Merge branch 'master' into Cargo_MKII

This commit is contained in:
TrilbySpaceClone
2019-11-03 17:53:06 -05:00
455 changed files with 5612 additions and 5488 deletions
+5
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@@ -131,6 +131,11 @@
#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
#define ORGAN_SLOT_TAIL "tail"
#define ORGAN_SLOT_PENIS "penis"
#define ORGAN_SLOT_WOMB "womb"
#define ORGAN_SLOT_VAGINA "vagina"
#define ORGAN_SLOT_TESTICLES "testicles"
#define ORGAN_SLOT_BREASTS "breasts"
////organ defines
#define STANDARD_ORGAN_THRESHOLD 100
+32
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@@ -0,0 +1,32 @@
#if DM_VERSION < 513
#define ismovableatom(A) (istype(A, /atom/movable))
#define islist(L) (istype(L, /list))
#define CLAMP01(x) (CLAMP(x, 0, 1))
#define CLAMP(CLVALUE,CLMIN,CLMAX) ( max( (CLMIN), min((CLVALUE), (CLMAX)) ) )
#define ATAN2(x, y) ( !(x) && !(y) ? 0 : (y) >= 0 ? arccos((x) / sqrt((x)*(x) + (y)*(y))) : -arccos((x) / sqrt((x)*(x) + (y)*(y))) )
#define TAN(x) (sin(x) / cos(x))
#define arctan(x) (arcsin(x/sqrt(1+x*x)))
//////////////////////////////////////////////////
#else
#define ismovableatom(A) ismovable(A)
#define CLAMP01(x) clamp(x, 0, 1)
#define CLAMP(CLVALUE, CLMIN, CLMAX) clamp(CLVALUE, CLMIN, CLMAX)
#define TAN(x) tan(x)
#define ATAN2(x, y) arctan(x, y)
#endif
+18 -22
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@@ -15,9 +15,26 @@
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
//Filters
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, border=0, color="#04080F")
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, color="#04080F")
//organ defines
#define VAGINA_LAYER_INDEX 1
#define TESTICLES_LAYER_INDEX 2
#define GENITAL_LAYER_INDEX 3
#define PENIS_LAYER_INDEX 4
#define GENITAL_LAYER_INDEX_LENGTH 4 //keep it updated with each new index added, thanks.
//genital flags
#define GENITAL_BLACKLISTED (1<<0) //for genitals that shouldn't be added to GLOB.genitals_list.
#define GENITAL_INTERNAL (1<<1)
#define GENITAL_HIDDEN (1<<2)
#define GENITAL_THROUGH_CLOTHES (1<<3)
#define GENITAL_FUID_PRODUCTION (1<<4)
#define CAN_MASTURBATE_WITH (1<<5)
#define MASTURBATE_LINKED_ORGAN (1<<6) //used to pass our mission to the linked organ
#define CAN_CLIMAX_WITH (1<<7)
#define COCK_SIZE_MIN 1
#define COCK_SIZE_MAX 20
@@ -50,27 +67,6 @@
#define BREASTS_VOLUME_BASE 50 //base volume for the reagents in the breasts, multiplied by the size then multiplier. 50u for A cups, 850u for HH cups.
#define BREASTS_VOLUME_MULT 1 //global multiplier for breast volume.
#define BREASTS_SIZE_FLAT 0
#define BREASTS_SIZE_A 1
#define BREASTS_SIZE_AA 1.5
#define BREASTS_SIZE_B 2
#define BREASTS_SIZE_BB 2.5
#define BREASTS_SIZE_C 3
#define BREASTS_SIZE_CC 3.5
#define BREASTS_SIZE_D 4
#define BREASTS_SIZE_DD 4.5
#define BREASTS_SIZE_E 5
#define BREASTS_SIZE_EE 5.5
#define BREASTS_SIZE_F 6
#define BREASTS_SIZE_FF 6.5
#define BREASTS_SIZE_G 7
#define BREASTS_SIZE_GG 7.5//Are these even real sizes? The world may never know because cup sizes make no fucking sense.
#define BREASTS_SIZE_H 8
#define BREASTS_SIZE_HH 8.5//Largest size, ever. For now.
