Merge branch 'master' into Projectile_Rework
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@@ -31,12 +31,21 @@
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#define COOLDOWN_OBJECTIVES "objectives"
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#define COOLDOWN_OBJ_ADMIN_PING "obj_admin_ping"
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//Mecha cooldowns
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#define COOLDOWN_MECHA_MESSAGE "mecha_message"
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#define COOLDOWN_MECHA_EQUIPMENT "mecha_equipment"
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#define COOLDOWN_MECHA_ARMOR "mecha_armor"
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#define COOLDOWN_MECHA_MELEE_ATTACK "mecha_melee"
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#define COOLDOWN_MECHA_SMOKE "mecha_smoke"
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//car cooldowns
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#define COOLDOWN_CAR_HONK "car_honk"
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//clown car cooldowns
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#define COOLDOWN_CLOWNCAR_RANDOMNESS "clown_car_randomness"
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//TIMER COOLDOWN MACROS
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#define COMSIG_CD_STOP(cd_index) "cooldown_[cd_index]"
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@@ -385,6 +385,7 @@
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#define COMSIG_LIVING_LIFE "life_tick" //from base of mob/living/Life() (seconds, times_fired)
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#define COMPONENT_INTERRUPT_LIFE_BIOLOGICAL 1 // interrupt biological processes
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#define COMPONENT_INTERRUPT_LIFE_PHYSICAL 2 // interrupt physical handling
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#define COMPONET_INTERRUPT_STATUS_EFFECTS 3 // interrupt status effects
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#define COMSIG_LIVING_BIOLOGICAL_LIFE "biological_life" //from base of mob/living/BiologicalLife() (seconds, times_fired)
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@@ -526,7 +527,19 @@
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#define COMSIG_PROJECTILE_PREHIT "com_proj_prehit" ///sent to targets during the process_hit proc of projectiles
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#define COMSIG_PELLET_CLOUD_INIT "pellet_cloud_init" // sent to targets during the process_hit proc of projectiles
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// /obj/vehicle/sealed/mecha signals
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// /sent from mecha action buttons to the mecha they're linked to
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#define COMSIG_MECHA_ACTION_TRIGGER "mecha_action_activate"
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///sent from clicking while you have no equipment selected. Sent before cooldown and adjacency checks, so you can use this for infinite range things if you want.
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#define COMSIG_MECHA_MELEE_CLICK "mecha_action_melee_click"
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/// Prevents click from happening.
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#define COMPONENT_CANCEL_MELEE_CLICK (1<<0)
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///sent from clicking while you have equipment selected.
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#define COMSIG_MECHA_EQUIPMENT_CLICK "mecha_action_equipment_click"
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/// Prevents click from happening.
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#define COMPONENT_CANCEL_EQUIPMENT_CLICK (1<<0)
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// /mob/living/carbon/human signals
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#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
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#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
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@@ -207,7 +207,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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#define ismachinery(A) (istype(A, /obj/machinery))
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#define ismecha(A) (istype(A, /obj/mecha))
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#define ismecha(A) (istype(A, /obj/vehicle/sealed/mecha))
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#define is_cleanable(A) (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/rune)) //if something is cleanable
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@@ -39,6 +39,7 @@
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#define LOG_ADMIN_PRIVATE (1 << 14)
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#define LOG_ASAY (1 << 15)
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#define LOG_VIRUS (1 << 16)
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#define LOG_MECHA (1 << 17)
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#define LOG_SHUTTLE (1 << 18)
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#define LOG_VICTIM (1 << 19)
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@@ -0,0 +1,31 @@
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#define MECHA_INT_FIRE (1<<0)
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#define MECHA_INT_TEMP_CONTROL (1<<1)
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#define MECHA_INT_SHORT_CIRCUIT (1<<2)
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#define MECHA_INT_TANK_BREACH (1<<3)
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#define MECHA_INT_CONTROL_LOST (1<<4)
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#define ADDING_ACCESS_POSSIBLE (1<<0)
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#define ADDING_MAINT_ACCESS_POSSIBLE (1<<1)
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#define CANSTRAFE (1<<2)
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#define LIGHTS_ON (1<<3)
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#define SILICON_PILOT (1<<4)
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#define IS_ENCLOSED (1<<5)
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#define HAS_LIGHTS (1<<6)
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#define QUIET_STEPS (1<<7)
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#define QUIET_TURNS (1<<8)
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///blocks using equipment and melee attacking.
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#define CANNOT_INTERACT (1<<9)
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/// posibrains can drive this mecha
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#define MMI_COMPATIBLE (1<<10)
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#define MECHA_MELEE (1 << 0)
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#define MECHA_RANGED (1 << 1)
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#define MECHA_FRONT_ARMOUR 1
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#define MECHA_SIDE_ARMOUR 2
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#define MECHA_BACK_ARMOUR 3
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#define MECHA_LOCKED 0
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#define MECHA_SECURE_BOLTS 1
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#define MECHA_LOOSE_BOLTS 2
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#define MECHA_OPEN_HATCH 3
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@@ -152,4 +152,9 @@
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// GROUPED //
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/////////////
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#define STASIS_MACHINE_EFFECT "stasis_machine"
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#define STASIS_ASCENSION_EFFECT "heretic_ascension"
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/// If the incapacitated status effect will ignore a mob in stasis (stasis beds)
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#define IGNORE_STASIS (1<<1)
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@@ -70,6 +70,10 @@
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#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
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//mob traits
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/// Prevents voluntary movement.
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#define TRAIT_IMMOBILIZED "immobilized"
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/// Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
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#define TRAIT_HANDS_BLOCKED "handsblocked"
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#define TRAIT_BLIND "blind"
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#define TRAIT_MUTE "mute"
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#define TRAIT_EMOTEMUTE "emotemute"
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@@ -226,7 +230,7 @@
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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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#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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@@ -11,6 +11,11 @@
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///changing around settings and the like.
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#define VEHICLE_CONTROL_SETTINGS (1<<4)
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///ez define for giving a single pilot mech all the flags it needs.
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#define FULL_MECHA_CONTROL ALL
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//car_traits flags
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///Will this car kidnap people by ramming into them?
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#define CAN_KIDNAP (1<<0)
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