Merge remote-tracking branch 'origin/master' into what-should-i-name-this-branch
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@@ -4,6 +4,7 @@
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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_REGISTRY_DOUBLE_BEDSHEET "double_bedsheet"
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#define DYE_LAWYER_SPECIAL "lawyer_special"
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#define DYE_RED "red"
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@@ -0,0 +1,14 @@
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//Bits to save
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#define SAVE_OBJECTS (1 << 1) //Save objects?
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#define SAVE_MOBS (1 << 2) //Save Mobs?
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#define SAVE_TURFS (1 << 3) //Save turfs?
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#define SAVE_AREAS (1 << 4) //Save areas?
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#define SAVE_SPACE (1 << 5) //Save space areas? (If not they will be saved as NOOP)
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#define SAVE_OBJECT_PROPERTIES (1 << 6) //Save custom properties of objects (obj.on_object_saved() output)
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#define SAVE_ALL SAVE_OBJECTS | SAVE_MOBS | SAVE_TURFS | SAVE_AREAS | SAVE_SPACE | SAVE_OBJECT_PROPERTIES
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//Ignore turf if it contains
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#define SAVE_SHUTTLEAREA_DONTCARE 0
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#define SAVE_SHUTTLEAREA_IGNORE 1
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#define SAVE_SHUTTLEAREA_ONLY 2
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@@ -43,6 +43,8 @@ require only minor tweaks.
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#define ZTRAIT_ASHSTORM "Weather_Ashstorm"
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#define ZTRAIT_ACIDRAIN "Weather_Acidrain"
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#define ZTRAIT_VOIDSTORM "Weather_Voidstorm"
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#define ZTRAIT_ICESTORM "Weather_Icestorm"
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#define ZTRAIT_LONGRAIN "Weather_Longrain"
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// number - bombcap is multiplied by this before being applied to bombs
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#define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier"
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@@ -72,6 +72,12 @@
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#define REAGENT_FORCEONNEW (1<<5) //Forces a on_new() call without a data overhead
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#define REAGENT_SNEAKYNAME (1<<6) //When inverted, the inverted chem uses the name of the original chem
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#define REAGENT_SPLITRETAINVOL (1<<7) //Retains initial volume of chem when splitting
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#define REAGENT_ORGANIC_PROCESS (1<<8) //Can be processed by organic carbons - will otherwise slowly dissipate
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#define REAGENT_ROBOTIC_PROCESS (1<<9) //Can be processed by robotic carbons - will otherwise slowly dissipate
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#define REAGENT_ALL_PROCESS (REAGENT_ORGANIC_PROCESS | REAGENT_ROBOTIC_PROCESS) //expand this if you for some reason add more process flags
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#define INVALID_REAGENT_DISSIPATION 1 //How much of a reagent is removed per reagent tick if invalid processing-flag wise
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//Chemical reaction flags, for determining reaction specialties
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#define REACTION_CLEAR_IMPURE (1<<0) //Convert into impure/pure on reaction completion
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@@ -222,6 +222,8 @@
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/// forces us to not render our overlays
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#define TRAIT_HUMAN_NO_RENDER "human_no_render"
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#define TRAIT_TRASHCAN "trashcan"
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///Used for fireman carry to have mobe not be dropped when passing by a prone individual.
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#define TRAIT_BEING_CARRIED "being_carried"
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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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