Conflict fixes
This commit is contained in:
@@ -25,6 +25,7 @@
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#define GENITAL_CAN_AROUSE (1<<8)
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#define GENITAL_UNDIES_HIDDEN (1<<9)
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#define UPDATE_OWNER_APPEARANCE (1<<10)
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#define GENITAL_CAN_TAUR (1<<11)
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#define DEF_VAGINA_SHAPE "Human"
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@@ -114,12 +114,17 @@
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//slowdown when in softcrit
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#define SOFTCRIT_ADD_SLOWDOWN 6
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//Attack types for checking shields/hit reactions
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#define MELEE_ATTACK 1
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#define UNARMED_ATTACK 2
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#define PROJECTILE_ATTACK 3
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#define THROWN_PROJECTILE_ATTACK 4
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#define LEAP_ATTACK 5
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/// Attack types for check_block()/run_block(). Flags, combinable.
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/// Attack was melee, whether or not armed.
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#define ATTACK_TYPE_MELEE (1<<0)
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/// Attack was with a gun or something that should count as a gun (but not if a gun shouldn't count for a gun, crazy right?)
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#define ATTACK_TYPE_PROJECTILE (1<<1)
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/// Attack was unarmed.. this usually means hand to hand combat.
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#define ATTACK_TYPE_UNARMED (1<<2)
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/// Attack was a thrown atom hitting the victim.
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#define ATTACK_TYPE_THROWN (1<<3)
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/// Attack was a bodyslam/leap/tackle. See: Xenomorph leap tackles.
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#define ATTACK_TYPE_TACKLE (1<<4)
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//attack visual effects
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#define ATTACK_EFFECT_PUNCH "punch"
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@@ -252,4 +257,53 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
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/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Attack was not blocked
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#define BLOCK_NONE NONE
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/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
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#define BLOCK_SUCCESS (1<<1)
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/// The below are for "metadata" on "how" the attack was blocked.
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/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
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#define BLOCK_SHOULD_REDIRECT (1<<2)
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/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
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#define BLOCK_REDIRECTED (1<<3)
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/// Attack was blocked by something like a shield.
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#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
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/// Attack was blocked by something worn on you.
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#define BLOCK_PHYSICAL_INTERNAL (1<<5)
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/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
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#define BLOCK_TARGET_DODGED (1<<7)
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/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
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#define BLOCK_CONTINUE_CHAIN (1<<8)
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/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
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#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
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/// Pass through victim
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#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
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/// Deflect at randomish angle
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#define REDIRECT_METHOD_DEFLECT "deflect"
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/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
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#define REDIRECT_METHOD_REFLECT "reflect"
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/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
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#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
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/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
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/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
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#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
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/// Tells the caller how likely we are to block attacks from 0 to 100 in general
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#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
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/// Tells the caller about how many hits we can soak on average before our blocking fails.
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#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
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/// Default if the above isn't set in the list.
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#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
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/// Block priorities
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#define BLOCK_PRIORITY_HELD_ITEM 100
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#define BLOCK_PRIORITY_CLOTHING 50
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#define BLOCK_PRIORITY_WEAR_SUIT 75
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#define BLOCK_PRIORITY_UNIFORM 25
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#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM
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@@ -39,3 +39,17 @@
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//Ouch my toes!
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#define CALTROP_BYPASS_SHOES 1
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#define CALTROP_IGNORE_WALKERS 2
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#define SPELL_SKIP_ALL_REQS (1<<0)
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#define SPELL_SKIP_CENTCOM (1<<1)
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#define SPELL_SKIP_STAT (1<<2)
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#define SPELL_SKIP_CLOTHES (1<<3)
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#define SPELL_SKIP_ANTIMAGIC (1<<4)
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#define SPELL_SKIP_VOCAL (1<<5)
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#define SPELL_SKIP_MOBTYPE (1<<6)
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#define SPELL_WIZARD_HAT (1<<7)
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#define SPELL_WIZARD_ROBE (1<<8)
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#define SPELL_CULT_HELMET (1<<9)
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#define SPELL_CULT_ARMOR (1<<10)
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#define SPELL_WIZARD_GARB (SPELL_WIZARD_HAT|SPELL_WIZARD_ROBE)
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#define SPELL_CULT_GARB (SPELL_CULT_HELMET|SPELL_CULT_ARMOR)
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@@ -149,7 +149,9 @@
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#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
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#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
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#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize(): (can_reenter_corpse, special, penalize)
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#define COMPONENT_BLOCK_GHOSTING 1
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#define COMPONENT_BLOCK_GHOSTING (1<<0)
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#define COMPONENT_DO_NOT_PENALIZE_GHOSTING (1<<1)
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#define COMPONENT_FREE_GHOSTING (1<<2)
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#define COMSIG_MOB_ALLOWED "mob_allowed" //from base of obj/allowed(mob/M): (/obj) returns bool, if TRUE the mob has id access to the obj
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#define COMSIG_MOB_RECEIVE_MAGIC "mob_receive_magic" //from base of mob/anti_magic_check(): (mob/user, magic, holy, tinfoil, chargecost, self, protection_sources)
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#define COMPONENT_BLOCK_MAGIC 1
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@@ -177,6 +179,8 @@
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// #define SPEECH_FORCED 7
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#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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// /mob/living signals
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#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
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#define COMSIG_LIVING_RESIST "living_resist" //from base of mob/living/resist() (/mob/living)
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@@ -188,6 +192,8 @@
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#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login" //sent when a mob/login() finishes: (client)
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#define COMSIG_MOB_CLIENT_MOVE "comsig_mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
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#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
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// This returns flags as defined for block in __DEFINES/combat.dm!
