Revert "12/21 modernizations from TG live"

This commit is contained in:
LetterJay
2016-12-22 22:35:44 -06:00
committed by GitHub
parent cf59ac1c3d
commit ae40d4134e
2215 changed files with 86928 additions and 707332 deletions
+24 -161
View File
@@ -1,10 +1,3 @@
// Byond direction defines, because I want to put them somewhere.
// #define NORTH 1
// #define SOUTH 2
// #define EAST 4
// #define WEST 8
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
#define JANUARY 1
@@ -27,7 +20,6 @@
#define EASTER "Easter"
#define HALLOWEEN "Halloween"
#define CHRISTMAS "Christmas"
#define FESTIVE_SEASON "Festive Season"
#define FRIDAY_13TH "Friday the 13th"
//Human Overlays Indexes/////////
@@ -47,14 +39,14 @@
#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
#define NECK_LAYER 10
#define BACK_LAYER 9
#define HAIR_LAYER 8 //TODO: make part of head layer?
#define FACEMASK_LAYER 7
#define HEAD_LAYER 6
#define HANDCUFF_LAYER 5
#define LEGCUFF_LAYER 4
#define HANDS_LAYER 3
#define BACK_LAYER 10
#define HAIR_LAYER 9 //TODO: make part of head layer?
#define FACEMASK_LAYER 8
#define HEAD_LAYER 7
#define HANDCUFF_LAYER 6
#define LEGCUFF_LAYER 5
#define L_HAND_LAYER 4
#define R_HAND_LAYER 3 //Having the two hands seperate seems rather silly, merge them together? It'll allow for code to be reused on mobs with arbitarily many hands
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 26 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
@@ -83,7 +75,8 @@
#define UNDER_HEAD_LAYER HEAD_LAYER+1
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
#define UNDER_HANDS_LAYER HANDS_LAYER+1
#define UNDER_L_HAND_LAYER L_HAND_LAYER+1
#define UNDER_R_HAND_LAYER R_HAND_LAYER+1
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
#define UNDER_FIRE_LAYER FIRE_LAYER+1
@@ -109,7 +102,8 @@
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
#define ABOVE_HANDS_LAYER HANDS_LAYER-1
#define ABOVE_L_HAND_LAYER L_HAND_LAYER-1
#define ABOVE_R_HAND_LAYER R_HAND_LAYER-1
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
@@ -151,7 +145,6 @@
#define CLICK_CD_MELEE 8
#define CLICK_CD_RANGE 4
#define CLICK_CD_RAPID 2
#define CLICK_CD_CLICK_ABILITY 6
#define CLICK_CD_BREAKOUT 100
#define CLICK_CD_HANDCUFFED 10
@@ -314,14 +307,6 @@ var/list/bloody_footprints_cache = list()
#define POLLTYPE_MULTI "MULTICHOICE"
#define POLLTYPE_IRV "IRV"
//lighting area defines
#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
#define DYNAMIC_LIGHTING_IFSTARLIGHT 2 //dynamic lighting enabled only if starlight is.
#define IS_DYNAMIC_LIGHTING(A) ( A.lighting_use_dynamic == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.lighting_use_dynamic )
//subtypesof(), typesof() without the parent path
#define subtypesof(typepath) ( typesof(typepath) - typepath )
@@ -342,15 +327,12 @@ var/list/bloody_footprints_cache = list()
#define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5
//Fire stuff, for burn_state
#define LAVA_PROOF -2
#define FIRE_PROOF -1
#define FLAMMABLE 0
#define ON_FIRE 1
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF 1
#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
#define FLAMMABLE 4
#define ON_FIRE 8
#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
#define INDESTRUCTIBLE 64 //doesn't take damage
//Ghost orbit types:
#define GHOST_ORBIT_CIRCLE "circle"
@@ -427,6 +409,12 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define TRIGGER_GUARD_NONE 0
#define TRIGGER_GUARD_NORMAL 1
// Plant types
#define PLANT_NORMAL 0
#define PLANT_WEED 1
#define PLANT_MUSHROOM 2
#define PLANT_ALIEN 3
// Maploader bounds indices
#define MAP_MINX 1
#define MAP_MINY 2
@@ -440,9 +428,6 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
// Evil narsie colour
#define NARSIE_WINDOW_COLOUR "#7D1919"
//let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
// Defib stats
#define DEFIB_TIME_LIMIT 120
#define DEFIB_TIME_LOSS 60
@@ -484,6 +469,7 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define STORAGE_VIEW_DEPTH 2
// Medal names
#define BOSS_KILL_MEDAL "Killer"
@@ -496,128 +482,5 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define COLOSSUS_SCORE "Colossus Killed"
#define BUBBLEGUM_SCORE "Bubblegum Killed"
#define DRAKE_SCORE "Drakes Killed"
#define BIRD_SCORE "Hierophants Killed"
#define SWARMER_BEACON_SCORE "Swarmer Beacons Killed"
#define BOSS_SCORE "Bosses Killed"
#define TENDRIL_CLEAR_SCORE "Tendrils Killed"
// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
#define NTNET_COMMUNICATION 3 // Communication (messaging)
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
// NTNet transfer speeds, used when downloading/uploading a file/program.
