12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -5,8 +5,8 @@
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#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
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#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
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#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) Datum.isprocessing = 1;Processor.processing += Datum
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#define STOP_PROCESSING(Processor, Datum) if (Datum.isprocessing) Datum.isprocessing = 0;Processor.processing -= Datum
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#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) {Datum.isprocessing = 1;Processor.processing += Datum}
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#define STOP_PROCESSING(Processor, Datum) Datum.isprocessing = 0;Processor.processing -= Datum
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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@@ -46,4 +46,4 @@
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//Timing subsystem
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#define GLOBAL_PROC "some_magic_bullshit"
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#define GLOBAL_PROC "some_magic_bullshit"
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+19
-1
@@ -14,7 +14,7 @@
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#define BANTYPE_JOB_PERMA 3
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#define BANTYPE_JOB_TEMP 4
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#define BANTYPE_ANY_FULLBAN 5 //used to locate stuff to unban.
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#define BANTYPE_APPEARANCE 6
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#define BANTYPE_ADMIN_PERMA 7
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#define BANTYPE_ADMIN_TEMP 8
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#define BANTYPE_ANY_JOB 9 //used to remove jobbans
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@@ -36,3 +36,21 @@
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#define R_SPAWN 4096
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#define R_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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#define ADMIN_QUE(user) "(<a href='?_src_=holder;adminmoreinfo=\ref[user]'>?</a>)"
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#define ADMIN_FLW(user) "(<a href='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</a>)"
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#define ADMIN_PP(user) "(<a href='?_src_=holder;adminplayeropts=\ref[user]'>PP</a>)"
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#define ADMIN_VV(atom) "(<a href='?_src_=vars;Vars=\ref[atom]'>VV</a>)"
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#define ADMIN_SM(user) "(<a href='?_src_=holder;subtlemessage=\ref[user]'>SM</a>)"
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#define ADMIN_TP(user) "(<a href='?_src_=holder;traitor=\ref[user]'>TP</a>)"
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#define ADMIN_BSA(user) "(<a href='?_src_=holder;BlueSpaceArtillery=\ref[user]'>BSA</a>)"
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#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentcommReply=\ref[user]'>RPLY</a>)"
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#define ADMIN_SYNDICATE_REPLY(user) "(<a href='?_src_=holder;SyndicateReply=\ref[user]'>RPLY</a>)"
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#define ADMIN_SC(user) "(<a href='?_src_=holder;adminspawncookie=\ref[user]'>SC</a>)"
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#define ADMIN_LOOKUP(user) "[key_name_admin(user)][ADMIN_QUE(user)]"
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#define ADMIN_LOOKUPFLW(user) "[key_name_admin(user)][ADMIN_QUE(user)] [ADMIN_FLW(user)]"
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#define ADMIN_SET_SD_CODE "(<a href='?_src_=holder;set_selfdestruct_code=1'>SETCODE</a>)"
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#define ADMIN_FULLMONTY(user) "[key_name_admin(user)] [ADMIN_QUE(user)] [ADMIN_PP(user)] [ADMIN_VV(user)] [ADMIN_SM(user)] [ADMIN_FLW(user)] [ADMIN_TP(user)]"
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#define ADMIN_JMP(src) "(<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)"
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#define COORD(src) "[src ? "([src.x],[src.y],[src.z])" : "nonexistent location"]"
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#define ADMIN_COORDJMP(src) "[src ? "[COORD(src)] [ADMIN_JMP(src)]" : "nonexistent location"]"
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@@ -163,3 +163,10 @@
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#define TANK_MAX_RELEASE_PRESSURE (ONE_ATMOSPHERE*3)
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#define TANK_MIN_RELEASE_PRESSURE 0
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#define TANK_DEFAULT_RELEASE_PRESSURE 16
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#define ATMOS_PASS_YES 1
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#define ATMOS_PASS_NO 0
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#define ATMOS_PASS_PROC -1 //ask CanAtmosPass()
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#define ATMOS_PASS_DENSITY -2 //just check density
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#define CANATMOSPASS(A, O) ( A.CanAtmosPass == ATMOS_PASS_PROC ? A.CanAtmosPass(O) : ( A.CanAtmosPass == ATMOS_PASS_DENSITY ? !A.density : A.CanAtmosPass ) )
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@@ -0,0 +1,98 @@
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//component id defines
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#define BELLIGERENT_EYE "belligerent_eye"
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#define VANGUARD_COGWHEEL "vanguard_cogwheel"
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#define GEIS_CAPACITOR "geis_capacitor"
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#define REPLICANT_ALLOY "replicant_alloy"
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#define HIEROPHANT_ANSIBLE "hierophant_ansible"
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var/global/clockwork_construction_value = 0 //The total value of all structures built by the clockwork cult
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var/global/clockwork_caches = 0 //How many clockwork caches exist in the world (not each individual)
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var/global/clockwork_daemons = 0 //How many daemons exist in the world
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var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE) //How many generals have been recently invoked
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var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
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var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
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var/global/list/clockwork_component_cache = list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0) //The pool of components that caches draw from
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var/global/ratvar_awakens = 0 //If Ratvar has been summoned; not a boolean, for proper handling of multiple ratvars
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var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
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var/global/list/all_scripture = list() //a list containing scripture instances; not used to track existing scripture
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//Scripture tiers and requirements; peripherals should never be used
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#define SCRIPTURE_PERIPHERAL "Peripheral"
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#define SCRIPTURE_DRIVER "Driver"
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#define SCRIPTURE_SCRIPT "Script"
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#define SCRIPT_SERVANT_REQ 5
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#define SCRIPT_CACHE_REQ 1
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#define SCRIPTURE_APPLICATION "Application"
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#define APPLICATION_SERVANT_REQ 8
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#define APPLICATION_CACHE_REQ 3
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#define APPLICATION_CV_REQ 100
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#define SCRIPTURE_REVENANT "Revenant"
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#define REVENANT_SERVANT_REQ 10
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#define REVENANT_CACHE_REQ 4
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#define REVENANT_CV_REQ 200
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#define SCRIPTURE_JUDGEMENT "Judgement"
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#define JUDGEMENT_SERVANT_REQ 12
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#define JUDGEMENT_CACHE_REQ 5
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#define JUDGEMENT_CV_REQ 300
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//general component/cooldown things
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#define SLAB_PRODUCTION_TIME 900 //how long(deciseconds) slabs require to produce a single component; defaults to 1 minute 30 seconds
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#define SLAB_SERVANT_SLOWDOWN 300 //how much each servant above 5 slows down slab-based generation; defaults to 30 seconds per sevant
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#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
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#define CACHE_PRODUCTION_TIME 900 //how long(deciseconds) caches require to produce a component; defaults to 1 minute 30 seconds
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#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
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#define MAX_COMPONENTS_BEFORE_RAND 10*LOWER_PROB_PER_COMPONENT //the number of each component, times LOWER_PROB_PER_COMPONENT, you need to have before component generation will become random
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#define CLOCKWORK_GENERAL_COOLDOWN 3000 //how long clockwork generals go on cooldown after use, defaults to 5 minutes
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//proselytizer defines
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#define REPLICANT_ALLOY_UNIT 100 //how much each piece of replicant alloy gives in a clockwork proselytizer
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#define REPLICANT_STANDARD REPLICANT_ALLOY_UNIT*0.2 //how much alloy is in anything else; doesn't matter as much as the following
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#define REPLICANT_FLOOR REPLICANT_ALLOY_UNIT*0.1 //how much alloy is in a clockwork floor, determines the cost of clockwork floor production
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#define REPLICANT_WALL_MINUS_FLOOR REPLICANT_ALLOY_UNIT*0.4 //amount of alloy in a clockwork wall, determines the cost of clockwork wall production
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#define REPLICANT_GEAR REPLICANT_ALLOY_UNIT*0.3 //amount of alloy in a wall gear, minus the brass from the wall
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#define REPLICANT_WALL_TOTAL REPLICANT_WALL_MINUS_FLOOR+REPLICANT_FLOOR //how much alloy is in a clockwork wall and the floor under it
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#define REPLICANT_ROD REPLICANT_ALLOY_UNIT*0.01 //amount of replicant alloy in one rod
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#define REPLICANT_METAL REPLICANT_ALLOY_UNIT*0.02 //amount of replicant alloy in one sheet of metal
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#define REPLICANT_PLASTEEL REPLICANT_ALLOY_UNIT*0.05 //amount of replicant alloy in one sheet of plasteel
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#define RATVAR_ALLOY_CHECK "ratvar?" //when passed into can_use_alloy(), converts it into a check for if ratvar has woken/the proselytizer is debug
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//clockcult power defines
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#define MIN_CLOCKCULT_POWER 50 //the minimum amount of power clockcult machines will handle gracefully
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#define CLOCKCULT_POWER_TO_ALLOY_MULTIPLIER 0.04 //conversion rate for power -> alloy
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#define CLOCKCULT_ALLOY_TO_POWER_MULTIPLIER 25 //conversion rate for alloy -> power
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#define REPLICANT_ALLOY_POWER REPLICANT_ALLOY_UNIT*CLOCKCULT_ALLOY_TO_POWER_MULTIPLIER //the amount of power you get from a single piece of replicant alloy
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//Ark defines
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#define GATEWAY_SUMMON_RATE 1 //the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 1 per tick
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#define GATEWAY_REEBE_FOUND 119 //when progress is at or above this, the gateway finds reebe and begins drawing power
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#define GATEWAY_RATVAR_COMING 239 //when progress is at or above this, ratvar has entered and is coming through the gateway
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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//Objective defines
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#define CLOCKCULT_GATEWAY "gateway"
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#define CLOCKCULT_ESCAPE "escape"
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#define CLOCKCULT_SILICONS "silicons"
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+31
-12
@@ -10,20 +10,22 @@
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#define SLOT_ID 256
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#define SLOT_BELT 512
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#define SLOT_BACK 1024
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#define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets.
