Merge branch 'master' into upstream-merge-38649

This commit is contained in:
deathride58
2018-07-06 01:34:12 -04:00
committed by GitHub
837 changed files with 15447 additions and 7458 deletions
+1
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@@ -96,6 +96,7 @@
#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device"
#define ORGAN_SLOT_STOMACH "stomach"
#define ORGAN_SLOT_STOMACH_AID "stomach_aid"
#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
#define ORGAN_SLOT_EARS "ears"
#define ORGAN_SLOT_EYES "eye_sight"
+23 -23
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@@ -1,22 +1,22 @@
#define ACCESS_SECURITY 1 // Security equipment
#define ACCESS_BRIG 2 // Brig timers and permabrig
#define ACCESS_ARMORY 3
#define ACCESS_FORENSICS_LOCKERS 4
#define ACCESS_SECURITY 1 // Security equipment, security records, gulag item storage, secbots
#define ACCESS_BRIG 2 // Brig cells+timers, permabrig, gulag+gulag shuttle, prisoner management console
#define ACCESS_ARMORY 3 // Armory, gulag teleporter, execution chamber
#define ACCESS_FORENSICS_LOCKERS 4 //Detective's office, forensics lockers, security+medical records
#define ACCESS_MEDICAL 5
#define ACCESS_MORGUE 6
#define ACCESS_TOX 7
#define ACCESS_TOX_STORAGE 8
#define ACCESS_GENETICS 9
#define ACCESS_ENGINE 10
#define ACCESS_ENGINE_EQUIP 11
#define ACCESS_TOX 7 //R&D department, R&D console, burn chamber on some maps
#define ACCESS_TOX_STORAGE 8 //Toxins storage, burn chamber on some maps
#define ACCESS_GENETICS 9
#define ACCESS_ENGINE 10 //Engineering area, power monitor, power flow control console
#define ACCESS_ENGINE_EQUIP 11 //APCs, EngiVend/YouTool, engineering equipment lockers
#define ACCESS_MAINT_TUNNELS 12
#define ACCESS_EXTERNAL_AIRLOCKS 13
#define ACCESS_EMERGENCY_STORAGE 14
#define ACCESS_EMERGENCY_STORAGE 14 //Not in use
#define ACCESS_CHANGE_IDS 15
#define ACCESS_AI_UPLOAD 16
#define ACCESS_TELEPORTER 17
#define ACCESS_EVA 18
#define ACCESS_HEADS 19
#define ACCESS_HEADS 19 //Bridge, EVA storage windoors, gateway shutters, AI integrity restorer, clone record deletion, comms console
#define ACCESS_CAPTAIN 20
#define ACCESS_ALL_PERSONAL_LOCKERS 21
#define ACCESS_CHAPEL_OFFICE 22
@@ -31,9 +31,9 @@
#define ACCESS_CARGO 31
#define ACCESS_CONSTRUCTION 32
#define ACCESS_CHEMISTRY 33
#define ACCESS_CARGO_BOT 34
#define ACCESS_CARGO_BOT 34 //Not in use
#define ACCESS_HYDROPONICS 35
#define ACCESS_MANUFACTURING 36
#define ACCESS_MANUFACTURING 36 //Only used on research.dmm away mission
#define ACCESS_LIBRARY 37
#define ACCESS_LAWYER 38
#define ACCESS_VIROLOGY 39
@@ -44,10 +44,10 @@
#define ACCESS_THEATRE 46
#define ACCESS_RESEARCH 47
#define ACCESS_MINING 48
#define ACCESS_MINING_OFFICE 49 //not in use
#define ACCESS_MINING_OFFICE 49 //Not in use
#define ACCESS_MAILSORTING 50
#define ACCESS_MINT 51
#define ACCESS_MINT_VAULT 52
#define ACCESS_MINT 51 //Not in use
#define ACCESS_MINT_VAULT 52 //Not in use
#define ACCESS_VAULT 53
#define ACCESS_MINING_STATION 54
#define ACCESS_XENOBIOLOGY 55
@@ -58,19 +58,19 @@
#define ACCESS_KEYCARD_AUTH 60 //Used for events which require at least two people to confirm them
#define ACCESS_TCOMSAT 61 // has access to the entire telecomms satellite / machinery
#define ACCESS_GATEWAY 62
#define ACCESS_SEC_DOORS 63 // Security front doors
#define ACCESS_MINERAL_STOREROOM 64
#define ACCESS_SEC_DOORS 63 // Outer brig doors, department security posts
#define ACCESS_MINERAL_STOREROOM 64 //For releasing minerals from the ORM
#define ACCESS_MINISAT 65
#define ACCESS_WEAPONS 66 //Weapon authorization for secbots
#define ACCESS_NETWORK 67
#define ACCESS_CLONING 68 //Cloning room
#define ACCESS_NETWORK 67 //NTnet diagnostics/monitoring software
#define ACCESS_CLONING 68 //Cloning room and clone pod ejection
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
Mostly for admin fun times.*/
#define ACCESS_CENT_GENERAL 101//General facilities.
