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Merge pull request #33 from honkpocket/space-sappers
Ports A LOT of Paxilmaniac content + Space Sappers
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//Defines for processing reagents, for synths, IPC's and Vox | ||
#define PROCESS_ORGANIC 1 //Only processes reagents with "ORGANIC" or "ORGANIC | SYNTHETIC" | ||
#define PROCESS_SYNTHETIC 2 //Only processes reagents with "SYNTHETIC" or "ORGANIC | SYNTHETIC" | ||
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#define REAGENT_ORGANIC 1 | ||
#define REAGENT_SYNTHETIC 2 |
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/* Access is broken down by department, department special functions/rooms, and departmental roles | ||
* The first access for the department will always be its general access function | ||
* Please try to make the strings for any new accesses as close to the name of the define as possible | ||
* If you are going to add an access to the list, make sure to also add it to its respective region further below | ||
* If you're varediting on the map, it uses the string. If you're editing the object directly, use the define name | ||
*/ | ||
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/// - - - ANTAGONIST - - - | ||
/// PLUTONIAN | ||
#define ACCESS_SAPPER_SHIP "sapper_ship" |
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#define ARMOR_LEVEL_TINY 10 | ||
#define ARMOR_LEVEL_WEAK 30 | ||
#define ARMOR_LEVEL_MID 50 | ||
#define ARMOR_LEVEL_INSANE 90 | ||
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#define WOUND_ARMOR_WEAK 10 | ||
#define WOUND_ARMOR_STANDARD 20 | ||
#define WOUND_ARMOR_HIGH 30 |
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// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list | ||
// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines! | ||
// /datum/atom_hud expects these to be unique | ||
// these need to be strings in order to make them associative lists | ||
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/// - - - ANTAGONIST - - - | ||
/// PLUTONIAN | ||
#define SECHUD_SAPPER "hudsapper" |
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//General defines for items that use power and the cell component. | ||
/// The minimal amount of power an item can use. | ||
#define POWER_CELL_USE_MINIMUM 1 | ||
/// For items that barely use any power at all. | ||
#define POWER_CELL_USE_VERY_LOW 10 | ||
/// For items that generally wouldn't use very much power. | ||
#define POWER_CELL_USE_LOW 30 | ||
/// For items that use a average amount of power. | ||
#define POWER_CELL_USE_NORMAL 50 | ||
/// For items that use a high amount of power. | ||
#define POWER_CELL_USE_HIGH 70 | ||
/// For items that use A LOT OF POWER. | ||
#define POWER_CELL_USE_INSANE 100 |
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/// Category for clothing in the organics printer | ||
#define RND_CATEGORY_AKHTER_CLOTHING "Clothing" | ||
/// Category for equipment like belts and bags in the organics printer | ||
#define RND_CATEGORY_AKHTER_EQUIPMENT "Equipment" | ||
/// Category for resources made by the organics printer | ||
#define RND_CATEGORY_AKHTER_RESOURCES "Resources" | ||
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/// Category for ingredients in the ration printer | ||
#define RND_CATEGORY_AKHTER_FOODRICATOR_INGREDIENTS "Ingredients" | ||
/// Category for bags and containers of reagents in the ration printer | ||
#define RND_CATEGORY_AKHTER_FOODRICATOR_BAGS "Containers" | ||
/// Category for snacks in the ration printer | ||
#define RND_CATEGORY_AKHTER_FOODRICATOR_SNACKS "Luxuries" | ||
/// Category for utensils and whatnot in the ration printer | ||
#define RND_CATEGORY_AKHTER_FOODRICATOR_UTENSILS "Utensils" | ||
/// Category for the seeds the organics printer can make | ||
#define RND_CATEGORY_AKHTER_SEEDS "Synthesized Seeds" | ||
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/// Medical items in the deforest medstation | ||
#define RND_CATEGORY_DEFOREST_MEDICAL "Emergency Medical" | ||
/// Blood and blood bags | ||
#define RND_CATEGORY_DEFOREST_BLOOD "Synthesized Blood" | ||
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/// The items the frontier clothing can hold | ||
GLOBAL_LIST_INIT(colonist_suit_allowed, list( | ||
/obj/item/ammo_box, | ||
/obj/item/ammo_casing, | ||
/obj/item/flashlight, | ||
/obj/item/gun, | ||
/obj/item/melee, | ||
/obj/item/tank/internals, | ||
/obj/item/storage/belt/holster, | ||
/obj/item/construction, | ||
/obj/item/fireaxe, | ||
/obj/item/pipe_dispenser, | ||
/obj/item/storage/bag, | ||
/obj/item/pickaxe, | ||
/obj/item/resonator, | ||
/obj/item/t_scanner, | ||
/obj/item/analyzer, | ||
/obj/item/storage/medkit, | ||
/obj/item/fireaxe/metal_h2_axe, | ||
/obj/item/forging/reagent_weapon, | ||
)) |
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/// Trait that changes the ending effects of twitch leaving your system | ||
#define TRAIT_TWITCH_ADAPTED "twitch_adapted" | ||
/// Given to the detective, if they have this, they can see syndicate special descriptions. | ||
#define TRAIT_DETECTIVE "detective_ability" |
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/* | ||
These are the defines for controlling what conditions are required to display | ||
an items special description. | ||
See the examinemore module for information. | ||
*/ | ||
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#define EXAMINE_CHECK_NONE "none" //Displays the special_desc regardless if it's set. | ||
#define EXAMINE_CHECK_SYNDICATE "syndicate" //For displaying descriptors for those with the SYNDICATE faction assigned. | ||
#define EXAMINE_CHECK_SYNDICATE_TOY "syndicate_toy" //Ditto, only instead of displaying nothing for heathens, it shows "The src looks like a toy, not the real thing." | ||
