i think it works
MAJOR antag backend update - you cannot bruteforce the pen anymore - uplink now uses bitflag to lock purchases - poplock is handled entirely by the buyable uplink items - tgui antag intro (for selected ones)
This commit is contained in:
@@ -111,3 +111,12 @@ 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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+182
-56
@@ -1,65 +1,119 @@
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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_FLOORTILE_GRAY "#8D8B8B"
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#define COLOR_ALMOST_BLACK "#333333"
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#define COLOR_BLACK "#000000"
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#define COLOR_RED "#FF0000"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_MAROON "#800000"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_OLIVE "#808000"
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#define COLOR_LIME "#32CD32"
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#define COLOR_GREEN "#008000"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_TEAL "#008080"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_BLUE_LIGHT "#33CCFF"
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#define COLOR_NAVY "#000080"
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#define COLOR_PINK "#FFC0CB"
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#define COLOR_MAGENTA "#FF00FF"
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#define COLOR_PURPLE "#800080"
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#define COLOR_ORANGE "#FF9900"
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#define COLOR_BEIGE "#CEB689"
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#define COLOR_BLUE_GRAY "#75A2BB"
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#define COLOR_BROWN "#BA9F6D"
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#define COLOR_SOFT_RED "#FA8282"
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#define COLOR_DARK_BROWN "#997C4F"
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#define COLOR_DARK_ORANGE "#C3630C"
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#define COLOR_GREEN_GRAY "#99BB76"
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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// Color defines used by the assembly detailer.
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#define COLOR_ASSEMBLY_BLACK "#545454"
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#define COLOR_ASSEMBLY_BGRAY "#9497AB"
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#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
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#define COLOR_ASSEMBLY_RED "#CC4242"
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#define COLOR_ASSEMBLY_ORANGE "#E39751"
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#define COLOR_ASSEMBLY_BEIGE "#AF9366"
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#define COLOR_ASSEMBLY_BROWN "#97670E"
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#define COLOR_ASSEMBLY_GOLD "#AA9100"
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#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
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#define COLOR_ASSEMBLY_GURKHA "#999875"
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#define COLOR_ASSEMBLY_LGREEN "#789876"
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#define COLOR_ASSEMBLY_GREEN "#44843C"
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#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
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#define COLOR_ASSEMBLY_BLUE "#38559E"
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#define COLOR_ASSEMBLY_PURPLE "#6F6192"
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#define COLOR_ASSEMBLY_PINK "#ff4adc"
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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_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"
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#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"
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#define COLOR_PALE_ORANGE "#FFBE9D"
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#define COLOR_BEIGE "#CEB689"
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#define COLOR_DARK_ORANGE "#C3630C"
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#define COLOR_DARK_MODERATE_ORANGE "#8B633B"
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#define COLOR_BROWN "#BA9F6D"
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#define COLOR_DARK_BROWN "#997C4F"
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#define COLOR_ORANGE_BROWN "#a9734f"
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//Color defines used by the soapstone (based on readability against grey tiles)
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#define COLOR_SOAPSTONE_PLASTIC "#a19d94"
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#define COLOR_SOAPSTONE_IRON "#b2b2b2"
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#define COLOR_SOAPSTONE_BRONZE "#FE8001"
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#define COLOR_SOAPSTONE_SILVER "#FFFFFF"
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#define COLOR_SOAPSTONE_GOLD "#FFD900"
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#define COLOR_SOAPSTONE_DIAMOND "#00ffee"
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#define COLOR_GREEN_GRAY "#99BB76"
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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//Color defines used by the assembly detailer.