#define ACCESS_CENT_GENERAL 101//General facilities. CentCom ferry.
#define ACCESS_CENT_THUNDER 102//Thunderdome.
#define ACCESS_CENT_SPECOPS 103//Special Ops.
#define ACCESS_CENT_SPECOPS 103//Special Ops. Captain's display case, Marauder and Seraph mechs.
#define ACCESS_CENT_MEDICAL 104//Medical/Research
#define ACCESS_CENT_LIVING 105//Living quarters.
#define ACCESS_CENT_STORAGE 106//Generic storage areas.
@@ -79,7 +79,7 @@
#define ACCESS_CENT_BAR 110 // The non-existent CentCom Bar
//The Syndicate
#define ACCESS_SYNDICATE 150//General Syndicate Access
#define ACCESS_SYNDICATE 150//General Syndicate Access. Includes Syndicate mechs and ruins.
#define ACCESS_SYNDICATE_LEADER 151//Nuke Op Leader Access
//Away Missions or Ruins
+33 -9
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@@ -1,6 +1,7 @@
#define SEND_SIGNAL(target, sigtype, arguments...) ( !target.datum_components ? NONE : target._SendSignal(sigtype, list(##arguments)) )
#define SEND_SIGNAL(target, sigtype, arguments...) ( !target.comp_lookup || !target.comp_lookup[sigtype] ? NONE : target._SendSignal(sigtype, list(##arguments)) )
#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( !SSdcs.comp_lookup[sigtype] ? NONE : SSdcs._SendGlobalSignal(sigtype, list(##arguments)) )
//shorthand
#define GET_COMPONENT_FROM(varname, path, target) var##path/##varname = ##target.GetComponent(##path)
#define GET_COMPONENT(varname, path) GET_COMPONENT_FROM(varname, path, src)
@@ -19,7 +20,7 @@
// global signals
// These are signals which can be listened to by any component on any parent
// GLOBAL SIGNALS MUST START WITH "!"
