Merge branch 'master' into species-are-dumb
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@@ -142,6 +142,7 @@
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#define CUSTOM_SKINTONE 24 //adds a "_g" suffix to bodypart overlays icon states if a custom skintone is used.
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#define HORNCOLOR 25
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#define WINGCOLOR 26
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#define CAN_SCAR 27 // If this species can be scarred (fleshy)
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//organ slots
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#define ORGAN_SLOT_BRAIN "brain"
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@@ -12,4 +12,9 @@
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#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
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#define BLOCK_Z_FALL (1<<10)
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/// Integrity defines for clothing (not flags but close enough)
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#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped
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#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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@@ -74,6 +74,9 @@
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#define ADMIN_PUNISHMENT_MAZING "Puzzle"
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#define ADMIN_PUNISHMENT_PIE "Cream Pie"
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#define ADMIN_PUNISHMENT_CUSTOM_PIE "Custom Cream Pie"
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#define ADMIN_PUNISHMENT_CRACK ":B:oneless"
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#define ADMIN_PUNISHMENT_BLEED ":B:loodless"
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#define ADMIN_PUNISHMENT_SCARIFY "Scarify"
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#define ADMIN_PUNISHMENT_PICKLE "Pickle-ify"
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#define ADMIN_PUNISHMENT_FRY "Fry"
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@@ -1,6 +1,6 @@
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// Defines for managed input/keybinding system.
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/// Max length of a keypress command before it's considered to be a forged packet/bogus command
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#define MAX_KEYPRESS_COMMANDLENGTH 16
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#define MAX_KEYPRESS_COMMANDLENGTH 32
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/// Maximum keys that can be bound to one button
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#define MAX_COMMANDS_PER_KEY 5
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/// Maximum keys per keybind
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@@ -252,7 +252,14 @@
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#define COMPONENT_INTERRUPT_LIFE_BIOLOGICAL 1 // interrupt biological processes
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#define COMPONENT_INTERRUPT_LIFE_PHYSICAL 2 // interrupt physical handling
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// /mob/living/carbon signals
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// /mob/living/carbon physiology signals
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#define COMSIG_CARBON_GAIN_WOUND "carbon_gain_wound" //from /datum/wound/proc/apply_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
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#define COMSIG_CARBON_LOSE_WOUND "carbon_lose_wound" //from /datum/wound/proc/remove_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
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///from base of /obj/item/bodypart/proc/attach_limb(): (new_limb, special) allows you to fail limb attachment
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#define COMSIG_CARBON_ATTACH_LIMB "carbon_attach_limb"
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#define COMPONENT_NO_ATTACH (1<<0)
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#define COMSIG_CARBON_REMOVE_LIMB "carbon_remove_limb" //from base of /obj/item/bodypart/proc/drop_limb(special, dismembered)
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#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
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#define COMSIG_CARBON_IDENTITY_TRANSFERRED_TO "carbon_id_transferred_to" //from datum/dna/transfer_identity(): (datum/dna, transfer_SE)
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#define COMSIG_CARBON_TACKLED "carbon_tackled" //sends from tackle.dm on tackle completion
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@@ -352,7 +359,7 @@
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#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
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#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
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#define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target)
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#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/projectile/proc/fire(): ()
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#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/item/projectile/proc/fire(): ()
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#define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles
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#define COMSIG_EMBED_TRY_FORCE "item_try_embed" // sent when trying to force an embed (mainly for projectiles, only used in the embed element)
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#define COMSIG_PROJECTILE_PREHIT "com_proj_prehit" ///sent to targets during the process_hit proc of projectiles
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@@ -362,6 +369,7 @@
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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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#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack"
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#define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit" //Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted)
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#define COMSIG_HUMAN_PREFS_COPIED_TO "human_prefs_copied_to" //from datum/preferences/copy_to(): (datum/preferences, icon_updates, roundstart_checks)
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#define COMSIG_HUMAN_HARDSET_DNA "human_hardset_dna" //from mob/living/carbon/human/hardset_dna(): (ui, list/mutation_index, newreal_name, newblood_type, datum/species, newfeatures)
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@@ -7,10 +7,10 @@
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#define PULSE_CHANNEL "pulse channel"
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// Methods of obtaining a circuit.
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#define IC_SPAWN_DEFAULT 1 // If the circuit comes in the default circuit box and able to be printed in the IC printer.
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#define IC_SPAWN_DEFAULT 1 // If the circuit comes in the default circuit box and is able to be printed in the IC printer.
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#define IC_SPAWN_RESEARCH 2 // If the circuit design will be available in the IC printer after upgrading it.