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#define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets.
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#define SLOT_POCKET 2048 // this is to allow items with a w_class of WEIGHT_CLASS_NORMAL or WEIGHT_CLASS_BULKY to fit in pockets.
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#define SLOT_DENYPOCKET 4096 // this is to deny items with a w_class of WEIGHT_CLASS_SMALL or WEIGHT_CLASS_TINY to fit in pockets.
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#define SLOT_NECK 8192
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//SLOTS
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#define slot_back 1
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#define slot_wear_mask 2
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#define slot_handcuffed 3
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#define slot_l_hand 4
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#define slot_r_hand 5
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#define slot_belt 6
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#define slot_wear_id 7
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#define slot_ears 8
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#define slot_glasses 9
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#define slot_gloves 10
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#define slot_hands 4 //wherever you provide a slot for hands you provide slot_hands
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//slot_hands as a slot will pick ANY available hand
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#define slot_belt 5
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#define slot_wear_id 6
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#define slot_ears 7
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#define slot_glasses 8
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#define slot_gloves 9
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#define slot_neck 10
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#define slot_head 11
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#define slot_shoes 12
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#define slot_wear_suit 13
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@@ -33,7 +35,7 @@
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#define slot_s_store 17
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#define slot_in_backpack 18
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#define slot_legcuffed 19
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#define slot_drone_storage 20
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#define slot_generic_dextrous_storage 20
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#define slots_amt 20 // Keep this up to date!
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@@ -45,6 +47,8 @@
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. = SLOT_BACK
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if(slot_wear_mask)
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. = SLOT_MASK
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if(slot_neck)
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. = SLOT_NECK
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if(slot_belt)
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. = SLOT_BELT
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if(slot_wear_id)
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@@ -78,7 +82,7 @@
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#define HIDEFACE 128 // Whether we appear as unknown.
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#define HIDEHAIR 256
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#define HIDEFACIALHAIR 512
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#define HIDENECK 1024
|
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//Cant seem to find a mob bitflags area other than the powers one
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@@ -98,7 +102,8 @@
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#define HAND_LEFT 512
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#define HAND_RIGHT 1024
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#define HANDS 1536
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#define FULL_BODY 2047
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#define NECK 2048
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#define FULL_BODY 4095
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|
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// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
|
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// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection()
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@@ -122,6 +127,20 @@
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#define FEMALE_UNIFORM_FULL 1
|
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#define FEMALE_UNIFORM_TOP 2
|
||||
|
||||
//flags for alternate styles: These are hard sprited so don't set this if you didn't put the effort it
|
||||
|
||||
#define NORMAL_STYLE 0
|
||||
#define ALT_STYLE 1
|
||||
#define DIGITIGRADE_STYLE 2
|
||||
|
||||
//flags for outfits that have mutantrace variants (try not to use this): Currently only needed if you're trying to add tight fitting bootyshorts
|
||||
|
||||
#define NO_MUTANTRACE_VARIATION 0
|
||||
#define MUTANTRACE_VARIATION 1
|
||||
|
||||
#define NOT_DIGITIGRADE 0
|
||||
#define FULL_DIGITIGRADE 1
|
||||
#define SQUISHED_DIGITIGRADE 2
|
||||
|
||||
//flags for covering body parts
|
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#define GLASSESCOVERSEYES 1
|
||||
|
||||
@@ -69,12 +69,22 @@
|
||||
#define UNARMED_ATTACK 2
|
||||
#define PROJECTILE_ATTACK 3
|
||||
#define THROWN_PROJECTILE_ATTACK 4
|
||||
#define LEAP_ATTACK 5
|
||||
|
||||
//the define for visible message range in combat
|
||||
#define COMBAT_MESSAGE_RANGE 3
|
||||
|
||||
|
||||
//Gun Stuff
|
||||
#define SAWN_INTACT 0
|
||||
#define SAWN_OFF 1
|
||||
|
||||
#define WEAPON_LIGHT 0
|
||||
#define WEAPON_MEDIUM 1
|
||||
#define WEAPON_HEAVY 2
|
||||
#define WEAPON_DUAL_WIELD 0
|
||||
#define WEAPON_LIGHT 1
|
||||
#define WEAPON_MEDIUM 2
|
||||
#define WEAPON_HEAVY 3
|
||||
|
||||
//Health Defines
|
||||
|
||||
#define HEALTH_THRESHOLD_CRIT 0
|
||||
#define HEALTH_THRESHOLD_DEAD -100
|
||||
@@ -0,0 +1,28 @@
|
||||
//Defines for construction states of various objects
|
||||
|
||||
//girder construction states
|
||||
#define GIRDER_NORMAL 0
|
||||
#define GIRDER_REINF_STRUTS 1
|
||||
#define GIRDER_REINF 2
|
||||
#define GIRDER_DISPLACED 3
|
||||
#define GIRDER_DISASSEMBLED 4
|
||||
|
||||
//rwall construction states
|
||||
#define INTACT 0
|
||||
#define SUPPORT_LINES 1
|
||||
#define COVER 2
|
||||
#define CUT_COVER 3
|
||||
#define BOLTS 4
|
||||
#define SUPPORT_RODS 5
|
||||
#define SHEATH 6
|
||||
|
||||
//default_unfasten_wrench() return defines
|
||||
#define CANT_UNFASTEN 0
|
||||
#define FAILED_UNFASTEN 1
|
||||
#define SUCCESSFUL_UNFASTEN 2
|
||||
|
||||
//disposal unit mode defines, which do double time as the construction defines
|
||||
#define PRESSURE_OFF 0
|
||||
#define PRESSURE_ON 1
|
||||
#define PRESSURE_MAXED 2
|
||||
#define SCREWS_OUT -1
|
||||
@@ -15,7 +15,8 @@
|
||||
#define BANE_TOOLBOX "toolbox"
|
||||
|
||||
#define OBLIGATION_FOOD "food"
|
||||
#define OBLIGATION_DRINK "drink"
|
||||
#define OBLIGATION_FIDDLE "fiddle"
|
||||
#define OBLIGATION_DANCEOFF "danceoff"
|
||||
#define OBLIGATION_GREET "greet"
|
||||
#define OBLIGATION_PRESENCEKNOWN "presenceknown"
|
||||
#define OBLIGATION_SAYNAME "sayname"
|
||||
|
||||
+6
-27
@@ -34,6 +34,8 @@
|
||||
|
||||
//turf-only flags
|
||||
#define NOJAUNT 1
|
||||
#define UNUSED_TRANSIT_TURF 2
|
||||
#define CAN_BE_DIRTY 4 //If a turf can be made dirty at roundstart. This is also used in areas.
