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
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+7 -25
View File
@@ -63,7 +63,7 @@
#define HANDS_LAYER 3
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 31 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 26 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
@@ -149,16 +149,6 @@
#define STAGE_FIVE 9
#define STAGE_SIX 11 //From supermatter shard
//zlevel defines, can be overridden for different maps in the appropriate _maps file.
#define ZLEVEL_STATION 1
#define ZLEVEL_CENTCOM 2
#define ZLEVEL_MINING 5
#define ZLEVEL_LAVALAND 5
#define ZLEVEL_EMPTY_SPACE 11
#define ZLEVEL_SPACEMIN 3
#define ZLEVEL_SPACEMAX 11
//ticker.current_state values
#define GAME_STATE_STARTUP 0
#define GAME_STATE_PREGAME 1
@@ -235,8 +225,9 @@ var/list/bloody_footprints_cache = list()
//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 )
#define DYNAMIC_LIGHTING_FORCED 2 //dynamic lighting enabled even if the area doesn't require power
#define DYNAMIC_LIGHTING_IFSTARLIGHT 3 //dynamic lighting enabled only if starlight is.
#define IS_DYNAMIC_LIGHTING(A) ( A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.dynamic_lighting )
//subtypesof(), typesof() without the parent path
#define subtypesof(typepath) ( typesof(typepath) - typepath )
@@ -244,15 +235,6 @@ var/list/bloody_footprints_cache = list()
//Gets the turf this atom inhabits
#define get_turf(A) (get_step(A, 0))
//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"
#define GHOST_ORBIT_TRIANGLE "triangle"
@@ -350,8 +332,8 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects"
//debug printing macros
#define debug_world(msg) if (Debug2) world << "DEBUG: [msg]"
#define debug_admins(msg) if (Debug2) admins << "DEBUG: [msg]"
#define debug_world(msg) if (Debug2) to_chat(world, "DEBUG: [msg]")
#define debug_admins(msg) if (Debug2) to_chat(admins, "DEBUG: [msg]")
#define debug_world_log(msg) if (Debug2) log_world("DEBUG: [msg]")
#define COORD(A) "([A.x],[A.y],[A.z])"
@@ -417,4 +399,4 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define TURF_DECAL_DIRT "dirt"
//Error handler defines
#define ERROR_USEFUL_LEN 2
#define ERROR_USEFUL_LEN 2