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#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
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#define COMSIG_LIVING_COMBAT_ENABLED "combatmode_enabled" //from base of mob/living/enable_combat_mode() (was_forced)
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#define COMSIG_LIVING_COMBAT_DISABLED "combatmode_disabled" //from base of mob/living/disable_combat_mode() (was_forced)
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@@ -236,9 +242,14 @@
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#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
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#define COMSIG_ITEM_HIT_REACT "item_hit_react" //from base of obj/item/hit_reaction(): (list/args)
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#define COMSIG_ITEM_WEARERCROSSED "wearer_crossed" //called on item when crossed by something (): (/atom/movable)
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#define COMSIG_ITEM_WORN_OVERLAYS "item_worn_overlays" //from base of obj/item/worn_overlays(): (isinhands, icon_file, used_state, style_flags, list/overlays)
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// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
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#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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#define COMSIG_ITEM_RUN_BLOCK "run_block" //from base of obj/item/run_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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// /obj/item/clothing signals
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#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
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#define COMSIG_SUIT_MADE_HELMET "suit_made_helmet" //from base of obj/item/clothing/suit/MakeHelmet(): (helmet)
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// /obj/item/implant signals
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#define COMSIG_IMPLANT_ACTIVATED "implant_activated" //from base of /obj/item/implant/proc/activate(): ()
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@@ -0,0 +1,28 @@
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#define DYE_REGISTRY_UNDER "under"
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#define DYE_REGISTRY_JUMPSKIRT "jumpskirt"
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#define DYE_REGISTRY_GLOVES "gloves"
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#define DYE_REGISTRY_SNEAKERS "sneakers"
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#define DYE_REGISTRY_FANNYPACK "fannypack"
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#define DYE_REGISTRY_BEDSHEET "bedsheet"
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#define DYE_RED "red"
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#define DYE_ORANGE "orange"
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#define DYE_YELLOW "yellow"
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#define DYE_GREEN "green"
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#define DYE_BLUE "blue"
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#define DYE_PURPLE "purple"
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#define DYE_BLACK "black"
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#define DYE_WHITE "white"
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#define DYE_RAINBOW "rainbow"
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#define DYE_MIME "mime"
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#define DYE_COSMIC "cosmic"
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#define DYE_QM "qm"
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#define DYE_LAW "law"
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#define DYE_CAPTAIN "captain"
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#define DYE_HOP "hop"
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#define DYE_HOS "hos"
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#define DYE_CE "ce"
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#define DYE_RD "rd"
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#define DYE_CMO "cmo"
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#define DYE_REDCOAT "redcoat"
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#define DYE_CLOWN "clown"
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@@ -7,6 +7,7 @@
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#define WAROPS_ALWAYS_ALLOWED (1<<1)
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#define USE_PREF_WEIGHTS (1<<2)
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#define FORCE_IF_WON (1<<3)
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#define USE_PREV_ROUND_WEIGHTS (1<<4)
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#define ONLY_RULESET (1<<0)
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#define HIGHLANDER_RULESET (1<<1)
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@@ -0,0 +1,29 @@
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#define INSTRUMENT_MIN_OCTAVE 1
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#define INSTRUMENT_MAX_OCTAVE 9
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#define INSTRUMENT_MIN_KEY 0
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#define INSTRUMENT_MAX_KEY 127
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/// Max number of playing notes per instrument.
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#define CHANNELS_PER_INSTRUMENT 128
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/// Distance multiplier that makes us not be impacted by 3d sound as much. This is a multiplier so lower it is the closer we will pretend to be to people.
