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