#define NTNETSPEED_LOWSIGNAL 0.5 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
#define NTNETSPEED_HIGHSIGNAL 1 // GQ/s transfer speed when the device is wirelessly connected and on High signal
#define NTNETSPEED_ETHERNET 2 // GQ/s transfer speed when the device is using wired connection
// Program bitflags
#define PROGRAM_ALL 7
#define PROGRAM_CONSOLE 1
#define PROGRAM_LAPTOP 2
#define PROGRAM_TABLET 4
#define PROGRAM_STATE_KILLED 0
#define PROGRAM_STATE_BACKGROUND 1
#define PROGRAM_STATE_ACTIVE 2
// Caps for NTNet logging. Less than 10 would make logging useless anyway, more than 500 may make the log browser too laggy. Defaults to 100 unless user changes it.
#define MAX_NTNET_LOGS 300
#define MIN_NTNET_LOGS 10
//TODO Move to a pref
#define STATION_GOAL_BUDGET 1
//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
#define LUMA_R 0.213
#define LUMA_G 0.715
#define LUMA_B 0.072
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
#define ATTACK_EFFECT_KICK "kick"
#define ATTACK_EFFECT_SMASH "smash"
#define ATTACK_EFFECT_CLAW "claw"
#define ATTACK_EFFECT_DISARM "disarm"
#define ATTACK_EFFECT_BITE "bite"
#define ATTACK_EFFECT_MECHFIRE "mech_fire"
#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
#define ATTACK_EFFECT_BOOP "boop" //Honk
//different types of atom colorations
#define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color
#define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
#define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf)
#define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color)
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
// w_class (weight class)
#define WEIGHT_CLASS_TINY 1 // Usually items smaller then a human hand
#define WEIGHT_CLASS_SMALL 2 // Pockets can hold small and tiny items
#define WEIGHT_CLASS_NORMAL 3 // Standard backpacks can carry tiny, small & normal items
#define WEIGHT_CLASS_BULKY 4 // Items that can be weilded or equipped but not stored in an inventory
#define WEIGHT_CLASS_HUGE 5 // Usually represents objects that require two hands to operate
#define WEIGHT_CLASS_GIGANTIC 6 // Essentially means it cannot be picked up or placed in an inventory
// Examples of tiny items: Playing Cards, Lighter, Scalpel, Coins/Money
// Examples of small items: Flashlight, Multitool, Grenades, GPS Device
// Examples of normal items: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
// Examples of bulky items: Defibrillator, Backpack, Space Suits
// Examples of huge items: Shotgun, Two Handed Melee Weapons
// Examples of gigantic items: Mech Parts, Safe
// m_intent
#define MOVE_INTENT_WALK "walk"
#define MOVE_INTENT_RUN "run"
//Endgame Results
#define NUKE_NEAR_MISS 1
#define NUKE_MISS_STATION 2
#define NUKE_SYNDICATE_BASE 3
#define STATION_DESTROYED_NUKE 4
#define STATION_EVACUATED 5
#define GANG_LOSS 6
#define GANG_TAKEOVER 7
#define BLOB_WIN 8
#define BLOB_NUKE 9
#define BLOB_DESTROYED 10
#define CULT_ESCAPE 11
#define CULT_FAILURE 12
#define CULT_SUMMON 13
#define NUKE_MISS 14
#define OPERATIVES_KILLED 15
#define OPERATIVE_SKIRMISH 16
#define REVS_WIN 17
#define REVS_LOSE 18
#define WIZARD_KILLED 19
#define STATION_NUKED 20
#define CLOCK_SUMMON 21
#define CLOCK_SILICONS 22
#define CLOCK_PROSELYTIZATION 23
#define SHUTTLE_HIJACK 24
//For SSTimer
#define TIMER_NORMAL "normal"
#define TIMER_UNIQUE "unique"
// Ventcrawling
#define VENTCRAWLER_NONE 0
#define VENTCRAWLER_NUDE 1
#define VENTCRAWLER_ALWAYS 2
// Intent
#define INTENT_HELP "help"
#define INTENT_GRAB "grab"
#define INTENT_DISARM "disarm"
#define INTENT_HARM "harm"
// NOTE: INTENT_HOTKEY_* defines are not actual intents!
// they are here to support hotkeys
#define INTENT_HOTKEY_LEFT "left"
#define INTENT_HOTKEY_RIGHT "right"