#define EXAMINE_CHECK_MINDSHIELD "mindshield" //For displaying descriptors for those with a mindshield implant. | ||
#define EXAMINE_CHECK_ROLE "role" //For displaying description information based on a specific ROLE, e.g. traitor. Remember to set the special_desc_role var on the item. | ||
#define EXAMINE_CHECK_JOB "job" //For displaying descriptors for specific jobs, e.g scientist. Remember to set the special_desc_job var on the item. | ||
#define EXAMINE_CHECK_FACTION "faction" //For displaying descriptors for mob factions, e.g. a zombie, or... turrets. Or syndicate. Remember to set special_desc_factions. |
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// Text for what examine blurb will come up when used with /datum/element/manufacturer_examine | ||
// Very loosely grouped based on what company makes what mainly for your viewing pleasure | ||
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#define COMPANY_DONK "It has a <b>[span_green("Donk Corporation")]</b> label visible on it." | ||
#define COMPANY_BOLT "It has <b>[span_yellow("Bolt Fabrications")]</b> stamped onto it." | ||
#define COMPANY_NANOTRASEN "It has <b>[span_blue("Nanotrasen Armories")]</b> etched into it." | ||
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#define COMPANY_CARWO "It has a small <b>[span_cyan("four pointed star")]</b> alongside <b>[span_cyan("Carwo Defense Systems")]</b> etched into it." | ||
#define COMPANY_TRAPPISTE "It has a small <b>[span_red("pattern of five squares")]</b> alongside <b>[span_red("Trappiste Fabriek")]</b> etched into it." | ||
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#define COMPANY_CYBERSUN "It has a <b>[span_red("red circle")]</b> broken by a <b>hexagonal flower</b> alongside <b>[span_red("Cybersun Industries")]</b> in Konjin etched into it." | ||
#define COMPANY_SCARBOROUGH "It has <b>[span_orange("Scarborough Arms")]</b> stamped onto it." | ||
#define COMPANY_INTERDYNE "It has <b>[span_cyan("Interdyne Pharmaceuticals")]</b> stamped onto it." | ||
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#define COMPANY_ALLSTAR "It has <b>[span_red("Allstar Lasers Inc.")]</b> stamped onto it." | ||
#define COMPANY_MICRON "It has <b>[span_cyan("Micron Control Sys.")]</b> cut into it." | ||
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#define COMPANY_NAKAMURA "It has <b>[span_orange("Nakamura Engineering")]</b> embossed onto it." | ||
#define COMPANY_BLACKSTEEL "It bears the <b>[span_grey("crossed sword and hammer")]</b> crafter's mark of the <b>[span_grey("Jarnsmiour Blacksteel Foundation")]</b> upon its fore." | ||
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#define COMPANY_SZOT "It has a small <b>[span_engradio("three point crown")]</b> alongside <b>[span_engradio("Szot Dynamica")]</b> cut into it." | ||
#define COMPANY_SAKHNO "It has <b>[span_green("Sakhno Concern")]</b> stamped onto it." | ||
#define COMPANY_XHIHAO "It has <b>[span_purple("Xhihao Light Arms")]</b> etched into it." | ||
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#define COMPANY_ABDUCTOR "It has <b>[span_abductor("✌︎︎♌︎︎♎︎︎◆︎︎♍︎︎⧫︎︎❄︎♏︎♍︎♒︎")]</b> engraved into it." | ||
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#define COMPANY_FRONTIER "It has a small label with <b>[span_engradio("Akhter Company Frontier Equipment")]</b> printed on it, alongside various xerxian proof-marks." | ||
#define COMPANY_KAHRAMAN "It has a <b>[span_red("red label")] with <b>[span_red("K - A - S")]</b> printed on it, alongside various xerxian proof-marks.</b>" | ||
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#define COMPANY_REMOVED "It has had <b>[span_grey("all identifying marks scrubbed off")].</b>" |
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// Contains mob factions that are not handled by special role defines (for example, viscerators having ROLE_SYNDICATE) | ||
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/// - - - ANTAGONIST - - - | ||
/// PLUTONIAN | ||
#define FACTION_SAPPER "sapper" |
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//Values for antag preferences, event roles, etc. unified here | ||
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//These are synced with the Database, if you change the values of the defines | ||
//then you MUST update the database! | ||
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// Midround roles | ||
#define ROLE_SPACE_SAPPER "Space Sapper" |
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///Fired in combat_indicator.dm, used for syncing CI between mech and pilot | ||
#define COMSIG_MOB_CI_TOGGLED "mob_ci_toggled" | ||
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// Power signals | ||
/// Sent when an obj/item calls item_use_power: (use_amount, user, check_only) | ||
#define COMSIG_ITEM_POWER_USE "item_use_power" | ||
#define NO_COMPONENT NONE | ||
#define COMPONENT_POWER_SUCCESS (1<<0) | ||
#define COMPONENT_NO_CELL (1<<1) | ||
#define COMPONENT_NO_CHARGE (1<<2) |
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#define span_italics(str) ("<span class='italics'>" + str + "</span>") | ||
#define span_pink(str) ("<span class='pink'>" + str + "</span>") | ||
#define span_brown(str) ("<span class='brown'>" + str + "</span>") | ||
#define span_cyan(str) ("<span class='cyan'>" + str + "</span>") | ||
#define span_orange(str) ("<span class='orange'>" + str + "</span>") | ||
#define span_yellow(str) ("<span class='yellow'>" + str + "</span>") |
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/// If this wound, when bandaged, will cause a splint overlay to generate rather than a bandage overlay. | ||
#define SPLINT_OVERLAY (1<<200) // we use a big number since tg realistically wouldnt go to it |
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code/modules/unit_tests/screenshots/screenshot_antag_icons_spacesapper.png
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