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[MIRROR] Refactor removing unused defines. (#1590) (#2537)
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* Refactor removing unused defines.

* Update lighting.dm

* Update machines.dm

* Update stun.dm

* Update liquid_effect.dm

* Update modular_nova/modules/liquids/code/liquid_systems/liquid_effect.dm

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: Bilbo367 <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Bloop <[email protected]>
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5 people authored Mar 24, 2024
1 parent bc194bc commit 7da2c74
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Showing 154 changed files with 288 additions and 388 deletions.
1 change: 0 additions & 1 deletion code/__DEFINES/DNA.dm
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Expand Up @@ -111,7 +111,6 @@
#define ORGAN_SLOT_EXTERNAL_HORNS "horns"
#define ORGAN_SLOT_EXTERNAL_WINGS "wings"
#define ORGAN_SLOT_EXTERNAL_ANTENNAE "antennae"
#define ORGAN_SLOT_EXTERNAL_BODYMARKINGS "bodymarkings"
#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"

/// Xenomorph organ slots
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2 changes: 0 additions & 2 deletions code/__DEFINES/ai/ai_blackboard.dm
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Expand Up @@ -6,8 +6,6 @@
#define BB_NEXT_HUNGRY "BB_NEXT_HUNGRY"
///what we're going to eat next
#define BB_FOOD_TARGET "bb_food_target"
///Path we should use next time we use the JPS movement datum
#define BB_PATH_TO_USE "BB_path_to_use"
///How close a mob must be for us to select it as a target, if that is less than how far we can maintain it as a target
#define BB_AGGRO_RANGE "BB_aggro_range"
///are we hungry? determined by the udder compnent
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2 changes: 0 additions & 2 deletions code/__DEFINES/ai/bot_keys.dm
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Expand Up @@ -15,8 +15,6 @@
#define BB_RADIO_CHANNEL "radio_channel"
///list of unreachable things we will temporarily ignore
#define BB_TEMPORARY_IGNORE_LIST "temporary_ignore_list"
///Last thing we attempted to reach
#define BB_LAST_ATTEMPTED_PATHING "last_attempted_pathing"

// medbot keys
///the patient we must heal
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4 changes: 2 additions & 2 deletions code/__DEFINES/colors.dm
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Expand Up @@ -39,14 +39,14 @@
#define COLOR_ETHIOPIA_RED "#DA121A"
#define COLOR_UNION_JACK_RED "#C8102E"
#define COLOR_MEDIUM_DARK_RED "#CC0000"
#define COLOR_PINK_RED "EF3340"
#define COLOR_PINK_RED "#EF3340"
#define COLOR_SYNDIE_RED "#F10303"
#define COLOR_SYNDIE_RED_HEAD "#760500"
#define COLOR_MOSTLY_PURE_RED "#FF3300"
#define COLOR_DARK_RED "#A50824"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_FIRE_LIGHT_RED "#B61C1C"
#define COLOR_MAROON "#800000"
#define COLOR_FIRE_LIGHT_RED "#B61C1C"
#define COLOR_SECURITY_RED "#CB0000"
#define COLOR_VIVID_RED "#FF3232"
#define COLOR_LIGHT_GRAYISH_RED "#E4C7C5"
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1 change: 0 additions & 1 deletion code/__DEFINES/combat.dm
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Expand Up @@ -274,7 +274,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(

#define GRENADE_CLUMSY_FUMBLE 1
#define GRENADE_NONCLUMSY_FUMBLE 2
#define GRENADE_NO_FUMBLE 3

#define BODY_ZONE_HEAD "head"
#define BODY_ZONE_CHEST "chest"
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1 change: 0 additions & 1 deletion code/__DEFINES/cooldowns.dm
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Expand Up @@ -32,7 +32,6 @@
//Mecha cooldowns
#define COOLDOWN_MECHA_MESSAGE "mecha_message"
#define COOLDOWN_MECHA_EQUIPMENT(type) ("mecha_equip_[type]")
#define COOLDOWN_MECHA_ARMOR "mecha_armor"
#define COOLDOWN_MECHA_MELEE_ATTACK "mecha_melee"
#define COOLDOWN_MECHA_SMOKE "mecha_smoke"
#define COOLDOWN_MECHA_SKYFALL "mecha_skyfall"
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15 changes: 6 additions & 9 deletions code/__DEFINES/cult.dm
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@@ -1,13 +1,12 @@
//rune colors, for easy reference
#define RUNE_COLOR_TALISMAN "#0000FF"
#define RUNE_COLOR_TELEPORT "#551A8B"
#define RUNE_COLOR_OFFER "#FFFFFF"
#define RUNE_COLOR_TALISMAN COLOR_BLUE
#define RUNE_COLOR_TELEPORT COLOR_DARK_PURPLE
#define RUNE_COLOR_OFFER COLOR_WHITE
#define RUNE_COLOR_DARKRED "#7D1717"
#define RUNE_COLOR_MEDIUMRED "#C80000"
#define RUNE_COLOR_BURNTORANGE "#CC5500"
#define RUNE_COLOR_RED "#FF0000"
#define RUNE_COLOR_EMP "#4D94FF"
#define RUNE_COLOR_SUMMON "#00FF00"
#define RUNE_COLOR_RED COLOR_RED
#define RUNE_COLOR_SUMMON COLOR_VIBRANT_LIME

