Files
2025-02-05 06:19:18 +00:00

1 line
20 KiB
HTML

<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>code/__DEFINES/wounds.dm - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="code/__DEFINES/wounds.html#define">Define Details</a></header><main><h1>code/__DEFINES/wounds.dm <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm0"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm0"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_MINIMUM_DAMAGE">WOUND_MINIMUM_DAMAGE</a></th><td>an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/DISMEMBER_MINIMUM_DAMAGE">DISMEMBER_MINIMUM_DAMAGE</a></th><td>an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_MAX_CONSIDERED_DAMAGE">WOUND_MAX_CONSIDERED_DAMAGE</a></th><td>any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145)</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_BLUNT">WOUND_BLUNT</a></th><td>any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_SLASH">WOUND_SLASH</a></th><td>any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_PIERCE">WOUND_PIERCE</a></th><td>any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_BURN">WOUND_BURN</a></th><td>any concentrated burn attack (lasers really). rolls for burning wounds</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_DETERMINATION_MAX">WOUND_DETERMINATION_MAX</a></th><td>the max amount of determination you can have</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/CANT_WOUND">CANT_WOUND</a></th><td>set wound_bonus on an item or attack to this to disable checking wounding for the attack</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_INFECTION_MODERATE">WOUND_INFECTION_MODERATE</a></th><td>below this has no ill effects from infection</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_INFECTION_SEVERE">WOUND_INFECTION_SEVERE</a></th><td>then below here, you ooze some pus and suffer minor tox damage, but nothing serious</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_INFECTION_CRITICAL">WOUND_INFECTION_CRITICAL</a></th><td>then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_INFECTION_SEPTIC">WOUND_INFECTION_SEPTIC</a></th><td>below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_BURN_SANITIZATION_RATE">WOUND_BURN_SANITIZATION_RATE</a></th><td>how quickly sanitization removes infestation and decays per tick</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_SLASH_MAX_BLOODFLOW">WOUND_SLASH_MAX_BLOODFLOW</a></th><td>how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_SLASH_DEAD_CLOT_MIN">WOUND_SLASH_DEAD_CLOT_MIN</a></th><td>dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/WOUND_BONE_HEAD_TIME_VARIANCE">WOUND_BONE_HEAD_TIME_VARIANCE</a></th><td>if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_SAVE_VERS">SCAR_SAVE_VERS</a></th><td>The version number of the scar we're saving</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_SAVE_ZONE">SCAR_SAVE_ZONE</a></th><td>The body_zone we're applying to on granting</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_SAVE_DESC">SCAR_SAVE_DESC</a></th><td>The description we're loading</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_SAVE_PRECISE_LOCATION">SCAR_SAVE_PRECISE_LOCATION</a></th><td>The precise location we're loading</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_SAVE_SEVERITY">SCAR_SAVE_SEVERITY</a></th><td>The severity the scar had</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_SAVE_LENGTH">SCAR_SAVE_LENGTH</a></th><td>how many fields there are above (NOT INCLUDING THIS OBVIOUSLY)</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/SCAR_CURRENT_VERSION">SCAR_CURRENT_VERSION</a></th><td>saved scars with a version lower than this will be discarded</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/BIO_INORGANIC">BIO_INORGANIC</a></th><td>golems and androids, cannot suffer any wounds</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/BIO_JUST_BONE">BIO_JUST_BONE</a></th><td>skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/BIO_JUST_FLESH">BIO_JUST_FLESH</a></th><td>nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/BIO_FLESH_BONE">BIO_FLESH_BONE</a></th><td>standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/FLESH_WOUND">FLESH_WOUND</a></th><td>If this wound requires having the HAS_FLESH flag for humanoids</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/BONE_WOUND">BONE_WOUND</a></th><td>If this wound requires having the HAS_BONE flag for humanaoids</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/MANGLES_FLESH">MANGLES_FLESH</a></th><td>If having this wound counts as mangled flesh for dismemberment</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/MANGLES_BONE">MANGLES_BONE</a></th><td>If having this wound counts as mangled bone for dismemberment</td></tr><tr><th><a href="code/__DEFINES/wounds.html#define/ACCEPTS_GAUZE">ACCEPTS_GAUZE</a></th><td>If this wound marks the limb as being allowed to have gauze applied</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/ACCEPTS_GAUZE"><aside class="declaration">#define </aside>ACCEPTS_GAUZE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L119"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 119"></a></h3><p>If this wound marks the limb as being allowed to have gauze applied</p><h3 id="define/BIO_FLESH_BONE"><aside class="declaration">#define </aside>BIO_FLESH_BONE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L108"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 108"></a></h3><p>standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember</p><h3 id="define/BIO_INORGANIC"><aside class="declaration">#define </aside>BIO_INORGANIC <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L102"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 102"></a></h3><p>golems and androids, cannot suffer any wounds</p><h3 id="define/BIO_JUST_BONE"><aside class="declaration">#define </aside>BIO_JUST_BONE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L104"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 104"></a></h3><p>skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember</p><h3 id="define/BIO_JUST_FLESH"><aside class="declaration">#define </aside>BIO_JUST_FLESH <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L106"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 106"></a></h3><p>nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds</p><h3 id="define/BONE_WOUND"><aside class="declaration">#define </aside>BONE_WOUND <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L113"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 113"></a></h3><p>If this wound requires having the HAS_BONE flag for humanaoids</p><h3 id="define/CANT_WOUND"><aside class="declaration">#define </aside>CANT_WOUND <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L37"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 37"></a></h3><p>set wound_bonus on an item or attack to this to disable checking wounding for the attack</p><h3 id="define/DISMEMBER_MINIMUM_DAMAGE"><aside class="declaration">#define </aside>DISMEMBER_MINIMUM_DAMAGE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L7"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 