// start global signals with "!", this used to be necessary but now it's just a formatting choice
#define COMSIG_GLOB_NEW_Z "!new_z" //from base of datum/controller/subsystem/mapping/proc/add_new_zlevel(): (list/args)
#define COMSIG_GLOB_VAR_EDIT "!var_edit" //called after a successful var edit somewhere in the world: (list/args)
@@ -43,6 +44,8 @@
//End positions
#define COMPONENT_EXNAME_CHANGED 1
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (atom/movable/entering, /atom)
#define COMSIG_ATOM_EXIT "atom_exit" //from base of atom/Exit(): (/atom/movable/exiting, /atom/newloc)
#define COMPONENT_ATOM_BLOCK_EXIT 1
#define COMSIG_ATOM_EXITED "atom_exited" //from base of atom/Exited(): (atom/movable/exiting, atom/newloc)
#define COMSIG_ATOM_EX_ACT "atom_ex_act" //from base of atom/ex_act(): (severity, target)
#define COMSIG_ATOM_EMP_ACT "atom_emp_act" //from base of atom/emp_act(): (severity)
@@ -89,6 +92,8 @@
// /atom/movable signals
#define COMSIG_MOVABLE_MOVED "movable_moved" //from base of atom/movable/Moved(): (/atom, dir)
#define COMSIG_MOVABLE_CROSSED "movable_crossed" //from base of atom/movable/Crossed(): (/atom/movable)
#define COMSIG_MOVABLE_UNCROSS "movable_uncross" //from base of atom/movable/Uncross(): (/atom/movable)
#define COMPONENT_MOVABLE_BLOCK_UNCROSS 1
#define COMSIG_MOVABLE_UNCROSSED "movable_uncrossed" //from base of atom/movable/Uncrossed(): (/atom/movable)
#define COMSIG_MOVABLE_COLLIDE "movable_collide" //from base of atom/movable/Collide(): (/atom)
#define COMSIG_MOVABLE_IMPACT "movable_impact" //from base of atom/movable/throw_impact(): (/atom/hit_atom, /datum/thrownthing/throwingdatum)
@@ -98,8 +103,6 @@
#define COMSIG_MOVABLE_THROW "movable_throw" //from base of atom/movable/throw_at(): (datum/thrownthing, spin)
#define COMSIG_MOVABLE_Z_CHANGED "movable_ztransit" //from base of atom/movable/onTransitZ(): (old_z, new_z)
<<<<<<< HEAD
=======
// /mob Signals
#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (magic, holy, protection_sources)
#define COMPONENT_BLOCK_MAGIC 1
@@ -109,7 +112,6 @@
#define COMSIG_LIVING_IGNITED "living_ignite" //from base of mob/living/IgniteMob() (/mob/living)
#define COMSIG_LIVING_EXTINGUISHED "living_extinguished" //from base of mob/living/ExtinguishMob() (/mob/living)
>>>>>>> 3167e2b... Rewrites the antimagic component to properly use signals (#38649)
// /mob/living/carbon signals
#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
@@ -119,12 +121,13 @@
// /obj/item signals
#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
#define COMPONENT_NO_INTERACT 1
#define COMSIG_ITEM_ATTACK_OBJ "item_attack_obj" //from base of obj/item/attack_obj(): (/obj, /mob)
#define COMPONENT_NO_ATTACK_OBJ 1
#define COMSIG_ITEM_PRE_ATTACK "item_pre_attack" //from base of obj/item/pre_attack(): (atom/target, mob/user, params)
#define COMPONENT_NO_ATTACK 1
#define COMSIG_ITEM_EQUIPPED "item_equip" //from base of obj/item/equipped(): (/mob/equipper, slot)
#define COMSIG_ITEM_DROPPED "item_drop"
#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
#define COMSIG_ITEM_PICKUP "item_pickup" //from base of obj/item/pickup(): (/mob/taker)
#define COMSIG_ITEM_ATTACK_ZONE "item_attack_zone" //from base of mob/living/carbon/attacked_by(): (mob/living/carbon/target, mob/living/user, hit_zone)
#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
@@ -132,6 +135,27 @@
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
// /obj/item/implant signals
#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
#define COMSIG_IMPLANT_IMPLANTING "implant_implanting" //from base of /obj/item/implant/proc/implant(): (list/args)
#define COMPONENT_STOP_IMPLANTING 1
#define COMSIG_IMPLANT_OTHER "implant_other" //called on already installed implants when a new one is being added in /obj/item/implant/proc/implant(): (list/args, obj/item/implant/new_implant)
//#define COMPONENT_STOP_IMPLANTING 1 //The name makes sense for both
#define COMPONENT_DELETE_NEW_IMPLANT 2
#define COMPONENT_DELETE_OLD_IMPLANT 4
#define COMSIG_IMPLANT_EXISTING_UPLINK "implant_uplink_exists" //called on implants being implanted into someone with an uplink implant: (datum/component/uplink)
//This uses all return values of COMSIG_IMPLANT_OTHER
// /obj/item/pda signals
#define COMSIG_PDA_CHANGE_RINGTONE "pda_change_ringtone" //called on pda when the user changes the ringtone: (mob/living/user, new_ringtone)
#define COMPONENT_STOP_RINGTONE_CHANGE 1
// /obj/item/radio signals
#define COMSIG_RADIO_NEW_FREQUENCY "radio_new_frequency" //called from base of /obj/item/radio/proc/set_frequency(): (list/args)
// /obj/item/pen signals
#define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user)
// /mob/living/carbon/human signals
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
@@ -151,7 +175,7 @@
#define COMSIG_CLEAR_MOOD_EVENT "clear_mood" //Called when you clear a mood event from anywhere in the code.
