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:
+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"
|
||||
|
||||
Reference in New Issue
Block a user