Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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+20
-7
@@ -12,24 +12,28 @@
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#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define MASKINTERNALS 8 // mask allows internals
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#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define HANDSLOW 32 // If an item has this flag, it will slow you to carry it
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#define CONDUCT 64 // conducts electricity (metal etc.)
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#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
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#define OVERLAY_QUEUED 256 //atom queued to SSoverlay
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#define ON_BORDER 512 // item has priority to check when entering or leaving
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#define EARBANGPROTECT 1024
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#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
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#define HEADBANGPROTECT 4096
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#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
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// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
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#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
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#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
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#define DROPDEL 16384 // When dropped, it calls qdel on itself
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#define HOLOGRAM 32768 // HOlodeck shit should not be used in any fucking things
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/* Secondary atom flags, access using the SECONDARY_FLAG macros */
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#define SLOWS_WHILE_IN_HAND "slows_while_in_hand"
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#define NO_EMP_WIRES "no_emp_wires"
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#define HOLOGRAM "hologram"
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#define FROZEN "frozen"
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#define STATIONLOVING "stationloving"
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#define INFORM_ADMINS_ON_RELOCATE "inform_admins_on_relocate"
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#define BANG_PROTECT "bang_protect"
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//turf-only flags
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#define NOJAUNT 1
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@@ -71,3 +75,12 @@
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// Flags for reagents
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#define REAGENT_NOREACT 1
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF 1
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#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
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#define FLAMMABLE 4
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#define ON_FIRE 8
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#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
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#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
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#define INDESTRUCTIBLE 64 //doesn't take damage
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