADIATION_CONSTANT 30 //equation is form of (ax) / (x + b), where a = radiation factor and b = radiation constant and x = power ratio (https://www.desmos.com/calculator/4i1f296phl)
#define FUSION_ZAP_POWER_ASYMPTOTE 50000 //maximum value - not enough to instacrit but it'll still hurt like shit
#define FUSION_ZAP_POWER_CONSTANT 75 //equation is of from [ax / (x + b)] + c, where a = zap power asymptote, b = zap power constant, c = zap power base and x = power ratio
#define FUSION_ZAP_POWER_BASE 1000 //(https://www.desmos.com/calculator/vvbmhf4unm)
#define FUSION_ZAP_RANGE_SUPER 9 //range of the tesla zaps that occur from fusion
#define FUSION_ZAP_RANGE_HIGH 7
#define FUSION_ZAP_RANGE_MID 5
#define FUSION_ZAP_RANGE_LOW 3
#define FUSION_PARTICLE_FACTOR_SUPER 4 //# of particles fired out is equal to rand(3,6) * this for whatever tier
#define FUSION_PARTICLE_FACTOR_HIGH 3
#define FUSION_PARTICLE_FACTOR_MID 2
#define FUSION_PARTICLE_FACTOR_LOW 1
#define FUSION_TRITIUM_CONVERSION_COEFFICIENT (1e-10)
#define INSTABILITY_GAS_POWER_FACTOR 0.003
#define FUSION_TRITIUM_MOLES_USED 1
#define PLASMA_BINDING_ENERGY 20000000
#define TOROID_VOLUME_BREAKEVEN 1000
#define FUSION_TEMPERATURE_THRESHOLD 10000
#define PARTICLE_CHANCE_CONSTANT (-20000000)
#define FUSION_RAD_MAX 2000
#define FUSION_RAD_COEFFICIENT (-1000)
#define FUSION_INSTABILITY_ENDOTHERMALITY 2
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@@ -50,3 +50,7 @@
#define ASSEMBLY_THIRD_STEP 2
#define ASSEMBLY_FOURTH_STEP 3
#define ASSEMBLY_FIFTH_STEP 4
//Checks to determine borg availability depending on the server's config. These are defines in the interest of reducing copypasta
#define BORG_SEC_AVAILABLE (!CONFIG_GET(flag/disable_secborg) && GLOB.security_level >= CONFIG_GET(number/minimum_secborg_alert))
+2
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@@ -23,6 +23,8 @@
#define MODE_WHISPER "whisper"
#define MODE_WHISPER_CRIT "whispercrit"
#define MODE_CUSTOM_SAY "custom_say"
#define MODE_DEPARTMENT "department"
#define MODE_KEY_DEPARTMENT "h"
#define MODE_TOKEN_DEPARTMENT ":h"
+2
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@@ -44,6 +44,8 @@
#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
#define STATUS_EFFECT_TASED /datum/status_effect/electrode //the affected has been tased, preventing fine muscle control
#define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
+7
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@@ -81,6 +81,7 @@
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
#define TRAIT_STABLEHEART "stable_heart"
#define TRAIT_STABLELIVER "stable_liver"
#define TRAIT_RESISTHEAT "resist_heat"
#define TRAIT_RESISTHEATHANDS "resist_heat_handsonly" //For when you want to be able to touch hot things, but still want fire to be an issue.