//blood magic
#define MAX_BLOODCHARGE 4
Expand All @@ -22,11 +21,9 @@
#define IRON_TO_CONSTRUCT_SHELL_CONVERSION 50
//screen locations
#define DEFAULT_BLOODSPELLS "6:-29,4:-2"
#define DEFAULT_BLOODTIP "14:6,14:27"
#define DEFAULT_TOOLTIP "6:-29,5:-2"
//misc
#define SOULS_TO_REVIVE 3
#define BLOODCULT_EYE "#FF0000"
#define BLOODCULT_EYE COLOR_RED
//soulstone & construct themes
#define THEME_CULT "cult"
#define THEME_WIZARD "wizard"
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1 change: 0 additions & 1 deletion code/__DEFINES/diseases.dm
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@@ -1,4 +1,3 @@

#define DISEASE_LIMIT 1
#define VIRUS_SYMPTOM_LIMIT 6

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3 changes: 0 additions & 3 deletions code/__DEFINES/economy.dm
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Expand Up @@ -63,9 +63,6 @@
#define CIV_JOB_ATMOS 13
#define CIV_JOB_RANDOM 14

//By how much should the station's inflation value be multiplied by when dividing the civilian bounty's reward?
#define BOUNTY_MULTIPLIER 10

//These defines are to be used to with the payment component, determines which lines will be used during a transaction. If in doubt, go with clinical.
#define PAYMENT_CLINICAL "clinical"
#define PAYMENT_FRIENDLY "friendly"
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7 changes: 0 additions & 7 deletions code/__DEFINES/firealarm.dm
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@@ -1,10 +1,3 @@
//A set of defines to be sent by fire alarms. The signals are sent to the alarm's area, but are read and used by the firelocks of the area, and are used for mass changes in fire detection.
///Sent when a fire alarm is emagged
#define FIRE_DETECT_EMAG "fire_detect_emag"
///Sent when the fire detection of an area is disabled
#define FIRE_DETECT_STOP "fire_detect_stop"
///Sent when the fire detection of an area is enabled
#define FIRE_DETECT_START "fire_detect_start"
///Designates a fire lock should be closed due to HEAT
#define FIRELOCK_ALARM_TYPE_HOT "firelock_alarm_type_hot"
///Designates a fire lock should be closed due to COLD
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3 changes: 0 additions & 3 deletions code/__DEFINES/flora.dm

This file was deleted.

4 changes: 0 additions & 4 deletions code/__DEFINES/fonts.dm
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Expand Up @@ -18,7 +18,3 @@
// Font metrics bitfield
/// Include leading A width and trailing C width in GetWidth() or in DrawText()
#define INCLUDE_AC (1<<0)

DEFINE_BITFIELD(font_flags, list(
"INCLUDE_AC" = INCLUDE_AC,
))
7 changes: 1 addition & 6 deletions code/__DEFINES/food.dm
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Expand Up @@ -103,6 +103,7 @@ DEFINE_BITFIELD(foodtypes, list(
#define DRINK_GOOD 3
#define DRINK_VERYGOOD 4
#define DRINK_FANTASTIC 5

#define FOOD_AMAZING 6
#define RACE_DRINK 7 // SKYRAT ADDITION

Expand Down Expand Up @@ -184,20 +185,16 @@ DEFINE_BITFIELD(food_flags, list(

#define STOP_SERVING_BREAKFAST (35 MINUTES) // NOVA EDIT - ORIGINAL: 15 MINUTES

#define FOOD_MEAT_NORMAL 5
#define FOOD_MEAT_HUMAN 50
#define FOOD_MEAT_MUTANT 100
#define FOOD_MEAT_MUTANT_RARE 200

#define IS_EDIBLE(O) (O.GetComponent(/datum/component/edible))


///Food trash flags
#define FOOD_TRASH_POPABLE (1<<0)
#define FOOD_TRASH_OPENABLE (1<<1)