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// Categories that help differentiate circuits that can do different tipes of actions
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// Categories that help differentiate circuits that can do different types of actions
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#define IC_ACTION_MOVEMENT (1<<0) // If the circuit can move the assembly
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#define IC_ACTION_COMBAT (1<<1) // If the circuit can cause harm
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#define IC_ACTION_LONG_RANGE (1<<2) // If the circuit communicate with something outside of the assembly
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@@ -12,6 +12,8 @@
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#define MOVE_INTENT_RUN "run"
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//Blood levels
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#define BLOOD_VOLUME_MAX_LETHAL 2150
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#define BLOOD_VOLUME_EXCESS 2100
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#define BLOOD_VOLUME_MAXIMUM 2000
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#define BLOOD_VOLUME_SLIME_SPLIT 1120
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#define BLOOD_VOLUME_NORMAL 560
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@@ -57,6 +59,7 @@
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#define BODYPART_NOT_DISABLED 0
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#define BODYPART_DISABLED_DAMAGE 1
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#define BODYPART_DISABLED_PARALYSIS 2
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#define BODYPART_DISABLED_WOUND 3
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#define DEFAULT_BODYPART_ICON 'icons/mob/human_parts.dmi'
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#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
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@@ -103,12 +106,14 @@
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#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
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#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
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#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
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#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay
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#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
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#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
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//Limit of traumas for each resilience tier
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#define TRAUMA_LIMIT_BASIC 3
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#define TRAUMA_LIMIT_SURGERY 2
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#define TRAUMA_LIMIT_WOUND 2
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#define TRAUMA_LIMIT_LOBOTOMY 3
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#define TRAUMA_LIMIT_MAGIC 3
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#define TRAUMA_LIMIT_ABSOLUTE INFINITY
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@@ -305,6 +310,7 @@
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#define GRAB_PIXEL_SHIFT_NECK 16
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#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
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#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
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/// Field of vision defines.
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#define FOV_90_DEGREES 90
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@@ -315,4 +321,4 @@
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#define EYE_CONTACT_RANGE 5
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/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
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#define EXAMINE_MORE_TIME 1 SECONDS
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#define EXAMINE_MORE_TIME 1 SECONDS
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@@ -36,6 +36,8 @@
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#define STATUS_EFFECT_REGENERATIVE_CORE /datum/status_effect/regenerative_core //removes damage slowdown while giving a slow regenerating effect
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#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded
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/////////////
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// DEBUFFS //
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/////////////
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@@ -107,6 +109,8 @@
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#define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
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#define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg
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/////////////
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// NEUTRAL //
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/////////////
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@@ -152,14 +152,17 @@
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(rm)){\
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A.overlays -= rm;\
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rm.Cut();\
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A.remove_overlays = null;\
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}\
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if(LAZYLEN(ad)){\
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A.overlays |= ad;\
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ad.Cut();\
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A.add_overlays = null;\
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}\
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if(LAZYLEN(po)){\
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A.overlays |= po;\
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}\
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else{\
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A.priority_overlays = null;\
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}\
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A.flags_1 &= ~OVERLAY_QUEUED_1;\
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}
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@@ -17,6 +17,7 @@
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//Glasswork Tools
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#define TOOL_BLOW "blowing_rod"
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#define TOOL_GLASS_CUT "glasskit"
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#define TOOL_BONESET "bonesetter"
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// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
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// tool sound is only played when op is started. If not, it's played twice.
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@@ -228,7 +228,7 @@
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#define TRAIT_SPRINT_LOCKED "sprint_locked"
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//non-mob traits
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#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
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#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
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#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
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#define INNATE_TRAIT "innate"
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@@ -0,0 +1,43 @@
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#define WOUND_DAMAGE_EXPONENT 1.4
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#define WOUND_SEVERITY_TRIVIAL 0 // for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds
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#define WOUND_SEVERITY_MODERATE 1
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#define WOUND_SEVERITY_SEVERE 2
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#define WOUND_SEVERITY_CRITICAL 3
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#define WOUND_SEVERITY_LOSS 4 // theoretical total limb loss, like dismemberment for cuts
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#define WOUND_BRUTE 0
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#define WOUND_SHARP 1
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#define WOUND_BURN 2
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// How much determination reagent to add each time someone gains a new wound in [/datum/wound/proc/second_wind()]
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#define WOUND_DETERMINATION_MODERATE 1
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#define WOUND_DETERMINATION_SEVERE 2.5
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#define WOUND_DETERMINATION_CRITICAL 5
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#define WOUND_DETERMINATION_MAX 10
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// set wound_bonus on an item or attack to this to disable checking wounding for the attack
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#define CANT_WOUND -100
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// list in order of highest severity to lowest
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#define WOUND_LIST_BONE list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)
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#define WOUND_LIST_CUT list(/datum/wound/brute/cut/loss, /datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)
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#define WOUND_LIST_BURN list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
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// Thresholds for infection for burn wounds, once infestation hits each threshold, things get steadily worse
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#define WOUND_INFECTION_MODERATE 4 // below this has no ill effects from infection
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#define WOUND_INFECTION_SEVERE 8 // then below here, you ooze some pus and suffer minor tox damage, but nothing serious
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#define WOUND_INFECTION_CRITICAL 12 // then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
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#define WOUND_INFECTION_SEPTIC 20 // below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb
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// above WOUND_INFECTION_SEPTIC, your limb is completely putrid and you start rolling to lose the entire limb by way of paralyzation. After 3 failed rolls (~4-5% each probably), the limb is paralyzed
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#define WOUND_BURN_SANITIZATION_RATE 0.15 // how quickly sanitization removes infestation and decays per tick
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#define WOUND_CUT_MAX_BLOODFLOW 8 // how much blood you can lose per tick per cut max. 8 is a LOT of blood for one cut so don't worry about hitting it easily
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#define WOUND_BONE_HEAD_TIME_VARIANCE 20 // if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)
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// The following are for persistent scar save formats
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#define SCAR_SAVE_ZONE 1 // The body_zone we're applying to on granting
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#define SCAR_SAVE_DESC 2 // The description we're loading
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#define SCAR_SAVE_PRECISE_LOCATION 3 // The precise location we're loading
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#define SCAR_SAVE_SEVERITY 4 // The severity the scar had
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