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#define COLOR_ASSEMBLY_BLACK "#545454"
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#define COLOR_ASSEMBLY_BGRAY "#9497AB"
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#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
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#define COLOR_ASSEMBLY_RED "#CC4242"
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#define COLOR_ASSEMBLY_ORANGE "#E39751"
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#define COLOR_ASSEMBLY_BEIGE "#AF9366"
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#define COLOR_ASSEMBLY_BROWN "#97670E"
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#define COLOR_ASSEMBLY_GOLD "#AA9100"
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#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
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#define COLOR_ASSEMBLY_GURKHA "#999875"
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#define COLOR_ASSEMBLY_LGREEN "#789876"
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#define COLOR_ASSEMBLY_GREEN "#44843C"
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#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
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#define COLOR_ASSEMBLY_BLUE "#38559E"
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#define COLOR_ASSEMBLY_PURPLE "#6F6192"
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///Colors for xenobiology vatgrowing
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#define COLOR_SAMPLE_YELLOW "#c0b823"
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#define COLOR_SAMPLE_PURPLE "#342941"
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#define COLOR_SAMPLE_GREEN "#98b944"
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#define COLOR_SAMPLE_BROWN "#91542d"
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#define COLOR_SAMPLE_GRAY "#5e5856"
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///Main colors for UI themes
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#define COLOR_THEME_MIDNIGHT "#6086A0"
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@@ -69,3 +123,75 @@
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#define COLOR_THEME_OPERATIVE "#B8221F"
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#define COLOR_THEME_GLASS "#75A4C4"
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#define COLOR_THEME_CLOCKWORK "#CFBA47"
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///Colors for eigenstates
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#define COLOR_PERIWINKLEE "#9999FF"
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/**
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* Some defines to generalise colours used in lighting.
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*
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* Important note: colors can end up significantly different from the basic html picture, especially when saturated
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*/
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/// Bright but quickly dissipating neon green. rgb(100, 200, 100)
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#define LIGHT_COLOR_GREEN "#64C864"
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/// Electric green. rgb(0, 255, 0)
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#define LIGHT_COLOR_ELECTRIC_GREEN "#00FF00"
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/// Cold, diluted blue. rgb(100, 150, 250)
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#define LIGHT_COLOR_BLUE "#6496FA"
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/// Light blueish green. rgb(125, 225, 175)
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#define LIGHT_COLOR_BLUEGREEN "#7DE1AF"
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/// Diluted cyan. rgb(125, 225, 225)
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#define LIGHT_COLOR_CYAN "#7DE1E1"
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/// Electric cyan rgb(0, 255, 255)
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#define LIGHT_COLOR_ELECTRIC_CYAN "#00FFFF"
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/// More-saturated cyan. rgb(64, 206, 255)
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#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF"
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/// Saturated blue. rgb(51, 117, 248)
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#define LIGHT_COLOR_DARK_BLUE "#6496FA"
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/// Diluted, mid-warmth pink. rgb(225, 125, 225)
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#define LIGHT_COLOR_PINK "#E17DE1"
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/// Dimmed yellow, leaning kaki. rgb(225, 225, 125)
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#define LIGHT_COLOR_YELLOW "#E1E17D"
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/// Clear brown, mostly dim. rgb(150, 100, 50)
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#define LIGHT_COLOR_BROWN "#966432"
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/// Mostly pure orange. rgb(250, 150, 50)
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#define LIGHT_COLOR_ORANGE "#FA9632"
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/// Light Purple. rgb(149, 44, 244)
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#define LIGHT_COLOR_PURPLE "#952CF4"
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/// Less-saturated light purple. rgb(155, 81, 255)
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#define LIGHT_COLOR_LAVENDER "#9B51FF"
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///slightly desaturated bright yellow.
