Merge branch 'master' into Wheelchairs
This commit is contained in:
@@ -35,3 +35,8 @@
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//Overthrow time to update heads obj
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#define OBJECTIVE_UPDATING_TIME 300
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//Gangshit
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#define NOT_DOMINATING -1
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#define MAX_LEADERS_GANG 3
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#define INITIAL_DOM_ATTEMPTS 3
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@@ -1,8 +1,5 @@
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//LISTMOS
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//indices of values in gas lists.
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#define MOLES 1
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#define ARCHIVE 2
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#define GAS_META 3
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#define META_GAS_SPECIFIC_HEAT 1
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#define META_GAS_NAME 2
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#define META_GAS_MOLES_VISIBLE 3
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@@ -242,20 +239,25 @@
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//HELPERS
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#define THERMAL_ENERGY(gas) (gas.temperature * gas.heat_capacity())
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#define ADD_GAS(gas_id, out_list)\
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var/list/tmp_gaslist = GLOB.gaslist_cache[gas_id]; out_list[gas_id] = tmp_gaslist.Copy();
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#define ASSERT_GAS(gas_id, gas_mixture) if (!gas_mixture.gases[gas_id]) { ADD_GAS(gas_id, gas_mixture.gases) };
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#define QUANTIZE(variable) (round(variable,0.0000001))/*I feel the need to document what happens here. Basically this is used to catch most rounding errors, however it's previous value made it so that
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once gases got hot enough, most procedures wouldnt occur due to the fact that the mole counts would get rounded away. Thus, we lowered it a few orders of magnititude */
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//prefer this to gas_mixture/total_moles in performance critical areas
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#define TOTAL_MOLES(cached_gases, out_var)\
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out_var = 0;\
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for(var/total_moles_id in cached_gases){\
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out_var += cached_gases[total_moles_id][MOLES];\
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out_var += cached_gases[total_moles_id];\
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}
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//Unomos - So for whatever reason, garbage collection actually drastically decreases the cost of atmos later in the round. Turning this into a define yields massively improved performance.
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#define GAS_GARBAGE_COLLECT(GASGASGAS)\
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var/list/CACHE_GAS = GASGASGAS;\
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for(var/id in CACHE_GAS){\
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if(QUANTIZE(CACHE_GAS[id]) <= 0)\
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CACHE_GAS -= id;\
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}
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#define ARCHIVE_TEMPERATURE(gas) gas.temperature_archived = gas.temperature
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GLOBAL_LIST_INIT(pipe_paint_colors, list(
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"amethyst" = rgb(130,43,255), //supplymain
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@@ -33,8 +33,8 @@
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#define BALLS_VOLUME_MULT 1
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#define BALLS_SIZE_MIN 1
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#define BALLS_SIZE_DEF 3
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#define BALLS_SIZE_MAX 7
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#define BALLS_SIZE_DEF 2
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#define BALLS_SIZE_MAX 3
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#define BALLS_SACK_SIZE_MIN 1
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#define BALLS_SACK_SIZE_DEF 8
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@@ -142,8 +142,9 @@
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#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
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// /obj signals
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#define COMSIG_OBJ_DECONSTRUCT "obj_deconstruct" //from base of obj/deconstruct(): (disassembled)
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#define COMSIG_OBJ_SETANCHORED "obj_setanchored" //called in /obj/structure/setAnchored(): (value)
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#define COMSIG_OBJ_DECONSTRUCT "obj_deconstruct" //from base of obj/deconstruct(): (disassembled)
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#define COMSIG_OBJ_BREAK "obj_break" //from base of /obj/obj_break(): (damage_flag)
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#define COMSIG_OBJ_SETANCHORED "obj_setanchored" //called in /obj/structure/setAnchored(): (value)
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// /obj/item signals
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#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
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@@ -103,6 +103,7 @@
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#define CAT_SOUP "Soups"
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#define CAT_SPAGHETTI "Spaghettis"
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#define CAT_SUSHI "Fish"
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#define CAT_ICE "Frozen"
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#define RCD_FLOORWALL 1
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#define RCD_AIRLOCK 2
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@@ -56,9 +56,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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// Flags for reagents
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#define REAGENT_NOREACT (1<<0)
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF (1<<0)
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#define FIRE_PROOF (1<<1) //100% immune to fire damage (but not necessarily to lava or heat)
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@@ -218,6 +218,9 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
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//Gets the turf this atom inhabits
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#define get_turf(A) (get_step(A, 0))
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//Same as above except gets the area instead
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#define get_area(A) (isarea(A) ? A : get_step(A, 0)?.loc)
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//Ghost orbit types:
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#define GHOST_ORBIT_CIRCLE "circle"
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#define GHOST_ORBIT_TRIANGLE "triangle"
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@@ -2,7 +2,7 @@
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#define LIQUID 2
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#define GAS 3
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// container_type defines
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// reagents_flags defines
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#define INJECTABLE (1<<0) // Makes it possible to add reagents through droppers and syringes.
