Merge remote-tracking branch 'origin/master' into TGUI-4
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@@ -23,6 +23,7 @@ GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE) //If script scripture is avail
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GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If application scripture is available
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GLOBAL_VAR_INIT(judgement_scripture_unlocked, FALSE) //If judgement scripture is available
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GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture
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GLOBAL_LIST_EMPTY(all_clockwork_rites) //a list containing all clockwork rites. Filled the first time any cultist interacts with a sigil of rites.
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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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@@ -452,6 +452,9 @@
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#define COMPONENT_TWOHANDED_BLOCK_WIELD 1
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#define COMSIG_TWOHANDED_UNWIELD "twohanded_unwield" //from base of datum/component/two_handed/proc/unwield(mob/living/carbon/user): (/mob/user)
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// /datum/component/squeak signals
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#define COMSIG_CROSS_SQUEAKED "cross_squeaked" // sent when a squeak component squeaks from crossing something, to delay anything else crossing that might squeak to prevent ear hurt.
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// /datum/action signals
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#define COMSIG_ACTION_TRIGGER "action_trigger" //from base of datum/action/proc/Trigger(): (datum/action)
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#define COMPONENT_ACTION_BLOCK_TRIGGER 1
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@@ -0,0 +1,56 @@
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//defines for loadout categories
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//no category defines
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#define LOADOUT_CATEGORY_NONE "ERROR"
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#define LOADOUT_SUBCATEGORY_NONE "Miscellaneous"
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#define LOADOUT_SUBCATEGORIES_NONE list("Miscellaneous")
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//backpack
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#define LOADOUT_CATEGORY_BACKPACK "In backpack"
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#define LOADOUT_SUBCATEGORY_BACKPACK_GENERAL "General" //basically anything that there's not enough of to have its own subcategory
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#define LOADOUT_SUBCATEGORY_BACKPACK_TOYS "Toys"
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//neck
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#define LOADOUT_CATEGORY_NECK "Neck"
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#define LOADOUT_SUBCATEGORY_NECK_GENERAL "General"
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#define LOADOUT_SUBCATEGORY_NECK_TIE "Ties"
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#define LOADOUT_SUBCATEGORY_NECK_SCARVES "Scarves"
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//mask
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#define LOADOUT_CATEGORY_MASK "Mask"
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//hands
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#define LOADOUT_CATEGORY_HANDS "Hands"
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//uniform
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#define LOADOUT_CATEGORY_UNIFORM "Uniform" //there's so many types of uniform it's best to have lots of categories
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#define LOADOUT_SUBCATEGORY_UNIFORM_GENERAL "General"
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#define LOADOUT_SUBCATEGORY_UNIFORM_JOBS "Jobs"
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#define LOADOUT_SUBCATEGORY_UNIFORM_SUITS "Suits"
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#define LOADOUT_SUBCATEGORY_UNIFORM_SKIRTS "Skirts"
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#define LOADOUT_SUBCATEGORY_UNIFORM_DRESSES "Dresses"
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#define LOADOUT_SUBCATEGORY_UNIFORM_SWEATERS "Sweaters"
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#define LOADOUT_SUBCATEGORY_UNIFORM_PANTS "Pants"
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#define LOADOUT_SUBCATEGORY_UNIFORM_SHORTS "Shorts"
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//suit
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#define LOADOUT_CATEGORY_SUIT "Suit"
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#define LOADOUT_SUBCATEGORY_SUIT_GENERAL "General"
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#define LOADOUT_SUBCATEGORY_SUIT_COATS "Coats"
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#define LOADOUT_SUBCATEGORY_SUIT_JACKETS "Jackets"
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#define LOADOUT_SUBCATEGORY_SUIT_JOBS "Jobs"
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//head
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#define LOADOUT_CATEGORY_HEAD "Head"
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#define LOADOUT_SUBCATEGORY_HEAD_GENERAL "General"
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#define LOADOUT_SUBCATEGORY_HEAD_JOBS "Jobs"
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//shoes
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#define LOADOUT_CATEGORY_SHOES "Shoes"
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//gloves
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#define LOADOUT_CATEGORY_GLOVES "Gloves"
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//glasses
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#define LOADOUT_CATEGORY_GLASSES "Glasses"
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//donator items
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#define LOADOUT_CATEGORY_DONATOR "Donator"
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