//NTnet
#define COMSIG_COMPONENT_NTNET_RECIEVE "ntnet_recieve" //called on an object by its NTNET connection component on recieve. (sending_id(number), sending_netname(text), data(datum/netdata))
#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))
// /datum/component/storage signals
#define COMSIG_CONTAINS_STORAGE "is_storage" //() - returns bool.
@@ -179,4 +203,4 @@
//Ouch my toes!
#define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2
#define CALTROP_IGNORE_WALKERS 2
+1 -7
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@@ -13,16 +13,12 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
//FLAGS BITMASK
#define NODROP_1 (1<<1) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON_1 (1<<2) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define HEAR_1 (1<<3) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CHECK_RICOCHET_1 (1<<4) // Projectiels will check ricochet on things impacted that have this.
#define CONDUCT_1 (1<<5) // conducts electricity (metal etc.)
#define ABSTRACT_1 (1<<6) // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define NODECONSTRUCT_1 (1<<7) // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED_1 (1<<8) // atom queued to SSoverlay
#define ON_BORDER_1 (1<<9) // item has priority to check when entering or leaving
#define DROPDEL_1 (1<<10) // When dropped, it calls qdel on itself
#define PREVENT_CLICK_UNDER_1 (1<<11) //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
#define HOLOGRAM_1 (1<<12)
#define TESLA_IGNORE_1 (1<<13) // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
@@ -33,9 +29,8 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define NOJAUNT_1 (1<<0)
#define UNUSED_RESERVATION_TURF_1 (1<<1)
#define CAN_BE_DIRTY_1 (1<<2) // If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_DEATHRATTLE_1 (1<<4) // Do not notify deadchat about any deaths that occur on this turf.
#define NO_RUINS_1 (1<<5) //Blocks ruins spawning on the turf
#define NO_LAVA_GEN_1 (1<<6) //Blocks lava rivers being generated on the turf
#define NO_RUINS_1 (1<<10) //Blocks ruins spawning on the turf
/*
These defines are used specifically with the atom/pass_flags bitmask
@@ -81,4 +76,3 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define EMP_PROTECT_SELF (1<<0)
#define EMP_PROTECT_CONTENTS (1<<1)
#define EMP_PROTECT_WIRES (1<<2)
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@@ -14,6 +14,7 @@
#define INVESTIGATE_HALLUCINATIONS "hallucinations"
#define INVESTIGATE_RADIATION "radiation"
#define INVESTIGATE_EXONET "exonet"
#define INVESTIGATE_CIRCUIT "circuit"
//Individual logging defines
#define INDIVIDUAL_ATTACK_LOG "Attack log"
+3
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@@ -41,6 +41,9 @@ require only minor tweaks.
// number - bombcap is multiplied by this before being applied to bombs
#define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier"
// number - default gravity if there's no gravity generators or area overrides present
#define ZTRAIT_GRAVITY "Gravity"
// numeric offsets - e.g. {"Down": -1} means that chasms will fall to z - 1 rather than oblivion
#define ZTRAIT_UP "Up"
#define ZTRAIT_DOWN "Down"
+7
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@@ -86,6 +86,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Because I *KNOW* somebody will think layer+1 means "above"
//IT DOESN'T OK, IT MEANS "UNDER"
#define UNDER_SUIT_LAYER (SUIT_LAYER+1)
#define UNDER_HEAD_LAYER (HEAD_LAYER+1)
//AND -1 MEANS "ABOVE", OK?, OK!?!