7"></a></h3><p>an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart</p><h3 id="define/FLESH_WOUND"><aside class="declaration">#define </aside>FLESH_WOUND <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L111"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 111"></a></h3><p>If this wound requires having the HAS_FLESH flag for humanoids</p><h3 id="define/MANGLES_BONE"><aside class="declaration">#define </aside>MANGLES_BONE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L117"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 117"></a></h3><p>If having this wound counts as mangled bone for dismemberment</p><h3 id="define/MANGLES_FLESH"><aside class="declaration">#define </aside>MANGLES_FLESH <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L115"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 115"></a></h3><p>If having this wound counts as mangled flesh for dismemberment</p><h3 id="define/SCAR_CURRENT_VERSION"><aside class="declaration">#define </aside>SCAR_CURRENT_VERSION <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L88"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 88"></a></h3><p>saved scars with a version lower than this will be discarded</p><h3 id="define/SCAR_SAVE_DESC"><aside class="declaration">#define </aside>SCAR_SAVE_DESC <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L78"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 78"></a></h3><p>The description we're loading</p><h3 id="define/SCAR_SAVE_LENGTH"><aside class="declaration">#define </aside>SCAR_SAVE_LENGTH <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L84"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 84"></a></h3><p>how many fields there are above (NOT INCLUDING THIS OBVIOUSLY)</p><h3 id="define/SCAR_SAVE_PRECISE_LOCATION"><aside class="declaration">#define </aside>SCAR_SAVE_PRECISE_LOCATION <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L80"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 80"></a></h3><p>The precise location we're loading</p><h3 id="define/SCAR_SAVE_SEVERITY"><aside class="declaration">#define </aside>SCAR_SAVE_SEVERITY <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L82"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 82"></a></h3><p>The severity the scar had</p><h3 id="define/SCAR_SAVE_VERS"><aside class="declaration">#define </aside>SCAR_SAVE_VERS <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L74"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 74"></a></h3><p>The version number of the scar we're saving</p><h3 id="define/SCAR_SAVE_ZONE"><aside class="declaration">#define </aside>SCAR_SAVE_ZONE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L76"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 76"></a></h3><p>The body_zone we're applying to on granting</p><h3 id="define/WOUND_BLUNT"><aside class="declaration">#define </aside>WOUND_BLUNT <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L19"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 19"></a></h3><p>any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds</p><h3 id="define/WOUND_BONE_HEAD_TIME_VARIANCE"><aside class="declaration">#define </aside>WOUND_BONE_HEAD_TIME_VARIANCE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L70"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 70"></a></h3><p>if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)</p><h3 id="define/WOUND_BURN"><aside class="declaration">#define </aside>WOUND_BURN <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L25"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 25"></a></h3><p>any concentrated burn attack (lasers really). rolls for burning wounds</p><h3 id="define/WOUND_BURN_SANITIZATION_RATE"><aside class="declaration">#define </aside>WOUND_BURN_SANITIZATION_RATE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L64"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 64"></a></h3><p>how quickly sanitization removes infestation and decays per tick</p><h3 id="define/WOUND_DETERMINATION_MAX"><aside class="declaration">#define </aside>WOUND_DETERMINATION_MAX <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L34"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 34"></a></h3><p>the max amount of determination you can have</p><h3 id="define/WOUND_INFECTION_CRITICAL"><aside class="declaration">#define </aside>WOUND_INFECTION_CRITICAL <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L57"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 57"></a></h3><p>then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad</p><h3 id="define/WOUND_INFECTION_MODERATE"><aside class="declaration">#define </aside>WOUND_INFECTION_MODERATE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L53"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 53"></a></h3><p>below this has no ill effects from infection</p><h3 id="define/WOUND_INFECTION_SEPTIC"><aside class="declaration">#define </aside>WOUND_INFECTION_SEPTIC <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L59"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 59"></a></h3><p>below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb</p><h3 id="define/WOUND_INFECTION_SEVERE"><aside class="declaration">#define </aside>WOUND_INFECTION_SEVERE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L55"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 55"></a></h3><p>then below here, you ooze some pus and suffer minor tox damage, but nothing serious</p><h3 id="define/WOUND_MAX_CONSIDERED_DAMAGE"><aside class="declaration">#define </aside>WOUND_MAX_CONSIDERED_DAMAGE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L9"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 9"></a></h3><p>any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145)</p><h3 id="define/WOUND_MINIMUM_DAMAGE"><aside class="declaration">#define </aside>WOUND_MINIMUM_DAMAGE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L5"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 5"></a></h3><p>an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)</p><h3 id="define/WOUND_PIERCE"><aside class="declaration">#define </aside>WOUND_PIERCE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L23"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 23"></a></h3><p>any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds</p><h3 id="define/WOUND_SLASH"><aside class="declaration">#define </aside>WOUND_SLASH <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L21"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 21"></a></h3><p>any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds</p><h3 id="define/WOUND_SLASH_DEAD_CLOT_MIN"><aside class="declaration">#define </aside>WOUND_SLASH_DEAD_CLOT_MIN <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L68"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 68"></a></h3><p>dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people</p><h3 id="define/WOUND_SLASH_MAX_BLOODFLOW"><aside class="declaration">#define </aside>WOUND_SLASH_MAX_BLOODFLOW <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/wounds.dm#L66"><img src="git.png" width="16" height="16" title="code/__DEFINES/wounds.dm 66"></a></h3><p>how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>