///Food preference enums
#define FOOD_LIKED 1
#define FOOD_DISLIKED 2
Expand All @@ -207,8 +204,6 @@ DEFINE_BITFIELD(food_flags, list(
///Venue reagent requirement
#define VENUE_BAR_MINIMUM_REAGENTS 10



///***Food price classes***
///Foods that are meant to have no value, such as lollypops from medborgs.
#define FOOD_PRICE_WORTHLESS 0
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4 changes: 2 additions & 2 deletions code/__DEFINES/footsteps.dm
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Expand Up @@ -38,14 +38,13 @@
#define STEP_SOUND_PRIORITY "step_sound_priority"

/*
Below is how the following lists are defined
id = list(
list(sounds),
base volume,
extra range addition
)
*/

GLOBAL_LIST_INIT(footstep, list(
Expand Down Expand Up @@ -102,6 +101,7 @@ GLOBAL_LIST_INIT(footstep, list(
'sound/effects/footstep/catwalk4.ogg',
'sound/effects/footstep/catwalk5.ogg'), 100, 1),
))

//bare footsteps lists
GLOBAL_LIST_INIT(barefootstep, list(
FOOTSTEP_WOOD_BAREFOOT = list(list(
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3 changes: 0 additions & 3 deletions code/__DEFINES/generators.dm
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Expand Up @@ -2,11 +2,8 @@
#define GEN_NUM "num"
#define GEN_VECTOR "vector"
#define GEN_BOX "box"
#define GEN_COLOR "color"
#define GEN_CIRCLE "circle"
#define GEN_SPHERE "sphere"
#define GEN_SQUARE "square"
#define GEN_CUBE "cube"

///particle editor var modifiers
#define P_DATA_GENERATOR "generator"
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7 changes: 0 additions & 7 deletions code/__DEFINES/hud.dm
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Expand Up @@ -110,12 +110,6 @@
#define ui_living_pull "EAST-1:28,CENTER-3:15"
#define ui_living_healthdoll "EAST-1:28,CENTER-1:15"

//Monkeys
#define ui_monkey_head "CENTER-5:13,SOUTH:5"
#define ui_monkey_mask "CENTER-4:14,SOUTH:5"
#define ui_monkey_neck "CENTER-3:15,SOUTH:5"
#define ui_monkey_back "CENTER-2:16,SOUTH:5"

//Drones
#define ui_drone_drop "CENTER+1:18,SOUTH:5"
#define ui_drone_pull "CENTER+1.5:2,SOUTH:5"
Expand Down Expand Up @@ -171,7 +165,6 @@
#define ui_ai_add_multicam "BOTTOM+1:6,LEFT"
#define ui_ai_take_picture "BOTTOM+2:6,LEFT"


//pAI
#define ui_pai_software "SOUTH:6,WEST"
#define ui_pai_shell "SOUTH:6,WEST+1"
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2 changes: 0 additions & 2 deletions code/__DEFINES/icon_smoothing.dm
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Expand Up @@ -174,8 +174,6 @@ DEFINE_BITFIELD(smoothing_junction, list(
#define SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM S_OBJ(24) ///turf/closed/indestructible/opsglass, /obj/structure/window/reinforced/plasma/plastitanium
#define SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE S_OBJ(25) ///obj/structure/window/reinforced/shuttle

#define SMOOTH_GROUP_WINDOW_DIRECTIONAL_TRAM S_OBJ(26) ///obj/structure/tram

#define SMOOTH_GROUP_LATTICE S_OBJ(31) ///obj/structure/lattice
#define SMOOTH_GROUP_CATWALK S_OBJ(32) ///obj/structure/lattice/catwalk

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1 change: 0 additions & 1 deletion code/__DEFINES/language.dm
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Expand Up @@ -22,7 +22,6 @@
// Only ever goes away when dismissed directly.
#define LANGUAGE_ABSORB "absorb"
#define LANGUAGE_APHASIA "aphasia"
#define LANGUAGE_CTF "ctf"
#define LANGUAGE_CULTIST "cultist"
#define LANGUAGE_CURATOR "curator"
#define LANGUAGE_GLAND "gland"
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5 changes: 0 additions & 5 deletions code/__DEFINES/layers.dm
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Expand Up @@ -174,7 +174,6 @@
#define DOOR_HELPER_LAYER 2.72 //keep this above DOOR_ACCESS_HELPER_LAYER and OPEN_DOOR_LAYER since the others tend to have tiny sprites that tend to be covered up.
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define GATEWAY_UNDERLAY_LAYER 2.85
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
Expand Down Expand Up @@ -240,7 +239,6 @@
/// Stuff that needs to draw above everything else on this plane
#define LIGHTING_ABOVE_ALL 20