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#define INSTRUMENT_DISTANCE_FALLOFF_BUFF 0.2
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/// How many tiles instruments have no falloff for
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#define INSTRUMENT_DISTANCE_NO_FALLOFF 3
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/// Maximum length a note should ever go for
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#define INSTRUMENT_MAX_TOTAL_SUSTAIN (5 SECONDS)
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/// These are per decisecond.
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#define INSTRUMENT_EXP_FALLOFF_MIN 1.025 //100/(1.025^50) calculated for [INSTRUMENT_MIN_SUSTAIN_DROPOFF] to be 30.
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#define INSTRUMENT_EXP_FALLOFF_MAX 10
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/// Minimum volume for when the sound is considered dead.
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#define INSTRUMENT_MIN_SUSTAIN_DROPOFF 0
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#define SUSTAIN_LINEAR 1
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#define SUSTAIN_EXPONENTIAL 2
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// /datum/instrument instrument_flags
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#define INSTRUMENT_LEGACY (1<<0) //Legacy instrument. Implies INSTRUMENT_DO_NOT_AUTOSAMPLE
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#define INSTRUMENT_DO_NOT_AUTOSAMPLE (1<<1) //Do not automatically sample
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@@ -465,7 +465,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.")
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// list of all null rod weapons
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#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/melee/baseball_bat/chaplain
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#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/clothing/gloves/fingerless/pugilist/chaplain, /obj/item/melee/baseball_bat/chaplain
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// Used by PDA and cartridge code to reduce repetitiveness of spritesheets
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#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
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@@ -78,4 +78,6 @@
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#define MOVESPEED_ID_COLD "COLD"
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#define MOVESPEED_ID_HUNGRY "HUNGRY"
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#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
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#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
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#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
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#define MOVESPEED_ID_CIRRHOSIS "CIRRHOSIS"
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@@ -45,9 +45,9 @@ Ask ninjanomnom if they're around
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// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
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// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
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// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
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#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
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#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
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#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
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#define RAD_CONTAMINATION_STR_COEFFICIENT 0.3 // Higher means higher strength scaling contamination strength
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#define RAD_CONTAMINATION_STR_COEFFICIENT 0.99 // Higher means higher strength scaling contamination strength
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#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
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#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
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#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
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@@ -20,6 +20,7 @@
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#define CHANNEL_HIGHEST_AVAILABLE 1008 //CIT CHANGE - COMPENSATES FOR VORESOUND CHANNELS
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#define MAX_INSTRUMENT_CHANNELS (128 * 6)
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#define SOUND_MINIMUM_PRESSURE 10
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#define FALLOFF_SOUNDS 1
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@@ -99,7 +99,7 @@
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#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
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#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
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#define STATUS_EFFECT_MESMERIZE /datum/status_effect/no_combat_mode/mesmerize //Just reskinned no_combat_mode
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#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode
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#define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
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@@ -50,17 +50,19 @@
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#define INIT_ORDER_PROFILER 100
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#define INIT_ORDER_FAIL2TOPIC 99
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#define INIT_ORDER_TITLE 98
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#define INIT_ORDER_GARBAGE 97
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#define INIT_ORDER_DBCORE 95
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#define INIT_ORDER_BLACKBOX 94
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#define INIT_ORDER_SERVER_MAINT 93
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#define INIT_ORDER_INPUT 85
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#define INIT_ORDER_GARBAGE 95
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#define INIT_ORDER_DBCORE 93
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#define INIT_ORDER_BLACKBOX 92
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#define INIT_ORDER_SERVER_MAINT 91
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#define INIT_ORDER_INPUT 90
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#define INIT_ORDER_SOUNDS 85
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#define INIT_ORDER_VIS 80
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#define INIT_ORDER_RESEARCH 75
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#define INIT_ORDER_EVENTS 70
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#define INIT_ORDER_JOBS 65
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#define INIT_ORDER_QUIRKS 60
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#define INIT_ORDER_TICKER 55
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#define INIT_ORDER_INSTRUMENTS 53
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#define INIT_ORDER_MAPPING 50
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#define INIT_ORDER_NETWORKS 45
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#define INIT_ORDER_ATOMS 30
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@@ -100,6 +102,7 @@
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#define FIRE_PRIORITY_PROCESS 25
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#define FIRE_PRIORITY_THROWING 25
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#define FIRE_PRIORITY_SPACEDRIFT 30
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#define FIRE_PRIORITY_INSTRUMENTS 30
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#define FIRE_PRIORITY_FIELDS 30
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#define FIRE_PRIOTITY_SMOOTHING 35
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#define FIRE_PRIORITY_NETWORKS 40
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@@ -147,6 +147,9 @@
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#define TRAIT_NOPULSE "nopulse" // Your heart doesn't beat.