|
||||
|
||||
/*
|
||||
These defines are used specifically with the atom/pass_flags bitmask
|
||||
@@ -47,34 +49,12 @@
|
||||
#define PASSMOB 16
|
||||
#define LETPASSTHROW 32
|
||||
|
||||
//flags for species
|
||||
|
||||
#define MUTCOLORS 1
|
||||
#define HAIR 2
|
||||
#define FACEHAIR 3
|
||||
#define EYECOLOR 4
|
||||
#define LIPS 5
|
||||
#define RESISTTEMP 6
|
||||
#define RADIMMUNE 7
|
||||
#define NOBREATH 8
|
||||
#define NOGUNS 9
|
||||
#define NOBLOOD 10
|
||||
#define NOFIRE 11
|
||||
#define VIRUSIMMUNE 12
|
||||
#define PIERCEIMMUNE 13
|
||||
#define NOTRANSSTING 14
|
||||
#define MUTCOLORS_PARTSONLY 15 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
|
||||
#define NODISMEMBER 16
|
||||
#define NOHUNGER 17
|
||||
#define NOCRITDAMAGE 18
|
||||
#define NOZOMBIE 19
|
||||
#define EASYDISMEMBER 20
|
||||
#define EASYLIMBATTACHMENT 21
|
||||
#define TOXINLOVER 22
|
||||
#define MUTCOLORS2 23
|
||||
#define MUTCOLORS3 24
|
||||
//Movement Types
|
||||
#define IMMOBILE 0
|
||||
#define GROUND 1
|
||||
#define FLYING 2
|
||||
|
||||
#define FLYING 65536
|
||||
|
||||
/*
|
||||
These defines are used specifically with the atom/movable/languages bitmask.
|
||||
@@ -88,7 +68,6 @@
|
||||
#define DRONE 32
|
||||
#define SWARMER 64
|
||||
#define RATVAR 128
|
||||
#define YAUTJA 256
|
||||
|
||||
// Flags for reagents
|
||||
#define REAGENT_NOREACT 1
|
||||
|
||||
+54
-16
@@ -61,23 +61,24 @@
|
||||
#define DNA_HAIR_COLOR_BLOCK 1
|
||||
#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
|
||||
#define DNA_SKIN_TONE_BLOCK 3
|
||||
#define DNA_EYE_COLOR_TWO_BLOCK 4
|
||||
#define DNA_EYE_COLOR_SWITCH_BLOCK 5
|
||||
#define DNA_EYE_COLOR_BLOCK 6
|
||||
#define DNA_GENDER_BLOCK 7
|
||||
#define DNA_FACIAL_HAIR_STYLE_BLOCK 8
|
||||
#define DNA_HAIR_STYLE_BLOCK 9
|
||||
#define DNA_COLOR_ONE_BLOCK 10
|
||||
#define DNA_COLOR_TWO_BLOCK 11
|
||||
#define DNA_COLOR_THR_BLOCK 12
|
||||
#define DNA_COLOR_SWITCH_BLOCK 13
|
||||
#define DNA_EYE_COLOR_BLOCK 4
|
||||
#define DNA_GENDER_BLOCK 5
|
||||
#define DNA_FACIAL_HAIR_STYLE_BLOCK 6
|
||||
#define DNA_HAIR_STYLE_BLOCK 7
|
||||
#define DNA_EYE_COLOR_TWO_BLOCK 8
|
||||
#define DNA_EYE_COLOR_SWITCH_BLOCK 9
|
||||
#define DNA_EYE_COLOR_BLOCK 10
|
||||
#define DNA_COLOR_ONE_BLOCK 11
|
||||
#define DNA_COLOR_TWO_BLOCK 12
|
||||
#define DNA_COLOR_THR_BLOCK 13
|
||||
#define DNA_COLOR_SWITCH_BLOCK 14
|
||||
#define DNA_COLOR_SWITCH_MAX 7 //must be (2^(n+1))-1
|
||||
#define DNA_COCK_BLOCK 14
|
||||
#define DNA_MUTANTRACE_BLOCK 15
|
||||
#define DNA_MUTANTTAIL_BLOCK 16
|
||||
#define DNA_MUTANTWING_BLOCK 17
|
||||
#define DNA_WINGCOLOR_BLOCK 18
|
||||
#define DNA_TAUR_BLOCK 19
|
||||
#define DNA_COCK_BLOCK 15
|
||||
#define DNA_MUTANTRACE_BLOCK 16
|
||||
#define DNA_MUTANTTAIL_BLOCK 17
|
||||
#define DNA_MUTANTWING_BLOCK 18
|
||||
#define DNA_WINGCOLOR_BLOCK 19
|
||||
//#define DNA_TAUR_BLOCK 20 //Taurs will be tails for now, easier - Pooj
|
||||
|
||||
#define DNA_STRUC_ENZYMES_BLOCKS 19
|
||||
#define DNA_UNIQUE_ENZYMES_LEN 32
|
||||
@@ -97,6 +98,14 @@
|
||||
#define ORGAN_ORGANIC 1
|
||||
#define ORGAN_ROBOTIC 2
|
||||
|
||||
#define BODYPART_ORGANIC 1
|
||||
#define BODYPART_ROBOTIC 2
|
||||
|
||||
#define MONKEY_BODYPART "monkey"
|
||||
#define ALIEN_BODYPART "alien"
|
||||
#define LARVA_BODYPART "larva"
|
||||
#define DEVIL_BODYPART "devil"
|
||||
|
||||
//Nutrition levels for humans. No idea where else to put it
|
||||
#define NUTRITION_LEVEL_FAT 600
|
||||
#define NUTRITION_LEVEL_FULL 550
|
||||
@@ -116,3 +125,32 @@
|
||||
#define BLOOD_VOLUME_OKAY 336
|
||||
#define BLOOD_VOLUME_BAD 224
|
||||
#define BLOOD_VOLUME_SURVIVE 122
|
||||
|
||||
//species traits for mutantraces
|
||||
#define MUTCOLORS 1
|
||||
#define HAIR 2
|
||||
#define FACEHAIR 3
|
||||
#define EYECOLOR 4
|
||||
#define LIPS 5
|
||||
#define RESISTHOT 6
|
||||
#define RESISTCOLD 7
|
||||
#define RESISTPRESSURE 8
|
||||
#define RADIMMUNE 9
|
||||
#define NOBREATH 10
|
||||
#define NOGUNS 11
|
||||
#define NOBLOOD 12
|
||||
#define NOFIRE 13
|
||||
#define VIRUSIMMUNE 14
|
||||
#define PIERCEIMMUNE 15
|
||||
#define NOTRANSSTING 16
|
||||
#define MUTCOLORS_PARTSONLY 17 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
|
||||
#define NODISMEMBER 18
|
||||
#define NOHUNGER 19
|
||||
#define NOCRITDAMAGE 20
|
||||
#define NOZOMBIE 21
|
||||
#define EASYDISMEMBER 22
|
||||
#define EASYLIMBATTACHMENT 23
|
||||
#define TOXINLOVER 24
|
||||
#define DIGITIGRADE 25 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
|
||||
#define MUTCOLORS2 26
|
||||
#define MUTCOLORS3 27
|
||||
+8
-10
@@ -30,16 +30,14 @@
|
||||
#define ANTAG_HUD_OPS 8
|
||||
#define ANTAG_HUD_WIZ 9
|
||||
#define ANTAG_HUD_SHADOW 10
|
||||
#define ANTAG_HUD_HOG_BLUE 11
|
||||
#define ANTAG_HUD_HOG_RED 12
|
||||
#define ANTAG_HUD_TRAITOR 13
|
||||
#define ANTAG_HUD_NINJA 14
|
||||
#define ANTAG_HUD_CHANGELING 15
|
||||
#define ANTAG_HUD_ABDUCTOR 16
|
||||
#define ANTAG_HUD_DEVIL 17
|
||||
#define ANTAG_HUD_SINTOUCHED 18
|
||||
#define ANTAG_HUD_SOULLESS 19
|
||||
#define ANTAG_HUD_CLOCKWORK 20
|
||||
#define ANTAG_HUD_TRAITOR 11
|
||||
#define ANTAG_HUD_NINJA 12
|
||||
#define ANTAG_HUD_CHANGELING 13
|
||||
#define ANTAG_HUD_ABDUCTOR 14
|
||||
#define ANTAG_HUD_DEVIL 15
|
||||
#define ANTAG_HUD_SINTOUCHED 16
|
||||
#define ANTAG_HUD_SOULLESS 17
|
||||
#define ANTAG_HUD_CLOCKWORK 18
|
||||
|
||||
// Notification action types
|
||||
#define NOTIFY_JUMP "jump"
|
||||
|
||||
@@ -4,13 +4,32 @@
|
||||
|
||||
#define in_range(source, user) (get_dist(source, user) <= 1)
|
||||
|
||||
