Merge branch 'master' into upstream-merge-38649
This commit is contained in:
@@ -96,6 +96,7 @@
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#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
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#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device"
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#define ORGAN_SLOT_STOMACH "stomach"
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#define ORGAN_SLOT_STOMACH_AID "stomach_aid"
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#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
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#define ORGAN_SLOT_EARS "ears"
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#define ORGAN_SLOT_EYES "eye_sight"
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+23
-23
@@ -1,22 +1,22 @@
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#define ACCESS_SECURITY 1 // Security equipment
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#define ACCESS_BRIG 2 // Brig timers and permabrig
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#define ACCESS_ARMORY 3
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#define ACCESS_FORENSICS_LOCKERS 4
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#define ACCESS_SECURITY 1 // Security equipment, security records, gulag item storage, secbots
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#define ACCESS_BRIG 2 // Brig cells+timers, permabrig, gulag+gulag shuttle, prisoner management console
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#define ACCESS_ARMORY 3 // Armory, gulag teleporter, execution chamber
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#define ACCESS_FORENSICS_LOCKERS 4 //Detective's office, forensics lockers, security+medical records
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#define ACCESS_MEDICAL 5
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#define ACCESS_MORGUE 6
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#define ACCESS_TOX 7
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#define ACCESS_TOX_STORAGE 8
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#define ACCESS_GENETICS 9
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#define ACCESS_ENGINE 10
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#define ACCESS_ENGINE_EQUIP 11
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#define ACCESS_TOX 7 //R&D department, R&D console, burn chamber on some maps
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#define ACCESS_TOX_STORAGE 8 //Toxins storage, burn chamber on some maps
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#define ACCESS_GENETICS 9
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#define ACCESS_ENGINE 10 //Engineering area, power monitor, power flow control console
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#define ACCESS_ENGINE_EQUIP 11 //APCs, EngiVend/YouTool, engineering equipment lockers
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#define ACCESS_MAINT_TUNNELS 12
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#define ACCESS_EXTERNAL_AIRLOCKS 13
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#define ACCESS_EMERGENCY_STORAGE 14
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#define ACCESS_EMERGENCY_STORAGE 14 //Not in use
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#define ACCESS_CHANGE_IDS 15
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#define ACCESS_AI_UPLOAD 16
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#define ACCESS_TELEPORTER 17
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#define ACCESS_EVA 18
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#define ACCESS_HEADS 19
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#define ACCESS_HEADS 19 //Bridge, EVA storage windoors, gateway shutters, AI integrity restorer, clone record deletion, comms console
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#define ACCESS_CAPTAIN 20
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#define ACCESS_ALL_PERSONAL_LOCKERS 21
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#define ACCESS_CHAPEL_OFFICE 22
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@@ -31,9 +31,9 @@
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#define ACCESS_CARGO 31
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#define ACCESS_CONSTRUCTION 32
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#define ACCESS_CHEMISTRY 33
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#define ACCESS_CARGO_BOT 34
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#define ACCESS_CARGO_BOT 34 //Not in use
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#define ACCESS_HYDROPONICS 35
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#define ACCESS_MANUFACTURING 36
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#define ACCESS_MANUFACTURING 36 //Only used on research.dmm away mission
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#define ACCESS_LIBRARY 37
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#define ACCESS_LAWYER 38
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#define ACCESS_VIROLOGY 39
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@@ -44,10 +44,10 @@
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#define ACCESS_THEATRE 46
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#define ACCESS_RESEARCH 47
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#define ACCESS_MINING 48
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#define ACCESS_MINING_OFFICE 49 //not in use
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#define ACCESS_MINING_OFFICE 49 //Not in use
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#define ACCESS_MAILSORTING 50
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#define ACCESS_MINT 51
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#define ACCESS_MINT_VAULT 52
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#define ACCESS_MINT 51 //Not in use
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#define ACCESS_MINT_VAULT 52 //Not in use
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#define ACCESS_VAULT 53
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#define ACCESS_MINING_STATION 54
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#define ACCESS_XENOBIOLOGY 55
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@@ -58,19 +58,19 @@
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#define ACCESS_KEYCARD_AUTH 60 //Used for events which require at least two people to confirm them
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#define ACCESS_TCOMSAT 61 // has access to the entire telecomms satellite / machinery
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#define ACCESS_GATEWAY 62
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#define ACCESS_SEC_DOORS 63 // Security front doors
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#define ACCESS_MINERAL_STOREROOM 64
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#define ACCESS_SEC_DOORS 63 // Outer brig doors, department security posts
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#define ACCESS_MINERAL_STOREROOM 64 //For releasing minerals from the ORM
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#define ACCESS_MINISAT 65
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#define ACCESS_WEAPONS 66 //Weapon authorization for secbots
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#define ACCESS_NETWORK 67
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#define ACCESS_CLONING 68 //Cloning room
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#define ACCESS_NETWORK 67 //NTnet diagnostics/monitoring software
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#define ACCESS_CLONING 68 //Cloning room and clone pod ejection
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//BEGIN CENTCOM ACCESS
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/*Should leave plenty of room if we need to add more access levels.