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#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
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#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
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#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
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#define TRAIT_KI_VAMPIRE "ki-vampire" //when someone with this trait rolls maximum damage on a punch and stuns the target, they regain some stamina and do clone damage
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#define TRAIT_PASSTABLE "passtable"
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// mobility flag traits
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// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
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@@ -173,6 +176,9 @@
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//non-mob traits
|
||||
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
|
||||
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
|
||||
#define INNATE_TRAIT "innate"
|
||||
|
||||
|
||||
// item traits
|
||||
#define TRAIT_NODROP "nodrop"
|
||||
@@ -236,8 +242,8 @@
|
||||
#define GHOSTROLE_TRAIT "ghostrole"
|
||||
#define APHRO_TRAIT "aphro"
|
||||
#define BLOODSUCKER_TRAIT "bloodsucker"
|
||||
#define CLOTHING_TRAIT "clothing" //used for quirky carrygloves
|
||||
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
|
||||
#define GLOVE_TRAIT "glove" //inherited by your cool gloves
|
||||
|
||||
// unique trait sources, still defines
|
||||
#define STATUE_MUTE "statue"
|
||||
@@ -271,6 +277,7 @@
|
||||
#define LOCKED_HELMET_TRAIT "locked-helmet"
|
||||
#define NINJA_SUIT_TRAIT "ninja-suit"
|
||||
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
|
||||
#define MARTIAL_ARTIST_TRAIT "martial_artist"
|
||||
#define SLEEPING_CARP_TRAIT "sleeping_carp"
|
||||
#define RISING_BASS_TRAIT "rising_bass"
|
||||
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
|
||||
|
||||
@@ -19,3 +19,105 @@
|
||||
#define VV_RESTORE_DEFAULT "Restore to Default"
|
||||
#define VV_MARKED_DATUM "Marked Datum"
|
||||
#define VV_BITFIELD "Bitfield"
|
||||
#define VV_TEXT_LOCATE "Custom Reference Locate"
|
||||
#define VV_PROCCALL_RETVAL "Return Value of Proccall"
|
||||
|
||||
#define VV_MSG_MARKED "<br><font size='1' color='red'><b>Marked Object</b></font>"
|
||||
#define VV_MSG_EDITED "<br><font size='1' color='red'><b>Var Edited</b></font>"
|
||||
#define VV_MSG_DELETED "<br><font size='1' color='red'><b>Deleted</b></font>"
|
||||
|
||||
#define VV_NORMAL_LIST_NO_EXPAND_THRESHOLD 50
|
||||
#define VV_SPECIAL_LIST_NO_EXPAND_THRESHOLD 150
|
||||
|
||||
//#define IS_VALID_ASSOC_KEY(V) (istext(V) || ispath(V) || isdatum(V) || islist(V))
|
||||
#define IS_VALID_ASSOC_KEY(V) (!isnum(V)) //hhmmm..
|
||||
|
||||
//General helpers
|
||||
#define VV_HREF_TARGET_INTERNAL(target, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[REF(target)]"
|
||||
#define VV_HREF_TARGETREF_INTERNAL(targetref, href_key) "?_src_=vars;[HrefToken()];[href_key]=TRUE;[VV_HK_TARGET]=[targetref]"
|
||||
#define VV_HREF_TARGET(target, href_key, text) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)]'>[text]</a>"
|
||||
#define VV_HREF_TARGETREF(targetref, href_key, text) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)]'>[text]</a>"
|
||||
#define VV_HREF_TARGET_1V(target, href_key, text, varname) "<a href='[VV_HREF_TARGET_INTERNAL(target, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>" //for stuff like basic varedits, one variable
|
||||
#define VV_HREF_TARGETREF_1V(targetref, href_key, text, varname) "<a href='[VV_HREF_TARGETREF_INTERNAL(targetref, href_key)];[VV_HK_VARNAME]=[varname]'>[text]</a>"
|
||||
|
||||
#define GET_VV_TARGET locate(href_list[VV_HK_TARGET])
|
||||
#define GET_VV_VAR_TARGET href_list[VV_HK_VARNAME]
|
||||
|
||||
//Helper for getting something to vv_do_topic in general
|
||||
#define VV_TOPIC_LINK(datum, href_key, text) "<a href='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(datum)]'>text</a>"
|
||||
|
||||
//Helpers for vv_get_dropdown()
|
||||
#define VV_DROPDOWN_OPTION(href_key, name) . += "<option value='?_src_=vars;[HrefToken()];[href_key]=TRUE;target=[REF(src)]'>[name]</option>"
|
||||
|
||||
// VV HREF KEYS
|
||||
#define VV_HK_TARGET "target"
|
||||
#define VV_HK_VARNAME "targetvar" //name or index of var for 1 variable targetting hrefs.