#define TRAIT_RESISTCOLD "resist_cold"
@@ -110,6 +111,7 @@
#define TRAIT_NOHARDCRIT "nohardcrit"
#define TRAIT_NOSOFTCRIT "nosoftcrit"
#define TRAIT_MINDSHIELD "mindshield"
#define TRAIT_DISSECTED "dissected"
#define TRAIT_FEARLESS "fearless"
#define TRAIT_UNSTABLE "unstable"
#define TRAIT_PARALYSIS_L_ARM "para-l-arm" //These are used for brain-based paralysis, where replacing the limb won't fix it
@@ -121,6 +123,9 @@
#define TRAIT_STRONG_GRABBER "strong_grabber"
#define TRAIT_CALCIUM_HEALER "calcium_healer"
#define TRAIT_CAPTAIN_METABOLISM "captain-metabolism"
#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
#define TRAIT_SURGEON "surgeon"
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
@@ -180,6 +185,7 @@
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define CLONING_POD_TRAIT "cloning-pod"
#define CHANGELING_DRAIN "drain"
#define CHANGELING_HIVEMIND_MUTE "ling_mute"
#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
@@ -209,3 +215,4 @@
#define LOCKED_HELMET_TRAIT "locked-helmet"
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
+34 -2
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@@ -20,7 +20,7 @@ GLOBAL_LIST_INIT(player_sizes_list, list("Macro" = SIZESCALE_HUGE, "Big" = SIZES
// Edited to make the new travis check go away
*/
GLOBAL_LIST_INIT(vore_sounds, list(
GLOBAL_LIST_INIT(pred_vore_sounds, list(
"Gulp" = 'sound/vore/pred/swallow_01.ogg',
"Swallow" = 'sound/vore/pred/swallow_02.ogg',
"Insertion1" = 'sound/vore/pred/insertion_01.ogg',
@@ -40,7 +40,27 @@ GLOBAL_LIST_INIT(vore_sounds, list(
"None" = null
))
GLOBAL_LIST_INIT(release_sounds, list(
GLOBAL_LIST_INIT(prey_vore_sounds, list(
"Gulp" = 'sound/vore/prey/swallow_01.ogg',
"Swallow" = 'sound/vore/prey/swallow_02.ogg',
"Insertion1" = 'sound/vore/prey/insertion_01.ogg',
"Insertion2" = 'sound/vore/prey/insertion_02.ogg',
"Tauric Swallow" = 'sound/vore/prey/taurswallow.ogg',
"Stomach Move" = 'sound/vore/prey/stomachmove.ogg',
"Schlorp" = 'sound/vore/prey/schlorp.ogg',
"Squish1" = 'sound/vore/prey/squish_01.ogg',
"Squish2" = 'sound/vore/prey/squish_02.ogg',
"Squish3" = 'sound/vore/prey/squish_03.ogg',
"Squish4" = 'sound/vore/prey/squish_04.ogg',
"Rustle (cloth)" = 'sound/effects/rustle5.ogg',
"Rustle 2 (cloth)" = 'sound/effects/rustle2.ogg',
"Rustle 3 (cloth)" = 'sound/effects/rustle3.ogg',
"Rustle 4 (cloth)" = 'sound/effects/rustle4.ogg',
"Rustle 5 (cloth)" = 'sound/effects/rustle5.ogg',
"None" = null
))
GLOBAL_LIST_INIT(pred_release_sounds, list(
"Rustle (cloth)" = 'sound/effects/rustle1.ogg',
"Rustle 2 (cloth)" = 'sound/effects/rustle2.ogg',
"Rustle 3 (cloth)" = 'sound/effects/rustle3.ogg',
@@ -51,3 +71,15 @@ GLOBAL_LIST_INIT(release_sounds, list(
"Splatter" = 'sound/effects/splat.ogg',
"None" = null
))
GLOBAL_LIST_INIT(prey_release_sounds, list(
"Rustle (cloth)" = 'sound/effects/rustle1.ogg',
"Rustle 2 (cloth)" = 'sound/effects/rustle2.ogg',
"Rustle 3 (cloth)" = 'sound/effects/rustle3.ogg',
"Rustle 4 (cloth)" = 'sound/effects/rustle4.ogg',
"Rustle 5 (cloth)" = 'sound/effects/rustle5.ogg',
"Stomach Move" = 'sound/vore/prey/stomachmove.ogg',
"Pred Escape" = 'sound/vore/prey/escape.ogg',
"Splatter" = 'sound/effects/splat.ogg',
"None" = null
))