#define BREASTS_SIZE_MIN BREASTS_SIZE_A
#define BREASTS_SIZE_DEF BREASTS_SIZE_C
#define BREASTS_SIZE_MAX BREASTS_SIZE_HH
#define MILK_RATE 5
#define MILK_RATE_MULT 1
+1 -2
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@@ -104,8 +104,7 @@
#define SHOVE_KNOCKDOWN_HUMAN 30
#define SHOVE_KNOCKDOWN_TABLE 30
#define SHOVE_KNOCKDOWN_COLLATERAL 10
//Shove slowdown
#define SHOVE_SLOWDOWN_ID "shove_slowdown"
//for the shove slowdown, see __DEFINES/movespeed_modification.dm
#define SHOVE_SLOWDOWN_LENGTH 30
#define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier
//Shove disarming item list
+9 -3
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@@ -126,7 +126,7 @@
#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize() (can_reenter_corpse)
#define COMPONENT_BLOCK_GHOSTING 1
#define COMSIG_MOB_ALLOWED "mob_allowed" //from base of obj/allowed(mob/M): (/obj) returns bool, if TRUE the mob has id access to the obj
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (magic, holy, protection_sources)
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (mob/user, magic, holy, tinfoil, chargecost, self, protection_sources)
#define COMPONENT_BLOCK_MAGIC 1
#define COMSIG_MOB_HUD_CREATED "mob_hud_created" //from base of mob/create_mob_hud(): ()
#define COMSIG_MOB_ATTACK_HAND "mob_attack_hand" //from base of
@@ -157,6 +157,10 @@
// /mob/living/carbon signals
#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
// /mob/living/simple_animal/hostile signals
#define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget"
#define COMPONENT_HOSTILE_NO_ATTACK 1
// /obj signals
#define COMSIG_OBJ_DECONSTRUCT "obj_deconstruct" //from base of obj/deconstruct(): (disassembled)
#define COMSIG_OBJ_BREAK "obj_break" //from base of /obj/obj_break(): (damage_flag)
@@ -206,6 +210,9 @@
// /obj/item/pen signals
#define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user)
// /obj/item/projectile signals (sent to the firer)
#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
#define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target)
// /mob/living/carbon/human signals
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
@@ -233,8 +240,7 @@
//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.
#define COMSIG_INCREASE_SANITY "decrease_sanity" //Called when you want to increase sanity from anywhere in the code.
#define COMSIG_DECREASE_SANITY "increase_sanity" //Same as above but to decrease sanity instead.
#define COMSIG_MODIFY_SANITY "modify_sanity" //Called when you want to increase or decrease sanity from anywhere in the code.
//NTnet
#define COMSIG_COMPONENT_NTNET_RECEIVE "ntnet_receive" //called on an object by its NTNET connection component on receive. (sending_id(number), sending_netname(text), data(datum/netdata))
+5
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@@ -0,0 +1,5 @@
#define AFFIX_PREFIX (1 << 0)
#define AFFIX_SUFFIX (1 << 1)
#define AFFIX_GOOD (1 << 0)
#define AFFIX_EVIL (1 << 1)
+1
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@@ -58,6 +58,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define GROUND (1<<0)
#define FLYING (1<<1)
#define VENTCRAWLING (1<<2)
#define FLOATING (1<<3)
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF (1<<0)
+10 -1
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@@ -28,7 +28,9 @@
#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_SUITSTORE (1<<14)
#define ITEM_SLOT_HANDS (1<<14)
#define ITEM_SLOT_BACKPACK (1<<15)
#define ITEM_SLOT_SUITSTORE (1<<16)
//SLOTS
#define SLOT_BACK 1
@@ -86,6 +88,10 @@
. = 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
@@ -237,3 +243,6 @@ GLOBAL_LIST_INIT(security_wintercoat_allowed, typecacheof(list(
//Internals checker
#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))
+5 -5
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@@ -1,11 +1,7 @@
// simple is_type and similar inline helpers
#define islist(L) (istype(L, /list))
#define in_range(source, user) (get_dist(source, user) <= 1 && (get_step(source, 0)?:z) == (get_step(user, 0)?:z))
#define ismovableatom(A) (istype(A, /atom/movable))
#define isatom(A) (isloc(A))
#define isweakref(D) (istype(D, /datum/weakref))
@@ -223,6 +219,10 @@ GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
#define isbodypart(A) (istype(A, /obj/item/bodypart))
#define isprojectile(A) (istype(A, /obj/item/projectile))
#define isgun(A) (istype(A, /obj/item/gun))
//Assemblies
#define isassembly(O) (istype(O, /obj/item/assembly))
@@ -246,4 +246,4 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
#define isblobmonster(O) (istype(O, /mob/living/simple_animal/hostile/blob))
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
#define isshuttleturf(T) (length(T.baseturfs) && (/turf/baseturf_skipover/shuttle in T.baseturfs))
+4
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@@ -92,3 +92,7 @@ require only minor tweaks.