#define is_cleanable(A) (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/rune)) //if something is cleanable
|
||||
#define ismovableatom(A) (istype(A, /atom/movable))
|
||||
|
||||
// MOB HELPERS
|
||||
//Turfs
|
||||
#define isopenturf(A) (istype(A, /turf/open))
|
||||
|
||||
#define isspaceturf(A) (istype(A, /turf/open/space))
|
||||
|
||||
#define isfloorturf(A) (istype(A, /turf/open/floor))
|
||||
|
||||
#define isclosedturf(A) (istype(A, /turf/closed))
|
||||
|
||||
#define iswallturf(A) (istype(A, /turf/closed/wall))
|
||||
|
||||
#define ismineralturf(A) (istype(A, /turf/closed/mineral))
|
||||
|
||||
//Mobs
|
||||
#define isliving(A) (istype(A, /mob/living))
|
||||
|
||||
#define isbrain(A) (istype(A, /mob/living/brain))
|
||||
|
||||
//Carbon mobs
|
||||
#define iscarbon(A) (istype(A, /mob/living/carbon))
|
||||
|
||||
#define ishuman(A) (istype(A, /mob/living/carbon/human))
|
||||
|
||||
// Human sub-species
|
||||
//Human sub-species
|
||||
#define isabductor(A) (is_species(A, /datum/species/abductor))
|
||||
#define isgolem(A) (is_species(A, /datum/species/golem))
|
||||
#define islizard(A) (is_species(A, /datum/species/lizard))
|
||||
@@ -22,80 +41,86 @@
|
||||
#define iszombie(A) (is_species(A, /datum/species/zombie))
|
||||
#define ishumanbasic(A) (is_species(A, /datum/species/human))
|
||||
|
||||
//more carbon mobs
|
||||
#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
|
||||
|
||||
#define isbrain(A) (istype(A, /mob/living/carbon/brain))//We didn't port the /mob/living/brain update, yet.
|
||||
|
||||
#define isalien(A) (istype(A, /mob/living/carbon/alien))
|
||||
|
||||
#define isalienadult(A) (istype(A, /mob/living/carbon/alien/humanoid))
|
||||
|
||||
#define islarva(A) (istype(A, /mob/living/carbon/alien/larva))
|
||||
|
||||
#define isslime(A) (istype(A, /mob/living/simple_animal/slime))
|
||||
#define isalienadult(A) (istype(A, /mob/living/carbon/alien/humanoid))
|
||||
|
||||
#define isrobot(A) (istype(A, /mob/living/silicon/robot))
|
||||
#define isdevil(A) (istype(A, /mob/living/carbon/true_devil))
|
||||
|
||||
#define isanimal(A) (istype(A, /mob/living/simple_animal))
|
||||
//Silicon mobs
|
||||
#define issilicon(A) (istype(A, /mob/living/silicon))
|
||||
|
||||
#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
|
||||
|
||||
#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
|
||||
|
||||
#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
|
||||
|
||||
#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
|
||||
|
||||
#define isconstruct(A) (istype(A, /mob/living/simple_animal/hostile/construct))
|
||||
|
||||
#define isclockmob(A) (istype(A, /mob/living/simple_animal/hostile/clockwork))
|
||||
|
||||
#define ismegafauna(A) (istype(A, /mob/living/simple_animal/hostile/megafauna))
|
||||
|
||||
#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
|
||||
|
||||
#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
|
||||
|
||||
#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
|
||||
|
||||
#define isclown(A) (istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
|
||||
#define iscyborg(A) (istype(A, /mob/living/silicon/robot))
|
||||
|
||||
#define isAI(A) (istype(A, /mob/living/silicon/ai))
|
||||
|
||||
#define ispAI(A) (istype(A, /mob/living/silicon/pai))
|
||||
|
||||
#define iscarbon(A) (istype(A, /mob/living/carbon))
|
||||
//Simple animals
|
||||
#define isanimal(A) (istype(A, /mob/living/simple_animal))
|
||||
|
||||
#define issilicon(A) (istype(A, /mob/living/silicon))
|
||||
#define isrevenant(A) (istype(A, /mob/living/simple_animal/revenant))
|
||||
|
||||
#define iscyborg(A) (istype(A, /mob/living/silicon/robot))
|
||||
#define isborer(A) (istype(A, /mob/living/simple_animal/borer))
|
||||
|
||||
#define isliving(A) (istype(A, /mob/living))
|
||||
#define isbot(A) (istype(A, /mob/living/simple_animal/bot))
|
||||
|
||||
#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
|
||||
|
||||
#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
|
||||
|
||||
#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
|
||||
|
||||
#define isslime(A) (istype(A, /mob/living/simple_animal/slime))
|
||||
|
||||
#define isdrone(A) (istype(A, /mob/living/simple_animal/drone))
|
||||
|
||||
#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
|
||||
|
||||
#define isdog(A) (istype(A, /mob/living/simple_animal/pet/dog))
|
||||
|
||||
#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
|
||||
|
||||
#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
|
||||
|
||||
#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
|
||||
|
||||
#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
|
||||
|
||||
#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
|
||||
|
||||
#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
|
||||
|
||||
#define isclockmob(A) (istype(A, /mob/living/simple_animal/hostile/clockwork))
|
||||
|
||||
#define isconstruct(A) (istype(A, /mob/living/simple_animal/hostile/construct))
|
||||
|
||||
#define ismegafauna(A) (istype(A, /mob/living/simple_animal/hostile/megafauna))
|
||||
|
||||
#define isclown(A) (istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
|
||||
|
||||
//Misc mobs
|
||||
#define isobserver(A) (istype(A, /mob/dead/observer))
|
||||
|
||||
#define isnewplayer(A) (istype(A, /mob/new_player))
|
||||
|
||||
#define isovermind(A) (istype(A, /mob/camera/blob))
|
||||
|
||||
#define isdrone(A) (istype(A, /mob/living/simple_animal/drone))
|
||||
|
||||
#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
|
||||
|
||||
#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
|
||||
|
||||
#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