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#define DRAWABLE (1<<1) // Makes it possible to remove reagents through syringes.
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@@ -11,6 +11,7 @@
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#define TRANSPARENT (1<<4) // Used on containers which you want to be able to see the reagents off.
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#define AMOUNT_VISIBLE (1<<5) // For non-transparent containers that still have the general amount of reagents in them visible.
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#define NO_REACT (1<<6) // Applied to a reagent holder, the contents will not react with each other.
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// Is an open container for all intents and purposes.
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#define OPENCONTAINER (REFILLABLE | DRAINABLE | TRANSPARENT)
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@@ -33,7 +33,8 @@
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#define ROLE_DRONE "drone"
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#define ROLE_DEATHSQUAD "deathsquad"
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#define ROLE_LAVALAND "lavaland"
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#define ROLE_INTERNAL_AFFAIRS "internal affairs agent"
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#define ROLE_INTERNAL_AFFAIRS "internal affairs agent"
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#define ROLE_GANG "gangster"
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//Missing assignment means it's not a gamemode specific role, IT'S NOT A BUG OR ERROR.
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//The gamemode specific ones are just so the gamemodes can query whether a player is old enough
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@@ -58,7 +59,8 @@ GLOBAL_LIST_INIT(special_roles, list(
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ROLE_SERVANT_OF_RATVAR = /datum/game_mode/clockwork_cult,
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ROLE_OVERTHROW = /datum/game_mode/overthrow,
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ROLE_INTERNAL_AFFAIRS = /datum/game_mode/traitor/internal_affairs,
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ROLE_SENTIENCE
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ROLE_SENTIENCE,
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ROLE_GANG = /datum/game_mode/gang
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))
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//Job defines for what happens when you fail to qualify for any job during job selection
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@@ -1,3 +1,61 @@
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// trait accessor defines
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#define ADD_TRAIT(target, trait, source) \
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do { \
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var/list/_L; \
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if (!target.status_traits) { \
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target.status_traits = list(); \
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_L = target.status_traits; \
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_L[trait] = list(source); \
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} else { \
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_L = target.status_traits; \
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if (_L[trait]) { \
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_L[trait] |= list(source); \
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} else { \
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_L[trait] = list(source); \
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} \
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} \
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} while (0)
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#define REMOVE_TRAIT(target, trait, sources) \
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do { \
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var/list/_L = target.status_traits; \
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var/list/_S; \
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if (sources && !islist(sources)) { \
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_S = list(sources); \
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} else { \
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_S = sources\
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}; \
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if (_L && _L[trait]) { \
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for (var/_T in _L[trait]) { \
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if ((!_S && (_T != ROUNDSTART_TRAIT)) || (_T in _S)) { \
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_L[trait] -= _T \
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} \
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};\
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if (!length(_L[trait])) { \
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_L -= trait \
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}; \
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if (!length(_L)) { \
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target.status_traits = null \
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}; \
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} \
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} while (0)
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#define REMOVE_TRAITS_NOT_IN(target, sources) \
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do { \
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var/list/_L = target.status_traits; \
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var/list/_S = sources; \
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if (_L) { \
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for (var/_T in _L) { \
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_L[_T] &= _S;\
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if (!length(_L[_T])) { \
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_L -= _T } \
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};\
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if (!length(_L)) { \
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target.status_traits = null\
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};\
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}\
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} while (0)
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#define HAS_TRAIT(target, trait) (target.status_traits ? (target.status_traits[trait] ? TRUE : FALSE) : FALSE)
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#define HAS_TRAIT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (source in target.status_traits[trait]) : FALSE) : FALSE)
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//mob traits
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#define TRAIT_BLIND "blind"
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#define TRAIT_MUTE "mute"
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@@ -79,6 +137,10 @@
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#define TRAIT_NYMPHO "nymphomania"
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#define TRAIT_MASO "masochism"
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#define TRAIT_PARA "paraplegic"
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#define TRAIT_EMPATH "empath"
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#define TRAIT_FRIENDLY "friendly"
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#define TRAIT_ASSBLASTUSA "assblastusa"
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#define TRAIT_CULT_EYES "cult_eyes"
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// common trait sources
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#define TRAIT_GENERIC "generic"
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@@ -101,4 +163,3 @@
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#define STASIS_MUTE "stasis"
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#define GENETICS_SPELL "genetics_spell"
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#define EYES_COVERED "eyes_covered"
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#define CULT_EYES "cult_eyes"
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