Merge branch 'master' into wingcolors
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@@ -39,6 +39,7 @@
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#define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER
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#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
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#define TABLE_LAYER 2.8
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#define TRAY_LAYER 2.85
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#define BELOW_OBJ_LAYER 2.9
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#define LOW_ITEM_LAYER 2.95
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//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
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@@ -33,4 +33,6 @@
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#define MOVESPEED_ID_SANITY "MOOD_SANITY"
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#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
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#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
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#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
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#define MOVESPEED_ID_TASED_STATUS "TASED"
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@@ -50,3 +50,7 @@
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#define ASSEMBLY_THIRD_STEP 2
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#define ASSEMBLY_FOURTH_STEP 3
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#define ASSEMBLY_FIFTH_STEP 4
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//Checks to determine borg availability depending on the server's config. These are defines in the interest of reducing copypasta
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#define BORG_SEC_AVAILABLE (!CONFIG_GET(flag/disable_secborg) && GLOB.security_level >= CONFIG_GET(number/minimum_secborg_alert))
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@@ -44,6 +44,8 @@
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#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
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#define STATUS_EFFECT_TASED /datum/status_effect/electrode //the affected has been tased, preventing fine muscle control
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#define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
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#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
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