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#define LIGHT_COLOR_HOLY_MAGIC "#FFF743"
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/// deep crimson
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#define LIGHT_COLOR_BLOOD_MAGIC "#D00000"
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/* These ones aren't a direct colour like the ones above, because nothing would fit */
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/// Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
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#define LIGHT_COLOR_FIRE "#FAA019"
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/// Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
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#define LIGHT_COLOR_LAVA "#C48A18"
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/// Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
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#define LIGHT_COLOR_FLARE "#FA644B"
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/// Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
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#define LIGHT_COLOR_SLIME_LAMP "#AFC84B"
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/// Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
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#define LIGHT_COLOR_TUNGSTEN "#FAE1AF"
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/// Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
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#define LIGHT_COLOR_HALOGEN "#F0FAFA"
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//The GAGS greyscale_colors for each department's computer/machine circuits
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#define CIRCUIT_COLOR_GENERIC "#1A7A13"
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#define CIRCUIT_COLOR_COMMAND "#1B4594"
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#define CIRCUIT_COLOR_SECURITY "#9A151E"
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#define CIRCUIT_COLOR_SCIENCE "#BC4A9B"
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#define CIRCUIT_COLOR_SERVICE "#92DCBA"
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#define CIRCUIT_COLOR_MEDICAL "#00CCFF"
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#define CIRCUIT_COLOR_ENGINEERING "#F8D700"
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#define CIRCUIT_COLOR_SUPPLY "#C47749"
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/// Colors for pride week
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#define COLOR_PRIDE_RED "#FF6666"
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#define COLOR_PRIDE_ORANGE "#FC9F3C"
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#define COLOR_PRIDE_YELLOW "#EAFF51"
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#define COLOR_PRIDE_GREEN "#41FC66"
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#define COLOR_PRIDE_BLUE "#42FFF2"
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#define COLOR_PRIDE_PURPLE "#5D5DFC"
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@@ -38,6 +38,9 @@
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#define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV.
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/// Plane for balloon text (text that fades up)
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#define BALLOON_CHAT_PLANE -1.2
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#define CHAT_LAYER 12.0001 // Do not insert layers between these two values
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#define CHAT_LAYER_MAX 12.9999
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@@ -30,31 +30,6 @@
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//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
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#define LIGHT_COLOR_WHITE "#FFFFFF"
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#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
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#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
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#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
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#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
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#define LIGHT_COLOR_PALEBLUE "#7DAFE1" //A pale blue-ish color. rgb(125, 175, 225)
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#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
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#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
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#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
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#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
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#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
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#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
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#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
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#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
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#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
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#define LIGHT_COLOR_HOLY_MAGIC "#FFF743" //slightly desaturated bright yellow.
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||||
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000" //deep crimson
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//These ones aren't a direct colour like the ones above, because nothing would fit
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||||
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
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#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
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||||
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
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#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)
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#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
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#define LIGHT_RANGE_FIRE 3 //How many tiles standard fires glow.
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@@ -29,10 +29,10 @@
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* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
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* and returns the id of the existing timer
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||||
*/
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#define TIMER_UNIQUE (1<<0)
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#define TIMER_UNIQUE (1<<0)
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||||
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///For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE (1<<1)
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#define TIMER_OVERRIDE (1<<1)
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|
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/**
|
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* Timing should be based on how timing progresses on clients, not the server.
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@@ -41,20 +41,23 @@
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* should only be used in conjuction with things that have to progress client side, such as
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* animate() or sound()
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*/
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#define TIMER_CLIENT_TIME (1<<2)
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#define TIMER_CLIENT_TIME (1<<2)
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||||
|
||||
///Timer can be stopped using deltimer()
|
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#define TIMER_STOPPABLE (1<<3)
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#define TIMER_STOPPABLE (1<<3)
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||||
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||||
///prevents distinguishing identical timers with the wait variable
|
||||
///
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||||
///To be used with TIMER_UNIQUE
|
||||
#define TIMER_NO_HASH_WAIT (1<<4)
|
||||
#define TIMER_NO_HASH_WAIT (1<<4)
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||||
|
||||
///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
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||||
#define TIMER_DELETE_ME (1<<6)
|
||||
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||||
///Empty ID define
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||||
#define TIMER_ID_NULL -1
|
||||
@@ -188,6 +191,7 @@
|
||||
#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))
|
||||
@@ -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)
|
||||
Reference in New Issue
Block a user