|
||||
//Objects
|
||||
#define isobj(A) istype(A, /obj) //override the byond proc because it returns true on children of /atom/movable that aren't objs
|
||||
|
||||
#define islimb(A) (istype(A, /obj/item/bodypart))
|
||||
|
||||
#define isbot(A) (istype(A, /mob/living/simple_animal/bot))
|
||||
#define is_cleanable(A) (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/rune)) //if something is cleanable
|
||||
|
||||
#define ismovableatom(A) (istype(A, /atom/movable))
|
||||
|
||||
#define isobj(A) istype(A, /obj) //override the byond proc because it returns true on children of /atom/movable that aren't objs
|
||||
|
||||
// ASSEMBLY HELPERS
|
||||
#define isorgan(A) (istype(A, /obj/item/organ))
|
||||
|
||||
//Assemblies
|
||||
#define isassembly(O) (istype(O, /obj/item/device/assembly))
|
||||
|
||||
#define isigniter(O) (istype(O, /obj/item/device/assembly/igniter))
|
||||
@@ -106,4 +131,4 @@
|
||||
|
||||
#define issignaler(O) (istype(O, /obj/item/device/assembly/signaler))
|
||||
|
||||
#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
|
||||
#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
|
||||
|
||||
@@ -1,8 +1,16 @@
|
||||
//Defines for atom layers
|
||||
//Defines for atom layers and planes
|
||||
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
|
||||
|
||||
#define CLICKCATCHER_PLANE -99
|
||||
|
||||
#define PLANE_SPACE -95
|
||||
#define PLANE_SPACE_PARALLAX -90
|
||||
|
||||
#define GAME_PLANE 0
|
||||
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
|
||||
#define ABOVE_OPEN_TURF_LAYER 2.01
|
||||
#define MID_TURF_LAYER 2.02
|
||||
#define HIGH_TURF_LAYER 2.03
|
||||
#define ABOVE_OPEN_TURF_LAYER 2.04
|
||||
#define CLOSED_TURF_LAYER 2.05
|
||||
#define ABOVE_NORMAL_TURF_LAYER 2.08
|
||||
#define LATTICE_LAYER 2.2
|
||||
@@ -24,7 +32,8 @@
|
||||
#define ABOVE_OBJ_LAYER 3.2
|
||||
#define ABOVE_WINDOW_LAYER 3.3
|
||||
#define SIGN_LAYER 3.4
|
||||
#define HIGH_OBJ_LAYER 3.5
|
||||
#define NOT_HIGH_OBJ_LAYER 3.5
|
||||
#define HIGH_OBJ_LAYER 3.6
|
||||
|
||||
#define BELOW_MOB_LAYER 3.7
|
||||
#define LYING_MOB_LAYER 3.8
|
||||
@@ -45,13 +54,20 @@
|
||||
#define AREA_LAYER 10
|
||||
#define MASSIVE_OBJ_LAYER 11
|
||||
#define POINT_LAYER 12
|
||||
|
||||
#define LIGHTING_PLANE 15
|
||||
#define LIGHTING_LAYER 15
|
||||
|
||||
//HUD layer defines
|
||||
#define FLASH_LAYER 17.9
|
||||
#define FULLSCREEN_LAYER 18
|
||||
#define UI_DAMAGE_LAYER 18.1
|
||||
#define BLIND_LAYER 18.2
|
||||
#define CRIT_LAYER 18.3
|
||||
|
||||
#define FULLSCREEN_PLANE 18
|
||||
#define FLASH_LAYER 18
|
||||
#define FULLSCREEN_LAYER 18.1
|
||||
#define UI_DAMAGE_LAYER 18.2
|
||||
#define BLIND_LAYER 18.3
|
||||
#define CRIT_LAYER 18.4
|
||||
|
||||
#define HUD_PLANE 19
|
||||
#define HUD_LAYER 19
|
||||
#define ABOVE_HUD_LAYER 19.1
|
||||
#define ABOVE_HUD_PLANE 20
|
||||
#define ABOVE_HUD_LAYER 20
|
||||
|
||||
+14
-77
@@ -1,79 +1,16 @@
|
||||
#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.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.dynamic_lighting )
|
||||
//Arbitrary lighting related stuff
|
||||
|
||||
#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
|
||||
#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
|
||||
#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
|
||||
#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
|
||||
#define LIGHTING_ICON_STATE ""
|
||||
#define LIGHTING_TIME 2 //Time to do any lighting change. Actual number pulled out of my ass
|
||||
#define LIGHTING_DARKEST_VISIBLE_ALPHA 250 //Anything darker than this is so dark, we'll just consider the whole tile unlit
|
||||
#define LIGHTING_LUM_FOR_FULL_BRIGHT 6 //Anything who's lum is lower then this starts off less bright.
|
||||
#define LIGHTING_MIN_RADIUS 4 //Lowest radius a light source can effect.
|
||||
|
||||
|
||||
//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
|
||||
#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process
|
||||
|
||||
#ifndef LIGHTING_INSTANT_UPDATES
|
||||
#define LIGHTING_INTERVAL 5 // Frequency, in 1/10ths of a second, of the lighting process.
|
||||
#include "../controllers/subsystem/lighting.dm"
|
||||
#endif
|
||||
|
||||
#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
|
||||
#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
|
||||
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
|
||||
#define LIGHTING_ROUND_VALUE 1 / 128 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
|
||||
|
||||
#define LIGHTING_ICON 'icons/effects/lighting_overlay.png' // icon used for lighting shading effects
|
||||
|
||||
#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays.
|
||||
|
||||
// If I were you I'd leave this alone.
|
||||
#define LIGHTING_BASE_MATRIX \
|
||||
list \
|
||||
( \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
0, 0, 0, 1 \
|
||||
) \
|
||||
|
||||
// Helpers so we can (more easily) control the colour matrices.
|
||||
#define CL_MATRIX_RR 1
|
||||
#define CL_MATRIX_RG 2
|
||||
#define CL_MATRIX_RB 3
|
||||
#define CL_MATRIX_RA 4
|
||||
#define CL_MATRIX_GR 5
|
||||
#define CL_MATRIX_GG 6
|
||||
#define CL_MATRIX_GB 7
|
||||
#define CL_MATRIX_GA 8
|
||||
#define CL_MATRIX_BR 9
|
||||
#define CL_MATRIX_BG 10
|
||||
#define CL_MATRIX_BB 11
|
||||
#define CL_MATRIX_BA 12
|
||||
#define CL_MATRIX_AR 13
|
||||
#define CL_MATRIX_AG 14
|
||||
#define CL_MATRIX_AB 15
|
||||
#define CL_MATRIX_AA 16
|
||||
#define CL_MATRIX_CR 17
|
||||
#define CL_MATRIX_CG 18
|
||||
#define CL_MATRIX_CB 19
|
||||
#define CL_MATRIX_CA 20
|
||||
|
||||
//Some defines to generalise colours used in lighting.
