defines, helpers, onclick
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+47
-47
@@ -14,20 +14,20 @@
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#define STORAGE_VIEW_DEPTH 2
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//ITEM INVENTORY SLOT BITMASKS
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#define SLOT_OCLOTHING 1
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#define SLOT_ICLOTHING 2
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#define SLOT_GLOVES 4
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#define SLOT_EYES 8
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#define SLOT_EARS 16
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#define SLOT_MASK 32
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#define SLOT_HEAD 64
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#define SLOT_FEET 128
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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 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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#define SLOT_OCLOTHING (1<<0)
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#define SLOT_ICLOTHING (1<<1)
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#define SLOT_GLOVES (1<<2)
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#define SLOT_EYES (1<<3)
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#define SLOT_EARS (1<<4)
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#define SLOT_MASK (1<<5)
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#define SLOT_HEAD (1<<6)
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#define SLOT_FEET (1<<7)
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#define SLOT_ID (1<<8)
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#define SLOT_BELT (1<<9)
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#define SLOT_BACK (1<<10)
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#define SLOT_POCKET (1<<11) // 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 (1<<12) // 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 (1<<13)
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//SLOTS
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#define slot_back 1
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@@ -87,36 +87,36 @@
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//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
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#define HIDEGLOVES 1
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#define HIDESUITSTORAGE 2
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#define HIDEJUMPSUIT 4 //these first four are only used in exterior suits
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#define HIDESHOES 8
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#define HIDEMASK 16 //these last six are only used in masks and headgear.
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#define HIDEEARS 32 // (ears means headsets and such)
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#define HIDEEYES 64 // Whether eyes and glasses are hidden
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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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#define HIDEGLOVES (1<<0)
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#define HIDESUITSTORAGE (1<<1)
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#define HIDEJUMPSUIT (1<<2) //these first four are only used in exterior suits
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#define HIDESHOES (1<<3)
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#define HIDEMASK (1<<4) //these last six are only used in masks and headgear.
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#define HIDEEARS (1<<5) // (ears means headsets and such)
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#define HIDEEYES (1<<6) // Whether eyes and glasses are hidden
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#define HIDEFACE (1<<7) // Whether we appear as unknown.
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#define HIDEHAIR (1<<8)
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#define HIDEFACIALHAIR (1<<9)
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#define HIDENECK (1<<10)
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//bitflags for clothing coverage - also used for limbs
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#define HEAD 1
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#define CHEST 2
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#define GROIN 4
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#define LEG_LEFT 8
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#define LEG_RIGHT 16
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#define LEGS 24
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#define FOOT_LEFT 32
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#define FOOT_RIGHT 64
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#define FEET 96
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#define ARM_LEFT 128
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#define ARM_RIGHT 256
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#define ARMS 384
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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 NECK 2048
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#define FULL_BODY 4095
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#define HEAD (1<<0)
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#define CHEST (1<<1)
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#define GROIN (1<<2)
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#define LEG_LEFT (1<<3)
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#define LEG_RIGHT (1<<4)
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#define LEGS (LEG_LEFT | LEG_RIGHT)
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#define FOOT_LEFT (1<<5)
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#define FOOT_RIGHT (1<<6)
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#define FEET (FOOT_LEFT | FOOT_RIGHT)
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#define ARM_LEFT (1<<7)
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#define ARM_RIGHT (1<<8)
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#define ARMS (ARM_LEFT | ARM_RIGHT)
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#define HAND_LEFT (1<<9)
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#define HAND_RIGHT (1<<10)
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#define HANDS (HAND_LEFT | HAND_RIGHT)
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#define NECK (1<<11)
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#define FULL_BODY (~0)
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//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
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#define NO_FEMALE_UNIFORM 0
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@@ -137,11 +137,11 @@
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#define SQUISHED_DIGITIGRADE 2
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//flags for covering body parts
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#define GLASSESCOVERSEYES 1
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#define MASKCOVERSEYES 2 // get rid of some of the other retardation in these flags
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#define HEADCOVERSEYES 4 // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH 8 // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH 16
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#define GLASSESCOVERSEYES (1<<0)
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#define MASKCOVERSEYES (1<<1) // get rid of some of the other retardation in these flags
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#define HEADCOVERSEYES (1<<2) // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH (1<<3) // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH (1<<4)
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#define TINT_DARKENED 2 //Threshold of tint level to apply weld mask overlay
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#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
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