|
||||
|
||||
// vv_do_list() keys
|
||||
#define VV_HK_LIST_ADD "listadd"
|
||||
#define VV_HK_LIST_EDIT "listedit"
|
||||
#define VV_HK_LIST_CHANGE "listchange"
|
||||
#define VV_HK_LIST_REMOVE "listremove"
|
||||
#define VV_HK_LIST_ERASE_NULLS "listnulls"
|
||||
#define VV_HK_LIST_ERASE_DUPES "listdupes"
|
||||
#define VV_HK_LIST_SHUFFLE "listshuffle"
|
||||
#define VV_HK_LIST_SET_LENGTH "listlen"
|
||||
|
||||
// vv_do_basic() keys
|
||||
#define VV_HK_BASIC_EDIT "datumedit"
|
||||
#define VV_HK_BASIC_CHANGE "datumchange"
|
||||
#define VV_HK_BASIC_MASSEDIT "massedit"
|
||||
|
||||
// /datum
|
||||
#define VV_HK_DELETE "delete"
|
||||
#define VV_HK_EXPOSE "expose"
|
||||
#define VV_HK_CALLPROC "proc_call"
|
||||
#define VV_HK_MARK "mark"
|
||||
#define VV_HK_MODIFY_TRAITS "modtraits"
|
||||
|
||||
// /atom
|
||||
#define VV_HK_MODIFY_TRANSFORM "atom_transform"
|
||||
#define VV_HK_ADD_REAGENT "addreagent"
|
||||
#define VV_HK_TRIGGER_EMP "empulse"
|
||||
#define VV_HK_TRIGGER_EXPLOSION "explode"
|
||||
#define VV_HK_AUTO_RENAME "auto_rename"
|
||||
|
||||
// /obj
|
||||
#define VV_HK_OSAY "osay"
|
||||
#define VV_HK_MASS_DEL_TYPE "mass_delete_type"
|
||||
#define VV_HK_ARMOR_MOD "mod_obj_armor"
|
||||
|
||||
// /mob
|
||||
#define VV_HK_GIB "gib"
|
||||
#define VV_HK_GIVE_SPELL "give_spell"
|
||||
#define VV_HK_REMOVE_SPELL "remove_spell"
|
||||
#define VV_HK_GIVE_DISEASE "give_disease"
|
||||
#define VV_HK_GODMODE "godmode"
|
||||
#define VV_HK_DROP_ALL "dropall"
|
||||
#define VV_HK_REGEN_ICONS "regen_icons"
|
||||
#define VV_HK_PLAYER_PANEL "player_panel"
|
||||
#define VV_HK_BUILDMODE "buildmode"
|
||||
#define VV_HK_DIRECT_CONTROL "direct_control"
|
||||
#define VV_HK_OFFER_GHOSTS "offer_ghosts"
|
||||
|
||||
// /mob/living/carbon
|
||||
#define VV_HK_MAKE_AI "aiify"
|
||||
#define VV_HK_MODIFY_BODYPART "mod_bodypart"
|
||||
#define VV_HK_MODIFY_ORGANS "organs_modify"
|
||||
#define VV_HK_HALLUCINATION "force_hallucinate"
|
||||
#define VV_HK_MARTIAL_ART "give_martial_art"
|
||||
#define VV_HK_GIVE_TRAUMA "give_trauma"
|
||||
#define VV_HK_CURE_TRAUMA "cure_trauma"
|
||||
|
||||
// /mob/living/carbon/human
|
||||
#define VV_HK_COPY_OUTFIT "copy_outfit"
|
||||
#define VV_HK_MOD_QUIRKS "quirkmod"
|
||||
#define VV_HK_MAKE_MONKEY "human_monkify"
|
||||
#define VV_HK_MAKE_CYBORG "human_cyborgify"
|
||||
#define VV_HK_MAKE_SLIME "human_slimeify"
|
||||
#define VV_HK_MAKE_ALIEN "human_alienify"
|
||||
#define VV_HK_SET_SPECIES "setspecies"
|
||||
#define VV_HK_PURRBATION "purrbation"
|
||||
|
||||
// misc
|
||||
#define VV_HK_SPACEVINE_PURGE "spacevine_purge"
|
||||
|
||||
Reference in New Issue
Block a user