|
||||
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
|
||||
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
|
||||
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
|
||||
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
|
||||
|
||||
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
|
||||
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
|
||||
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
|
||||
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
|
||||
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
|
||||
|
||||
//These ones aren't a direct colour like the ones above, because nothing would fit
|
||||
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
|
||||
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
|
||||
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
|
||||
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
|
||||
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
|
||||
|
||||
#define FOR_DVIEW(type, range, center, invis_flags) \
|
||||
dview_mob.forceMove(center); \
|
||||
dview_mob.see_invisible = invis_flags; \
|
||||
for(type in view(range, dview_mob))
|
||||
//different modes that lights can operate in
|
||||
#define LIGHTING_REGULAR 1 //Apply all effects additively
|
||||
#define LIGHTING_STARLIGHT 2 //Track all starlight but only apply brightest
|
||||
@@ -21,4 +21,16 @@
|
||||
#define AUTOLATHE 4 //Uses glass/metal only.
|
||||
#define CRAFTLATHE 8 //Uses fuck if I know. For use eventually.
|
||||
#define MECHFAB 16 //Remember, objects utilising this flag should have construction_time and construction_cost vars.
|
||||
//Note: More then one of these can be added to a design but imprinter and lathe designs are incompatable.
|
||||
#define BIOGENERATOR 32 //Uses biomass
|
||||
#define LIMBGROWER 64 //Uses synthetic flesh
|
||||
//Note: More then one of these can be added to a design but imprinter and lathe designs are incompatable.
|
||||
|
||||
#define MC_CPU "CPU"
|
||||
#define MC_HDD "HDD"
|
||||
#define MC_SDD "SDD"
|
||||
#define MC_CARD "CARD"
|
||||
#define MC_NET "NET"
|
||||
#define MC_PRINT "PRINT"
|
||||
#define MC_CELL "CELL"
|
||||
#define MC_CHARGE "CHARGE"
|
||||
#define MC_AI "AI"
|
||||
+161
-24
@@ -1,3 +1,10 @@
|
||||
// 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
|
||||
@@ -20,6 +27,7 @@
|
||||
#define EASTER "Easter"
|
||||
#define HALLOWEEN "Halloween"
|
||||
#define CHRISTMAS "Christmas"
|
||||
#define FESTIVE_SEASON "Festive Season"
|
||||
#define FRIDAY_13TH "Friday the 13th"
|
||||
|
||||
//Human Overlays Indexes/////////
|
||||
@@ -39,14 +47,14 @@
|
||||
#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 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 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 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 ;_;
|
||||
@@ -75,8 +83,7 @@
|
||||
#define UNDER_HEAD_LAYER HEAD_LAYER+1
|
||||
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
|
||||
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
|
||||
#define UNDER_L_HAND_LAYER L_HAND_LAYER+1
|
||||
#define UNDER_R_HAND_LAYER R_HAND_LAYER+1
|
||||
#define UNDER_HANDS_LAYER HANDS_LAYER+1
|
||||
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
|
||||
#define UNDER_FIRE_LAYER FIRE_LAYER+1
|
||||
|
||||
@@ -102,8 +109,7 @@
|
||||
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
|
||||
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
|
||||
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
|
||||
#define ABOVE_L_HAND_LAYER L_HAND_LAYER-1
|
||||
#define ABOVE_R_HAND_LAYER R_HAND_LAYER-1
|
||||
#define ABOVE_HANDS_LAYER HANDS_LAYER-1
|
||||
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
|
||||
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
|
||||
|
||||
@@ -145,6 +151,7 @@
|
||||
|
||||
#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
|
||||
@@ -307,6 +314,14 @@ 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 )
|
||||
|
||||
@@ -327,12 +342,15 @@ 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"
|
||||
@@ -409,12 +427,6 @@ 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
|
||||
@@ -428,6 +440,9 @@ 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
|
||||
@@ -469,7 +484,6 @@ 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"
|
||||
@@ -482,5 +496,128 @@ 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"
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
//I would rather have these in pinpointer.dm, but Malf_Modules.dm is loaded before that file so they need to be here.
|
||||
#define TRACK_NUKE_DISK 1 //We track the nuclear authentication disk, either to protect it or steal it
|
||||
#define TRACK_MALF_AI 2 //We track the malfunctioning AI, so we can prevent it from blowing us all up
|
||||
#define TRACK_INFILTRATOR 3 //We track the Syndicate infiltrator, so we can get back to ship when the nuke's armed
|
||||
#define TRACK_OPERATIVES 4 //We track the closest operative, so we can regroup when we need to
|
||||
#define TRACK_ATOM 5 //We track a specified atom, so admins can make us function for events
|
||||
#define TRACK_COORDINATES 6 //We point towards the specified coordinates on our z-level, so we can navigate
|
||||
@@ -38,4 +38,21 @@ Construction breaks otherwise
|
||||
#define DISP_END_OUTLET 7
|
||||
#define DISP_END_CHUTE 8
|
||||
#define DISP_SORTJUNCTION 9
|
||||
#define DISP_SORTJUNCTION_FLIP 10
|
||||
#define DISP_SORTJUNCTION_FLIP 10
|
||||
|
||||
//Transit tubes
|
||||
#define TRANSIT_TUBE_STRAIGHT 0
|
||||
#define TRANSIT_TUBE_STRAIGHT_CROSSING 1
|
||||
#define TRANSIT_TUBE_CURVED 2
|
||||
#define TRANSIT_TUBE_DIAGONAL 3
|
||||
#define TRANSIT_TUBE_DIAGONAL_CROSSING 4
|
||||
#define TRANSIT_TUBE_JUNCTION 5
|
||||
#define TRANSIT_TUBE_STATION 6
|
||||
#define TRANSIT_TUBE_TERMINUS 7
|
||||
#define TRANSIT_TUBE_POD 8
|
||||
|
||||
//the open status of the transit tube station
|
||||
#define STATION_TUBE_OPEN 0
|
||||
#define STATION_TUBE_OPENING 1
|
||||
#define STATION_TUBE_CLOSED 2
|
||||
#define STATION_TUBE_CLOSING 3
|
||||
@@ -28,7 +28,15 @@
|
||||
#define CHAT_GHOSTWHISPER 128
|
||||
#define CHAT_GHOSTPDA 256
|
||||
#define CHAT_GHOSTRADIO 512
|
||||
#define CHAT_LOOC 1024
|
||||
|
||||
#define TOGGLES_DEFAULT_CHAT (CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_PULLR|CHAT_GHOSTWHISPER|CHAT_GHOSTPDA|CHAT_GHOSTRADIO|CHAT_LOOC)
|
||||
#define TOGGLES_DEFAULT_CHAT (CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_PULLR|CHAT_GHOSTWHISPER|CHAT_GHOSTPDA|CHAT_GHOSTRADIO)
|
||||
|
||||
#define PARALLAX_INSANE -1 //for show offs
|
||||
#define PARALLAX_HIGH 0 //default.
|
||||
#define PARALLAX_MED 1
|
||||
#define PARALLAX_LOW 2
|
||||
#define PARALLAX_DISABLE 3 //this option must be the highest number
|
||||
|
||||
#define PARALLAX_DELAY_DEFAULT world.tick_lag
|
||||
#define PARALLAX_DELAY_MED 1
|
||||
#define PARALLAX_DELAY_LOW 2
|
||||
@@ -12,4 +12,5 @@
|
||||
//defines for the gc_destroyed var
|
||||
|
||||
#define GC_QUEUED_FOR_QUEUING -1
|
||||
#define GC_QUEUED_FOR_HARD_DEL -2
|
||||
#define GC_QUEUED_FOR_HARD_DEL -2
|
||||
#define GC_CURRENTLY_BEING_QDELETED -3
|
||||
|
||||
@@ -21,10 +21,9 @@
|
||||
#define ROLE_GANG "gangster"
|
||||
#define ROLE_ABDUCTOR "abductor"
|
||||
#define ROLE_REVENANT "revenant"
|
||||
#define ROLE_HOG_GOD "hand of god: god"
|
||||
#define ROLE_HOG_CULTIST "hand of god: cultist"
|
||||
#define ROLE_DEVIL "devil"
|
||||
#define ROLE_SERVANT_OF_RATVAR "servant of Ratvar"
|
||||
#define ROLE_BORER "borer"
|
||||
|
||||
//Missing assignment means it's not a gamemode specific role, IT'S NOT A BUG OR ERROR.