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Mostly for admin fun times.*/
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#define ACCESS_CENT_GENERAL 101//General facilities.
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#define ACCESS_CENT_GENERAL 101//General facilities. CentCom ferry.
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#define ACCESS_CENT_THUNDER 102//Thunderdome.
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#define ACCESS_CENT_SPECOPS 103//Special Ops.
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#define ACCESS_CENT_SPECOPS 103//Special Ops. Captain's display case, Marauder and Seraph mechs.
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#define ACCESS_CENT_MEDICAL 104//Medical/Research
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#define ACCESS_CENT_LIVING 105//Living quarters.
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#define ACCESS_CENT_STORAGE 106//Generic storage areas.
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@@ -79,7 +79,7 @@
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#define ACCESS_CENT_BAR 110 // The non-existent CentCom Bar
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//The Syndicate
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#define ACCESS_SYNDICATE 150//General Syndicate Access
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#define ACCESS_SYNDICATE 150//General Syndicate Access. Includes Syndicate mechs and ruins.
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#define ACCESS_SYNDICATE_LEADER 151//Nuke Op Leader Access
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//Away Missions or Ruins
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@@ -1,6 +1,7 @@
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#define SEND_SIGNAL(target, sigtype, arguments...) ( !target.datum_components ? NONE : target._SendSignal(sigtype, list(##arguments)) )
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#define SEND_SIGNAL(target, sigtype, arguments...) ( !target.comp_lookup || !target.comp_lookup[sigtype] ? NONE : target._SendSignal(sigtype, list(##arguments)) )
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#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
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#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( !SSdcs.comp_lookup[sigtype] ? NONE : SSdcs._SendGlobalSignal(sigtype, list(##arguments)) )
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//shorthand
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||||
#define GET_COMPONENT_FROM(varname, path, target) var##path/##varname = ##target.GetComponent(##path)
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#define GET_COMPONENT(varname, path) GET_COMPONENT_FROM(varname, path, src)
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@@ -19,7 +20,7 @@
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// global signals
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// These are signals which can be listened to by any component on any parent
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// GLOBAL SIGNALS MUST START WITH "!"
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// start global signals with "!", this used to be necessary but now it's just a formatting choice
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||||
#define COMSIG_GLOB_NEW_Z "!new_z" //from base of datum/controller/subsystem/mapping/proc/add_new_zlevel(): (list/args)
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||||
#define COMSIG_GLOB_VAR_EDIT "!var_edit" //called after a successful var edit somewhere in the world: (list/args)
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||||
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||||
@@ -43,6 +44,8 @@
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||||
//End positions
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||||
#define COMPONENT_EXNAME_CHANGED 1
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||||
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (atom/movable/entering, /atom)
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||||
#define COMSIG_ATOM_EXIT "atom_exit" //from base of atom/Exit(): (/atom/movable/exiting, /atom/newloc)
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||||
#define COMPONENT_ATOM_BLOCK_EXIT 1
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||||
#define COMSIG_ATOM_EXITED "atom_exited" //from base of atom/Exited(): (atom/movable/exiting, atom/newloc)
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#define COMSIG_ATOM_EX_ACT "atom_ex_act" //from base of atom/ex_act(): (severity, target)
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#define COMSIG_ATOM_EMP_ACT "atom_emp_act" //from base of atom/emp_act(): (severity)
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@@ -89,6 +92,8 @@
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// /atom/movable signals
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#define COMSIG_MOVABLE_MOVED "movable_moved" //from base of atom/movable/Moved(): (/atom, dir)
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#define COMSIG_MOVABLE_CROSSED "movable_crossed" //from base of atom/movable/Crossed(): (/atom/movable)
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#define COMSIG_MOVABLE_UNCROSS "movable_uncross" //from base of atom/movable/Uncross(): (/atom/movable)
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#define COMPONENT_MOVABLE_BLOCK_UNCROSS 1
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#define COMSIG_MOVABLE_UNCROSSED "movable_uncrossed" //from base of atom/movable/Uncrossed(): (/atom/movable)
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#define COMSIG_MOVABLE_COLLIDE "movable_collide" //from base of atom/movable/Collide(): (/atom)
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#define COMSIG_MOVABLE_IMPACT "movable_impact" //from base of atom/movable/throw_impact(): (/atom/hit_atom, /datum/thrownthing/throwingdatum)
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@@ -98,8 +103,6 @@
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#define COMSIG_MOVABLE_THROW "movable_throw" //from base of atom/movable/throw_at(): (datum/thrownthing, spin)
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#define COMSIG_MOVABLE_Z_CHANGED "movable_ztransit" //from base of atom/movable/onTransitZ(): (old_z, new_z)
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<<<<<<< HEAD
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=======
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// /mob Signals
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#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (magic, holy, protection_sources)
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#define COMPONENT_BLOCK_MAGIC 1
