Merge remote-tracking branch 'origin/master' into perlin-genny
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@@ -18,8 +18,8 @@
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/// Integrity defines for clothing (not flags but close enough)
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#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped
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#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
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#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart
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#define CLOTHING_SHREDDED 2 // The clothing is near useless and has their sensors broken
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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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@@ -1,18 +1,35 @@
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/// Transparent, let beams pass
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#define SHIELD_TRANSPARENT (1<<0)
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/// Flammable, takes more damage from fire
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#define SHIELD_ENERGY_WEAK (1<<1)
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/// Fragile, takes more damage from brute
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#define SHIELD_KINETIC_WEAK (1<<2)
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/// Strong against kinetic, weak against energy
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#define SHIELD_KINETIC_STRONG (1<<3)
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/// Strong against energy, weak against kinetic
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#define SHIELD_ENERGY_STRONG (1<<4)
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/// Disabler and other stamina based energy weapons boost the damage done to the sheld
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#define SHIELD_DISABLER_DISRUPTED (1<<5)
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/// Doesn't block ranged attacks whatsoever
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#define SHIELD_NO_RANGED (1<<6)
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/// Doesn't block melee attacks whatsoever
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#define SHIELD_NO_MELEE (1<<7)
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/// Can shield bash
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#define SHIELD_CAN_BASH (1<<1)
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#define SHIELD_CAN_BASH (1<<8)
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/// Shield bash knockdown on wall hit
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#define SHIELD_BASH_WALL_KNOCKDOWN (1<<2)
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#define SHIELD_BASH_WALL_KNOCKDOWN (1<<9)
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/// Shield bash always knockdown
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#define SHIELD_BASH_ALWAYS_KNOCKDOWN (1<<3)
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#define SHIELD_BASH_ALWAYS_KNOCKDOWN (1<<10)
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/// Shield bash disarm on wall hit
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#define SHIELD_BASH_WALL_DISARM (1<<4)
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#define SHIELD_BASH_WALL_DISARM (1<<11)
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/// Shield bash always disarm
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#define SHIELD_BASH_ALWAYS_DISARM (1<<5)
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#define SHIELD_BASH_ALWAYS_DISARM (1<<12)
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/// You can shieldbash target someone on the ground for ground slam
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#define SHIELD_BASH_GROUND_SLAM (1<<6)
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#define SHIELD_BASH_GROUND_SLAM (1<<13)
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/// Shield bashing someone on the ground will disarm
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#define SHIELD_BASH_GROUND_SLAM_DISARM (1<<7)
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#define SHIELD_BASH_GROUND_SLAM_DISARM (1<<14)
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#define SHIELD_FLAGS_DEFAULT (SHIELD_CAN_BASH | SHIELD_BASH_WALL_KNOCKDOWN | SHIELD_BASH_WALL_DISARM | SHIELD_BASH_GROUND_SLAM)
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@@ -24,6 +24,10 @@
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// signals from globally accessible objects
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/// from SSsun when the sun changes position : (primary_sun, suns)
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#define COMSIG_SUN_MOVED "sun_moved"
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/// from SSactivity for things that add threat but aren't "global" (e.g. phylacteries)
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#define COMSIG_THREAT_CALC "threat_calculation"
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//////////////////////////////////////////////////////////////////
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// /datum signals
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@@ -82,3 +82,12 @@
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#define LOADOUT_CAN_NAME (1<<0) //renaming items
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#define LOADOUT_CAN_DESCRIPTION (1<<1) //adding a custom description to items
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#define LOADOUT_CAN_COLOR_POLYCHROMIC (1<<2)
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//the names of the customization tabs
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#define SETTINGS_TAB 0
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#define GAME_PREFERENCES_TAB 1
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#define APPEARANCE_TAB 2
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#define SPEECH_TAB 3
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#define LOADOUT_TAB 4
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#define CONTENT_PREFERENCES_TAB 5
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#define KEYBINDINGS_TAB 6
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+12
-2
@@ -173,8 +173,18 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
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#define BROKEN_SENSORS -1
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#define NO_SENSORS 0
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#define HAS_SENSORS 1
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#define LOCKED_SENSORS 2
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#define DAMAGED_SENSORS_LIVING 1
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#define DAMAGED_SENSORS_VITALS 2
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#define HAS_SENSORS 3
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//suit sensor flags: sensor_flag defines
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#define SENSOR_RANDOM (1<<0)
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#define SENSOR_LOCKED (1<<1)
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//suit sensor integrity percentage threshold defines
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#define SENSOR_INTEGRITY_COORDS 0.2
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#define SENSOR_INTEGRITY_VITALS 0.6
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#define SENSOR_INTEGRITY_BINARY 1
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//Wet floor type flags. Stronger ones should be higher in number.
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#define TURF_DRY (0)
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@@ -152,6 +152,7 @@
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_VORE 5
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#define FIRE_PRIORITY_ACTIVITY 10
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#define FIRE_PRIORITY_IDLE_NPC 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_RESEARCH 10
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