#define PLACE_SAME_Z "same"
#define PLACE_SPACE_RUIN "space"
#define PLACE_LAVA_RUIN "lavaland"
//Map type stuff.
#define MAP_TYPE_STATION "station"
+1 -9
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@@ -16,7 +16,6 @@
#define TICK_USAGE_TO_MS(starting_tickusage) (TICK_DELTA_TO_MS(TICK_USAGE_REAL - starting_tickusage))
#define PERCENT(val) (round((val)*100, 0.1))
#define CLAMP01(x) (CLAMP(x, 0, 1))
//time of day but automatically adjusts to the server going into the next day within the same round.
//for when you need a reliable time number that doesn't depend on byond time.
@@ -30,17 +29,12 @@
// round() acts like floor(x, 1) by default but can't handle other values
#define FLOOR(x, y) ( round((x) / (y)) * (y) )
#define CLAMP(CLVALUE,CLMIN,CLMAX) ( max( (CLMIN), min((CLVALUE), (CLMAX)) ) )
// Similar to clamp but the bottom rolls around to the top and vice versa. min is inclusive, max is exclusive
#define WRAP(val, min, max) ( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) )
// Real modulus that handles decimals
#define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) )
// Tangent
#define TAN(x) (sin(x) / cos(x))
// Cotangent
#define COT(x) (1 / TAN(x))
@@ -50,8 +44,6 @@
// Cosecant
#define CSC(x) (1 / sin(x))
#define ATAN2(x, y) ( !(x) && !(y) ? 0 : (y) >= 0 ? arccos((x) / sqrt((x)*(x) + (y)*(y))) : -arccos((x) / sqrt((x)*(x) + (y)*(y))) )
// Greatest Common Divisor - Euclid's algorithm
/proc/Gcd(a, b)
return b ? Gcd(b, (a) % (b)) : a
@@ -207,4 +199,4 @@
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
#define RULE_OF_THREE(a, b, x) ((a*x)/b)
// )
// )
+15 -14
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@@ -51,24 +51,25 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Human Overlays Indexes/////////
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
#define MUTATIONS_LAYER 31 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 30 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 29 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 28 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MARKING_LAYER 27 //Matrixed body markings because clashing with snouts?
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_FRONT_LAYER 25 //Draws some genitalia above clothes and the TAUR body if need be.
#define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 22 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 21
#define ID_LAYER 20
#define MUTATIONS_LAYER 32 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 31 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 30 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 29 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MARKING_LAYER 28 //Matrixed body markings because clashing with snouts?
#define BODY_ADJ_LAYER 27 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_FRONT_LAYER 26 //Draws some genitalia above clothes and the TAUR body if need be.