|
||||
//The gamemode specific ones are just so the gamemodes can query whether a player is old enough
|
||||
@@ -45,8 +44,12 @@ var/global/list/special_roles = list(
|
||||
ROLE_GANG = /datum/game_mode/gang,
|
||||
ROLE_REVENANT,
|
||||
ROLE_ABDUCTOR = /datum/game_mode/abduction,
|
||||
ROLE_HOG_GOD = /datum/game_mode/hand_of_god,
|
||||
ROLE_HOG_CULTIST = /datum/game_mode/hand_of_god,
|
||||
ROLE_DEVIL = /datum/game_mode/devil,
|
||||
ROLE_SERVANT_OF_RATVAR = /datum/game_mode/clockwork_cult,
|
||||
ROLE_BORER,
|
||||
)
|
||||
|
||||
//Job defines for what happens when you fail to qualify for any job during job selection
|
||||
#define BEASSISTANT 1
|
||||
#define BERANDOMJOB 2
|
||||
#define RETURNTOLOBBY 3
|
||||
@@ -24,6 +24,7 @@
|
||||
#define SPAN_PAPYRUS "papyrus"
|
||||
#define SPAN_REALLYBIG "reallybig"
|
||||
#define SPAN_COMMAND "command_headset"
|
||||
#define SPAN_CLOWN "clown"
|
||||
|
||||
//bitflag #defines for return value of the radio() proc.
|
||||
#define ITALICS 1
|
||||
|
||||
@@ -1,17 +1,19 @@
|
||||
//shuttle mode defines
|
||||
#define SHUTTLE_IDLE 0
|
||||
#define SHUTTLE_RECALL 1
|
||||
#define SHUTTLE_CALL 2
|
||||
#define SHUTTLE_DOCKED 3
|
||||
#define SHUTTLE_STRANDED 4
|
||||
#define SHUTTLE_ESCAPE 5
|
||||
#define SHUTTLE_ENDGAME 6
|
||||
#define SHUTTLE_IDLE "idle"
|
||||
#define SHUTTLE_IGNITING "igniting"
|
||||
#define SHUTTLE_RECALL "recall"
|
||||
#define SHUTTLE_CALL "call"
|
||||
#define SHUTTLE_DOCKED "docked"
|
||||
#define SHUTTLE_STRANDED "stranded"
|
||||
#define SHUTTLE_ESCAPE "escape"
|
||||
#define SHUTTLE_ENDGAME "endgame: game over"
|
||||
|
||||
#define EMERGENCY_IDLE_OR_RECALLED (SSshuttle.emergency && ((SSshuttle.emergency.mode == SHUTTLE_IDLE) || (SSshuttle.emergency.mode == SHUTTLE_RECALL)))
|
||||
#define EMERGENCY_ESCAPED_OR_ENDGAMED (SSshuttle.emergency && ((SSshuttle.emergency.mode == SHUTTLE_ESCAPE) || (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)))
|
||||
#define EMERGENCY_AT_LEAST_DOCKED (SSshuttle.emergency && SSshuttle.emergency.mode != SHUTTLE_IDLE && SSshuttle.emergency.mode != SHUTTLE_RECALL && SSshuttle.emergency.mode != SHUTTLE_CALL)
|
||||
|
||||
// Shuttle return values
|
||||
#define SHUTTLE_CAN_DOCK "can_dock"
|
||||
#define SHUTTLE_NOT_A_DOCKING_PORT "not_a_docking_port"
|
||||
#define SHUTTLE_DWIDTH_TOO_LARGE "docking_width_too_large"
|
||||
#define SHUTTLE_WIDTH_TOO_LARGE "width_too_large"
|
||||
@@ -29,3 +31,11 @@
|
||||
// Ripples, effects that signal a shuttle's arrival
|
||||
#define SHUTTLE_RIPPLE_TIME 100
|
||||
#define SHUTTLE_RIPPLE_FADEIN 50
|
||||
|
||||
#define TRANSIT_REQUEST 1
|
||||
#define TRANSIT_READY 2
|
||||
#define TRANSIT_FULL 3
|
||||
|
||||
#define SHUTTLE_TRANSIT_BORDER 8
|
||||
|
||||
#define PARALLAX_LOOP_TIME 25
|
||||
@@ -24,3 +24,8 @@
|
||||
#define POWEROFF 4 // tbd
|
||||
#define MAINT 8 // under maintaince
|
||||
#define EMPED 16 // temporary broken by EMP pulse
|
||||
|
||||
//ai power requirement defines
|
||||
#define POWER_REQ_NONE 0
|
||||
#define POWER_REQ_ALL 1
|
||||
#define POWER_REQ_CLOCKCULT 2
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
|
||||
//These are all the different status effects. Use the paths for each effect in the defines.
|
||||
|
||||
#define BASIC_STATUS_EFFECT /datum/status_effect //Has no effect.
|
||||
|
||||
///////////
|
||||
// BUFFS //
|
||||
///////////
|
||||
|
||||
#define STATUS_EFFECT_SHADOW_MEND /datum/status_effect/shadow_mend //Quick, powerful heal that deals damage afterwards. Heals 15 brute/burn every second for 3 seconds.
|
||||
#define STATUS_EFFECT_VOID_PRICE /datum/status_effect/void_price //The price of healing yourself with void energy. Deals 3 brute damage every 3 seconds for 30 seconds.
|
||||
|
||||
#define STATUS_EFFECT_VANGUARD /datum/status_effect/vanguard_shield //Grants temporary stun absorption, but will stun the user based on how many stuns they absorbed.
|
||||
#define STATUS_EFFECT_INATHNEQS_ENDOWMENT /datum/status_effect/inathneqs_endowment //A 15-second invulnerability and stun absorption, granted by Inath-neq.