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@@ -109,7 +112,6 @@
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#define COMSIG_LIVING_IGNITED "living_ignite" //from base of mob/living/IgniteMob() (/mob/living)
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#define COMSIG_LIVING_EXTINGUISHED "living_extinguished" //from base of mob/living/ExtinguishMob() (/mob/living)
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>>>>>>> 3167e2b... Rewrites the antimagic component to properly use signals (#38649)
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// /mob/living/carbon signals
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#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
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@@ -119,12 +121,13 @@
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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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#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
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#define COMPONENT_NO_INTERACT 1
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#define COMSIG_ITEM_ATTACK_OBJ "item_attack_obj" //from base of obj/item/attack_obj(): (/obj, /mob)
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#define COMPONENT_NO_ATTACK_OBJ 1
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#define COMSIG_ITEM_PRE_ATTACK "item_pre_attack" //from base of obj/item/pre_attack(): (atom/target, mob/user, params)
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#define COMPONENT_NO_ATTACK 1
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#define COMSIG_ITEM_EQUIPPED "item_equip" //from base of obj/item/equipped(): (/mob/equipper, slot)
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#define COMSIG_ITEM_DROPPED "item_drop"
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#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
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#define COMSIG_ITEM_PICKUP "item_pickup" //from base of obj/item/pickup(): (/mob/taker)
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#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)
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#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)
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@@ -132,6 +135,27 @@
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// /obj/item/clothing signals
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#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
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// /obj/item/implant signals
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#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
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#define COMSIG_IMPLANT_IMPLANTING "implant_implanting" //from base of /obj/item/implant/proc/implant(): (list/args)
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#define COMPONENT_STOP_IMPLANTING 1
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#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)
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//#define COMPONENT_STOP_IMPLANTING 1 //The name makes sense for both
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||||
#define COMPONENT_DELETE_NEW_IMPLANT 2
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#define COMPONENT_DELETE_OLD_IMPLANT 4
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#define COMSIG_IMPLANT_EXISTING_UPLINK "implant_uplink_exists" //called on implants being implanted into someone with an uplink implant: (datum/component/uplink)
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//This uses all return values of COMSIG_IMPLANT_OTHER
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// /obj/item/pda signals
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#define COMSIG_PDA_CHANGE_RINGTONE "pda_change_ringtone" //called on pda when the user changes the ringtone: (mob/living/user, new_ringtone)
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#define COMPONENT_STOP_RINGTONE_CHANGE 1
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// /obj/item/radio signals
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#define COMSIG_RADIO_NEW_FREQUENCY "radio_new_frequency" //called from base of /obj/item/radio/proc/set_frequency(): (list/args)
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// /obj/item/pen signals
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#define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user)
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// /mob/living/carbon/human signals
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#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
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#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
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@@ -151,7 +175,7 @@
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#define COMSIG_CLEAR_MOOD_EVENT "clear_mood" //Called when you clear a mood event from anywhere in the code.
|
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||||
//NTnet
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#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))
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#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))
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||||
// /datum/component/storage signals
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||||
#define COMSIG_CONTAINS_STORAGE "is_storage" //() - returns bool.
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@@ -179,4 +203,4 @@
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//Ouch my toes!
|
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#define CALTROP_BYPASS_SHOES 1
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#define CALTROP_IGNORE_WALKERS 2
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#define CALTROP_IGNORE_WALKERS 2
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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)
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -68,3 +68,5 @@
|
||||
|
||||
//Flags in the players table in the db
|
||||
#define DB_FLAG_EXEMPT 1
|
||||
|
||||
#define DEFAULT_CYBORG_NAME "Default Cyborg Name"
|
||||
@@ -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.
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
#define SPECIFIC_HEAT_DEFAULT 200
|
||||
|
||||
#define SPECIFIC_HEAT_PLASMA 500
|
||||
@@ -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")()
|
||||
@@ -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 //
|
||||
/////////////
|
||||
|
||||
@@ -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;\
|
||||
}
|
||||
|
||||
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user