#define BODY_LAYER 25 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 23 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 22
#define ID_LAYER 21
#define HANDS_PART_LAYER 20
#define SHOES_LAYER 19
#define GLOVES_LAYER 18
#define EARS_LAYER 17
#define BODY_TAUR_LAYER 16
#define SUIT_LAYER 15
#define GENITALS_EXPOSED_LAYER 14
#define GLASSES_LAYER 13
#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
#define SUIT_STORE_LAYER 11
@@ -82,7 +83,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HANDS_LAYER 3
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 30 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 32 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
@@ -489,7 +490,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
//Filters
#define AMBIENT_OCCLUSION list("type"="drop_shadow","x"=0,"y"=-2,"size"=4,"border"=4,"color"="#04080FAA")
#define AMBIENT_OCCLUSION list("type"="drop_shadow","x"=0,"y"=-2,"size"=4,"color"="#04080FAA")
#define EYE_BLUR(size) list("type"="blur", "size"=size)
#define GRAVITY_MOTION_BLUR list("type"="motion_blur","x"=0,"y"=0)
+34 -2
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@@ -1,12 +1,19 @@
#define MOVESPEED_DATA_INDEX_PRIORITY 1
#define MOVESPEED_DATA_INDEX_FLAGS 2
#define MOVESPEED_DATA_INDEX_MULTIPLICATIVE_SLOWDOWN 3
#define MOVESPEED_DATA_INDEX_MOVETYPE 4
#define MOVESPEED_DATA_INDEX_BL_MOVETYPE 5
#define MOVESPEED_DATA_INDEX_CONFLICT 6
#define MOVESPEED_DATA_INDEX_MAX 3
#define MOVESPEED_DATA_INDEX_MAX 6
//flags
#define IGNORE_NOSLOW (1 << 0)
//conflict types
#define MOVE_CONFLICT_JETPACK "JETPACK"
//ids
#define MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED "MOB_WALK_RUN"
@@ -16,15 +23,29 @@
#define MOVESPEED_ID_SLIME_HEALTHMOD "SLIME_HEALTH_MODIFIER"
#define MOVESPEED_ID_SLIME_TEMPMOD "SLIME_TEMPERATURE_MODIFIER"
#define MOVESPEED_ID_SLIME_STATUS "SLIME_STATUS"
#define MOVESPEED_ID_TARANTULA_WEB "TARANTULA_WEB"
#define MOVESPEED_ID_LIVING_TURF_SPEEDMOD "LIVING_TURF_SPEEDMOD"
#define MOVESPEED_ID_CARBON_SOFTCRIT "CARBON_SOFTCRIT"
#define MOVESPEED_ID_CARBON_OLDSPEED "CARBON_DEPRECATED_SPEED"
#define MOVESPEED_ID_DNA_VAULT "DNA_VAULT"
#define MOVESPEED_ID_YELLOW_ORB "YELLOW_ORB"
#define MOVESPEED_ID_TARFOOT "TARFOOT"
#define MOVESPEED_ID_SEPIA "SEPIA"
#define MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD "MONKEY_REAGENT_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_TEMPERATURE_SPEEDMOD "MONKEY_TEMPERATURE_SPEEDMOD"
#define MOVESPEED_ID_MONKEY_HEALTH_SPEEDMOD "MONKEY_HEALTH_SPEEDMOD"
#define MOVESPEED_ID_CHANGELING_MUSCLES "CHANGELING_MUSCLES"
#define MOVESPEED_ID_SIMPLEMOB_VARSPEED "SIMPLEMOB_VARSPEED_MODIFIER"
#define MOVESPEED_ID_ADMIN_VAREDIT "ADMIN_VAREDIT_MODIFIER"
@@ -32,7 +53,18 @@
#define MOVESPEED_ID_SANITY "MOOD_SANITY"
#define MOVESPEED_ID_SPECIES "SPECIES_SPEED_MOD"
#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_SLAUGHTER "SLAUGHTER"
#define MOVESPEED_ID_CYBER_THRUSTER "CYBER_IMPLANT_THRUSTER"
#define MOVESPEED_ID_JETPACK "JETPACK"
#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_MKULTRA "MKULTRA"
+26 -24
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@@ -2,43 +2,45 @@
#define EMAGGED (1<<0)
#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!
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
#define BEING_SHOCKED (1<<3) // Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing?
#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!
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
#define FROZEN (1<<8)
#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.
#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.
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
#define SLOWS_WHILE_IN_HAND (1<<4)
#define NO_MAT_REDEMPTION (1<<5) // Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) // When dropped, it calls qdel on itself
#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()
#define ABSTRACT (1<<8) // for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
#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()
#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
#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)
#define NO_UNIFORM_REQUIRED (1<<11) // Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
// Flags for the clothing_flags var on /obj/item/clothing
#define LAVAPROTECT (1<<0)
#define LAVAPROTECT (1<<0)
#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.
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define ALLOWINTERNALS (1<<3) // mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#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.
#define VOICEBOX_TOGGLABLE (1<<6) // The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<7) // The voicebox is currently turned off.
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define ALLOWINTERNALS (1<<3) //mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#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.