#define ABOVE_SHOES_LAYER (SHOES_LAYER-1)
@@ -430,6 +431,7 @@ GLOBAL_LIST_INIT(pda_styles, list(MONO, VT, ORBITRON, SHARE))
#define ION_FILE "ion_laws.json"
#define PIRATE_NAMES_FILE "pirates.json"
//Fullscreen overlay resolution in tiles.
#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
#define FULLSCREEN_OVERLAY_RESOLUTION_Y 15
@@ -448,5 +450,10 @@ GLOBAL_LIST_INIT(pda_styles, list(MONO, VT, ORBITRON, SHARE))
// Used by PDA and cartridge code to reduce repetitiveness of spritesheets
#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
//Filters
#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, border=4, color="#04080FAA")
#define STANDARD_GRAVITY 1 //Anything above this is high gravity, anything below no grav
#define GRAVITY_DAMAGE_TRESHOLD 3 //Starting with this value gravity will start to damage mobs
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@@ -21,6 +21,10 @@
#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 NODROP (1<<8) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define ABSTRACT (1<<9) // for all things that are technically items but used for various different stuff
// Flags for the clothing_flags var on /obj/item/clothing
+2
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@@ -68,3 +68,5 @@
//Flags in the players table in the db
#define DB_FLAG_EXEMPT 1
#define DEFAULT_CYBORG_NAME "Default Cyborg Name"
-1
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@@ -2,7 +2,6 @@
#define LIQUID 2
#define GAS 3
// container_type defines
#define INJECTABLE (1<<0) // Makes it possible to add reagents through droppers and syringes.
#define DRAWABLE (1<<1) // Makes it possible to remove reagents through syringes.
+3
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@@ -0,0 +1,3 @@
#define SPECIFIC_HEAT_DEFAULT 200
#define SPECIFIC_HEAT_PLASMA 500
+7
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@@ -0,0 +1,7 @@
// rust_g.dm - DM API for rust_g extension library
#define RUST_G "rust_g"
#define rustg_dmi_strip_metadata(fname) call(RUST_G, "dmi_strip_metadata")(fname)
#define rustg_log_write(fname, text) call(RUST_G, "log_write")(fname, text)
/proc/rustg_log_close_all() return call(RUST_G, "log_close_all")()
+2
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@@ -80,6 +80,8 @@
#define STATUS_EFFECT_SYPHONMARK /datum/status_effect/syphon_mark //tracks kills for the KA death syphon module
#define STATUS_EFFECT_INLOVE /datum/status_effect/in_love //Displays you as being in love with someone else, and makes hearts appear around them.
/////////////
// SLIME //
/////////////
+11 -13
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@@ -124,21 +124,19 @@
#define COMPILE_OVERLAYS(A)\
if (TRUE) {\
var/list/oo = A.our_overlays;\
var/list/ad = A.add_overlays;\
var/list/rm = A.remove_overlays;\
var/list/po = A.priority_overlays;\
if(LAZYLEN(rm)){\
A.overlays -= rm;\
rm.Cut();\
}\
if(LAZYLEN(ad)){\
A.overlays |= ad;\
ad.Cut();\
}\
if(LAZYLEN(po)){\
if(LAZYLEN(oo)){\
A.overlays = oo + po;\
}\
else{\
A.overlays = po;\
}\
}\
else if(LAZYLEN(oo)){\
A.overlays = oo;\
}\
else{\
A.overlays.Cut();\
A.overlays |= po;\
}\
A.flags_1 &= ~OVERLAY_QUEUED_1;\
}
+1 -1
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@@ -34,7 +34,7 @@
#define WIRE_POWER1 "Main Power 1"
#define WIRE_POWER2 "Main Power 2"
#define WIRE_PROCEED "Proceed"
#define WIRE_RX "Recieve"
#define WIRE_RX "Receive"
#define WIRE_RESET_MODULE "Reset Module"
#define WIRE_SAFETY "Safety"
#define WIRE_SHOCK "High Voltage Ground"