|
||||
#define STATUS_EFFECT_WRAITHSPECS /datum/status_effect/wraith_spectacles
|
||||
|
||||
#define STATUS_EFFECT_POWERREGEN /datum/status_effect/cyborg_power_regen //Regenerates power on a given cyborg over time
|
||||
|
||||
/////////////
|
||||
// DEBUFFS //
|
||||
/////////////
|
||||
@@ -3,6 +3,18 @@
|
||||
#define CAT_WEAPON "Weaponry"
|
||||
#define CAT_AMMO "Ammunition"
|
||||
#define CAT_ROBOT "Robots"
|
||||
#define CAT_FOOD "Food"
|
||||
#define CAT_MISC "Misc"
|
||||
#define CAT_PRIMAL "Tribal"
|
||||
#define CAT_PRIMAL "Tribal"
|
||||
#define CAT_BREAD "Breads"
|
||||
#define CAT_BURGER "Burgers"
|
||||
#define CAT_CAKE "Cakes"
|
||||
#define CAT_EGG "Egg-Based Food"
|
||||
#define CAT_MEAT "Meats"
|
||||
#define CAT_MISCFOOD "Misc. Food"
|
||||
#define CAT_PASTRY "Pastries"
|
||||
#define CAT_PIE "Pies"
|
||||
#define CAT_PIZZA "Pizzas"
|
||||
#define CAT_SALAD "Salads"
|
||||
#define CAT_SANDWICH "Sandwiches"
|
||||
#define CAT_SOUP "Soups"
|
||||
#define CAT_SPAGHETTI "Spaghettis"
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#define TICK_LIMIT_RUNNING 85
|
||||
#define TICK_LIMIT_TO_RUN 80
|
||||
#define TICK_LIMIT_MC 84
|
||||
#define TICK_LIMIT_MC_INIT 100
|
||||
#define TICK_LIMIT_RUNNING 80
|
||||
#define TICK_LIMIT_TO_RUN 78
|
||||
#define TICK_LIMIT_MC 70
|
||||
#define TICK_LIMIT_MC_INIT 98
|
||||
|
||||
#define TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? stoplag() : 0 )
|
||||
#define CHECK_TICK if (world.tick_usage > CURRENT_TICKLIMIT) stoplag()
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
//Byond type ids
|
||||
#define TYPEID_NULL "0"
|
||||
#define TYPEID_NORMAL_LIST "f"
|
||||
//helper macros
|
||||
#define GET_TYPEID(ref) ( ( (lentext(ref) <= 10) ? "TYPEID_NULL" : copytext(ref, 4, lentext(ref)-6) ) )
|
||||
#define IS_NORMAL_LIST(L) (GET_TYPEID("\ref[L]") == TYPEID_NORMAL_LIST)
|
||||
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#define VV_NUM "Number"
|
||||
#define VV_TEXT "Text"
|
||||
#define VV_MESSAGE "Mutiline Text"
|
||||
#define VV_ICON "Icon"
|
||||
#define VV_ATOM_REFERENCE "Atom Reference"
|
||||
#define VV_DATUM_REFERENCE "Datum Reference"
|
||||
#define VV_MOB_REFERENCE "Mob Reference"
|
||||
#define VV_CLIENT "Client"
|
||||
#define VV_ATOM_TYPE "Atom Typepath"
|
||||
#define VV_DATUM_TYPE "Datum Typepath"
|
||||
#define VV_TYPE "Custom Typepath"
|
||||
#define VV_FILE "File"
|
||||
#define VV_LIST "List"
|
||||
#define VV_NEW_ATOM "New Atom"
|
||||
#define VV_NEW_DATUM "New Datum"
|
||||
#define VV_NEW_TYPE "New Custom Typepath"
|
||||
#define VV_NEW_LIST "New List"
|
||||
#define VV_NULL "NULL"
|
||||
#define VV_RESTORE_DEFAULT "Restore to Default"
|
||||
#define VV_MARKED_DATUM "Marked Datum"
|
||||
|
||||
+45
-44
@@ -1,44 +1,45 @@
|
||||
#define WIRE_ACTIVATE "activate"
|
||||
#define WIRE_AI "ai"
|
||||
#define WIRE_ALARM "alarm"
|
||||
#define WIRE_AVOIDANCE "avoidance"
|
||||
#define WIRE_BACKUP1 "backup1"
|
||||
#define WIRE_BACKUP2 "backup2"
|
||||
#define WIRE_BEACON "beacon"
|
||||
#define WIRE_BOLTS "bolts"
|
||||
#define WIRE_BOOM "boom"
|
||||
#define WIRE_CAMERA "camera"
|
||||
#define WIRE_CONTRABAND "contraband"
|
||||
#define WIRE_DELAY "delay"
|
||||
#define WIRE_DISABLE "disable"
|
||||
#define WIRE_DISARM "disarm"
|
||||
#define WIRE_ELECTRIFY "electrify"
|
||||
#define WIRE_HACK "hack"
|
||||
#define WIRE_IDSCAN "idscan"
|
||||
#define WIRE_INTERFACE "interface"
|
||||
#define WIRE_LAWSYNC "lawsync"
|
||||
#define WIRE_LIGHT "light"
|
||||
#define WIRE_LIMIT "limit"
|
||||
#define WIRE_LOADCHECK "loadcheck"
|
||||
#define WIRE_LOCKDOWN "lockdown"
|
||||
#define WIRE_MOTOR1 "motor1"
|
||||
#define WIRE_MOTOR2 "motor2"
|
||||
#define WIRE_OPEN "open"
|
||||
#define WIRE_PANIC "panic"
|
||||
#define WIRE_POWER "power"
|
||||
#define WIRE_POWER1 "power1"
|
||||
#define WIRE_POWER2 "power2"
|
||||
#define WIRE_PROCEED "proceed"
|
||||
#define WIRE_RX "recieve"
|
||||
#define WIRE_SAFETY "safety"
|
||||
#define WIRE_SHOCK "shock"
|
||||
#define WIRE_SIGNAL "signal"
|
||||
#define WIRE_SPEAKER "speaker"
|
||||
#define WIRE_STRENGTH "strength"
|
||||
#define WIRE_THROW "throw"
|
||||
#define WIRE_TIMING "timing"
|
||||
#define WIRE_TX "transmit"
|
||||
#define WIRE_UNBOLT "unbolt"
|
||||
#define WIRE_ZAP "zap"
|
||||
#define WIRE_ZAP1 "zap1"
|
||||
#define WIRE_ZAP2 "zap2"
|
||||
#define WIRE_DUD_PREFIX "__dud"
|
||||
#define WIRE_ACTIVATE "Activate"
|
||||
#define WIRE_AI "AI Connection"
|
||||
#define WIRE_ALARM "Alarm"
|
||||
#define WIRE_AVOIDANCE "Avoidance"
|
||||
#define WIRE_BACKUP1 "Auxillary Power 1"
|
||||
#define WIRE_BACKUP2 "Auxillary Power 2"
|
||||
#define WIRE_BEACON "Beacon"
|
||||
#define WIRE_BOLTS "Bolts"
|
||||
#define WIRE_BOOM "Boom"
|
||||
#define WIRE_CAMERA "Camera"
|
||||
#define WIRE_CONTRABAND "Contraband"
|
||||
#define WIRE_DELAY "Delay"
|
||||
#define WIRE_DISABLE "Disable"
|
||||
#define WIRE_DISARM "Disarm"
|
||||
#define WIRE_HACK "Hack"
|
||||
#define WIRE_IDSCAN "ID Scan"
|
||||
#define WIRE_INTERFACE "Interface"
|
||||
#define WIRE_LAWSYNC "AI Law Synchronization"
|
||||
#define WIRE_LIGHT "Bolt Lights"
|
||||
#define WIRE_LIMIT "Limiter"
|
||||
#define WIRE_LOADCHECK "Load Check"
|
||||
#define WIRE_LOCKDOWN "Lockdown"
|
||||
#define WIRE_MOTOR1 "Motor 1"
|
||||
#define WIRE_MOTOR2 "Motor 2"
|
||||
#define WIRE_OPEN "Open"
|
||||
#define WIRE_PANIC "Panic Siphon"
|
||||
#define WIRE_POWER "Power"
|
||||
#define WIRE_POWER1 "Main Power 1"
|
||||
#define WIRE_POWER2 "Main Power 2"
|
||||
#define WIRE_PROCEED "Proceed"
|
||||
#define WIRE_RX "Recieve"
|
||||
#define WIRE_RESET_MODULE "Reset Module"
|
||||
#define WIRE_SAFETY "Safety"
|
||||
#define WIRE_SHOCK "High Voltage Ground"
|
||||
#define WIRE_SIGNAL "Signal"
|
||||
#define WIRE_SPEAKER "Speaker"
|
||||
#define WIRE_STRENGTH "Strength"
|
||||
#define WIRE_THROW "Throw"
|
||||
#define WIRE_TIMING "Timing"
|
||||
#define WIRE_TX "Transmit"
|
||||
#define WIRE_UNBOLT "Unbolt"
|
||||
#define WIRE_ZAP "High Voltage Circuit"
|
||||
#define WIRE_ZAP1 "High Voltage Circuit 1"
|
||||
#define WIRE_ZAP2 "High Voltage Circuit 2"
|
||||
|
||||
Reference in New Issue
Block a user