#define VOICEBOX_TOGGLABLE (1<<6) //The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<7) //The voicebox is currently turned off.
#define SNUG_FIT (1<<8) //Prevents knock-off from things like hat-throwing.
#define ANTI_TINFOIL_MANEUVER (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
// Flags for the organ_flags var on /obj/item/organ
@@ -47,4 +49,4 @@
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
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@@ -27,7 +27,7 @@
#define NOBLIUM_RESEARCH_AMOUNT 1000
#define BZ_RESEARCH_SCALE 4
#define BZ_RESEARCH_MAX_AMOUNT 400
#define MIASMA_RESEARCH_AMOUNT 160
#define MIASMA_RESEARCH_AMOUNT 6
#define STIMULUM_RESEARCH_AMOUNT 50
//Plasma fusion properties
#define FUSION_ENERGY_THRESHOLD 3e9 //Amount of energy it takes to start a fusion reaction
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@@ -3,12 +3,12 @@
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUKEBOX_START 1020
#define CHANNEL_JUSTICAR_ARK 1019
#define CHANNEL_HEARTBEAT 1018 //sound channel for heartbeats
#define CHANNEL_AMBIENCE 1017
#define CHANNEL_BUZZ 1016
#define CHANNEL_BICYCLE 1015
#define CHANNEL_JUKEBOX_START 1016 //The gap between this and CHANNEL_JUKEBOX determines the amount of free jukebox channels. This currently allows 6 jukebox channels to exist.
#define CHANNEL_JUSTICAR_ARK 1015
#define CHANNEL_HEARTBEAT 1014 //sound channel for heartbeats
#define CHANNEL_AMBIENCE 1013
#define CHANNEL_BUZZ 1012
#define CHANNEL_BICYCLE 1011
//CIT CHANNELS - TRY NOT TO REGRESS
#define CHANNEL_PRED 1010
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@@ -74,6 +74,9 @@
#define STATUS_EFFECT_ICHORIAL_STAIN /datum/status_effect/ichorial_stain //Prevents a servant from being revived by vitality matrices for one minute.
#define STATUS_EFFECT_BREASTS_ENLARGEMENT /datum/status_effect/chem/breast_enlarger //Applied slowdown due to the ominous bulk.
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
/////////////
// NEUTRAL //
/////////////
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@@ -99,7 +99,6 @@
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
@@ -112,6 +111,7 @@
#define FIRE_PRIORITY_AIR_TURFS 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_NPC 80
#define FIRE_PRIORITY_FLIGHTPACKS 80
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
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@@ -70,8 +70,6 @@
#define TRAIT_MONKEYLIKE "monkeylike" //sets IsAdvancedToolUser to FALSE
#define TRAIT_PACIFISM "pacifism"
#define TRAIT_IGNORESLOWDOWN "ignoreslow"
#define TRAIT_GOTTAGOFAST "fast"
#define TRAIT_GOTTAGOREALLYFAST "2fast"
#define TRAIT_DEATHCOMA "deathcoma" //Causes death-like unconsciousness
#define TRAIT_FAKEDEATH "fakedeath" //Makes the owner appear as dead to most forms of medical examination
#define TRAIT_DISFIGURED "disfigured"
@@ -147,13 +145,14 @@
#define TRAIT_SKITTISH "skittish"
#define TRAIT_POOR_AIM "poor_aim"
#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
#define TRAIT_DRUNK_HEALING "drunk_healing"
#define TRAIT_TAGGER "tagger"
#define TRAIT_PHOTOGRAPHER "photographer"
#define TRAIT_MUSICIAN "musician"
#define TRAIT_CROCRIN_IMMUNE "crocin_immune"
#define TRAIT_DRUNK_HEALING "drunk_healing"
#define TRAIT_TAGGER "tagger"
#define TRAIT_PHOTOGRAPHER "photographer"
#define TRAIT_MUSICIAN "musician"
#define TRAIT_CROCRIN_IMMUNE "crocin_immune"
#define TRAIT_NYMPHO "nymphomania"
#define TRAIT_MASO "masochism"
#define TRAIT_EXHIBITIONIST "exhibitionist"
#define TRAIT_HIGH_BLOOD "high_blood"
#define TRAIT_PHARMA "hepatic_pharmacokinesis"
#define TRAIT_PARA "paraplegic"