Merge remote-tracking branch 'citadel/master' into respawn_system_2

This commit is contained in:
silicons
2020-12-13 22:54:16 -07:00
54 changed files with 899 additions and 479 deletions
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@@ -81,6 +81,8 @@
//stamina stuff
/// crit for stamina damage. forces a rest, and stops movement until stamina goes back to stamina softcrit
#define STAMINA_CRIT 140
/// Threshold for leaving stamina critical
#define STAMINA_CRIT_REMOVAL_THRESHOLD 100
/// Threshold under for which you are unable to draw from stamina health to replace stamina buffer
#define STAMINA_NO_OVERDRAW_THRESHOLD 100
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@@ -10,7 +10,7 @@
/// Usage for eyestabbing with a screwdriver
#define STAMINA_COST_ITEM_EYESTAB 7.5
/// Usage for shoving yourself off the ground instantly
#define STAMINA_COST_SHOVE_UP 10
#define STAMINA_COST_SHOVE_UP 15
//items total mass, used to calculate their attacks' stamina costs. If not defined, the cost will be (w_class * 1.25)
#define TOTAL_MASS_TINY_ITEM 1.25
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@@ -490,6 +490,17 @@
#define COMPONENT_PROGRAM_INSTALLED 1 //Installation successful
#define COMPONENT_PROGRAM_NOT_INSTALLED 2 //Installation failed, but there are still nanites
#define COMSIG_NANITE_SYNC "nanite_sync" //(datum/component/nanites, full_overwrite, copy_activation) Called to sync the target's nanites to a given nanite component
/// Checks if a nanite component is able to be controlled by console
#define COMSIG_NANITE_CHECK_CONSOLE_LOCK "is_console_locked"
/// Checks if a nanite component is able to be interfaced with by a host with innate nanite control
#define COMSIG_NANITE_CHECK_HOST_LOCK "is_host_locked"
/// Checks if a nanite component is able to be overwritten by viral replica
#define COMSIG_NANITE_CHECK_VIRAL_PREVENTION "is_virus_locked"
#define NANITE_CHANGES_LOCKED 1
// Internal signals that programs register to and respond with to not require for loops
#define COMSIG_NANITE_INTERNAL_CONSOLE_LOCK_CHECK "naniteiconsolelocked"
#define COMSIG_NANITE_INTERNAL_HOST_LOCK_CHECK "naniteihostlocked"
#define COMSIG_NANITE_INTERNAL_VIRAL_PREVENTION_CHECK "naniteiviruslocked"
// /datum/component/storage signals
#define COMSIG_CONTAINS_STORAGE "is_storage" //() - returns bool.
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@@ -48,6 +48,8 @@
#define MOB_EPIC (1 << 7) // Megafauna
#define MOB_REPTILE (1 << 8)
#define MOB_SPIRIT (1 << 9)
/// Mobs that otherwise support nanites
#define MOB_NANITES (1 << 10)
// Organ defines for carbon mobs
#define ORGAN_ORGANIC 1
@@ -56,6 +58,7 @@
#define BODYPART_ORGANIC 1
#define BODYPART_ROBOTIC 2
#define BODYPART_HYBRID 3
#define BODYPART_NANITES 4
#define HYBRID_BODYPART_DAMAGE_THRESHHOLD 25 //How much damage has to be suffered until the damage threshhold counts as passed
#define HYBRID_BODYPART_THESHHOLD_MINDAMAGE 15 //Which damage value this limb cannot be healed out of via easy nonsurgical means if the threshhold has been passed, state resets if damage value goes below mindamage.
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@@ -0,0 +1,29 @@
// helpers
// sources
/// Species
#define ABILITY_SOURCE_SPECIES "species"
/// Changeling
#define ABILITY_SOURCE_CHANGELING "changeling"
// abilities
/// Full customization and transformation of mutantparts/hair/sprite accessories/etc - excludes name by default
#define INNATE_ABILITY_HUMANOID_CUSTOMIZATION "humanoid_customization"
/// Slime blobform
#define INNATE_ABILITY_SLIME_BLOBFORM "slime_blobform"
/// limb regrowth
#define INNATE_ABILITY_LIMB_REGROWTH "limb_regrowth"
/// ability properties
// customization/body change
/// is this silent?
#define PROPERTY_CUSTOMIZATION_SILENT "silent"
// blobform
/// Blobform color
#define PROPERTY_BLOBFORM_COLOR "color"
// limb regrwoth
/// limb regrowth usage type
#define PROPERTY_LIMB_REGROWTH_USAGE_TYPE "cost"
/// blood
#define REGROWTH_USES_BLOOD "blood"
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@@ -213,6 +213,10 @@
#define TRAIT_NO_STAMINA_BUFFER_REGENERATION "block_stamina_buffer_regen" /// Prevents stamina buffer regeneration
#define TRAIT_NO_STAMINA_REGENERATION "block_stamina_regen" /// Prevents stamina regeneration
#define TRAIT_ARMOR_BROKEN "armor_broken" //acts as if you are wearing no clothing when taking damage, does not affect non-clothing sources of protection
/// forces update_density to make us not dense
#define TRAIT_LIVING_NO_DENSITY "living_no_density"
/// forces us to not render our overlays
#define TRAIT_HUMAN_NO_RENDER "human_no_render"
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)