//---------- EMISSIVES -------------
//Layering order of these is not particularly meaningful.
//Important part is the seperation of the planes for control via plane_master
Expand Down Expand Up @@ -280,9 +278,6 @@
/// Layer for light overlays
#define LIGHT_DEBUG_LAYER 6

#define LOBBY_BACKGROUND_LAYER 3
#define LOBBY_BUTTON_LAYER 4

///Layer for lobby menu collapse button
#define LOBBY_BELOW_MENU_LAYER 2
///Layer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)
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8 changes: 0 additions & 8 deletions code/__DEFINES/lighting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,16 +18,8 @@
/// Does this light ignore inherent offsets? (Pixels, transforms, etc)
#define LIGHT_IGNORE_OFFSET (1<<2)

// Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
/// frequency, in 1/10ths of a second, of the lighting process
#define LIGHTING_INTERVAL 5

#define MINIMUM_USEFUL_LIGHT_RANGE 1.5 // NOVA EDIT CHANGE - Original value 1.4

/// type of falloff to use for lighting; 1 for circular, 2 for square
#define LIGHTING_FALLOFF 1
/// use lambertian shading for light sources
#define LIGHTING_LAMBERTIAN 0
/// light UNDER the floor. primarily used for starlight, shouldn't fuck with this
#define LIGHTING_HEIGHT_SPACE -0.5
/// light ON the floor
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2 changes: 0 additions & 2 deletions code/__DEFINES/logging.dm
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Expand Up @@ -25,7 +25,6 @@
#define INVESTIGATE_RADIATION "radiation"
#define INVESTIGATE_RECORDS "records"
#define INVESTIGATE_RESEARCH "research"
#define INVESTIGATE_TRANSPORT "transport"
#define INVESTIGATE_WIRES "wires"

// Logging types for log_message()
Expand Down Expand Up @@ -60,7 +59,6 @@
#define INDIVIDUAL_EMOTE_LOG (LOG_EMOTE | LOG_RADIO_EMOTE)
#define INDIVIDUAL_COMMS_LOG (LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS)
#define INDIVIDUAL_OOC_LOG (LOG_OOC | LOG_ADMIN)
#define INDIVIDUAL_OWNERSHIP_LOG (LOG_OWNERSHIP)
#define INDIVIDUAL_SHOW_ALL_LOG (LOG_ATTACK | LOG_SAY | LOG_WHISPER | LOG_EMOTE | LOG_RADIO_EMOTE | LOG_DSAY | LOG_PDA | LOG_CHAT | LOG_COMMENT | LOG_TELECOMMS | LOG_OOC | LOG_ADMIN | LOG_OWNERSHIP | LOG_GAME | LOG_ADMIN_PRIVATE | LOG_ASAY | LOG_MECHA | LOG_VIRUS | LOG_SHUTTLE | LOG_ECON | LOG_VICTIM | LOG_SPEECH_INDICATORS)

#define LOGSRC_CKEY "Ckey"
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5 changes: 1 addition & 4 deletions code/__DEFINES/machines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,6 @@
#define DYNAMIC_TO_STATIC_CHANNEL(dyn_channel) (dyn_channel + (AREA_USAGE_STATIC_START - AREA_USAGE_DYNAMIC_START))
#define STATIC_TO_DYNAMIC_CHANNEL(static_channel) (static_channel - (AREA_USAGE_STATIC_START - AREA_USAGE_DYNAMIC_START))


//Power use
#define NO_POWER_USE 0
#define IDLE_POWER_USE 1
Expand Down Expand Up @@ -52,6 +51,7 @@
#define BYPASS_DOOR_CHECKS 2

//used in design to specify which machine can build it
//Note: More than one of these can be added to a design but imprinter and lathe designs are incompatable.
#define IMPRINTER (1<<0) //For circuits. Uses glass/chemicals.
#define PROTOLATHE (1<<1) //New stuff. Uses various minerals
#define AUTOLATHE (1<<2) //Prints basic designs without research
Expand All @@ -71,9 +71,6 @@
#define COLONY_FABRICATOR (1<<11)
// NOVA EDIT END

#define FIREDOOR_OPEN 1
#define FIREDOOR_CLOSED 2

#define HYPERTORUS_INACTIVE 0 // No or minimal energy
#define HYPERTORUS_NOMINAL 1 // Normal operation
#define HYPERTORUS_WARNING 2 // Integrity damaged
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5 changes: 0 additions & 5 deletions code/__DEFINES/maps.dm
Original file line number Diff line number Diff line change
Expand Up @@ -161,7 +161,6 @@ Always compile, always use that verb, and always make sure that it works for wha
#define RESERVED_TURF_TYPE /turf/open/space/basic //What the turf is when not being used

//Ruin Generation

#define PLACEMENT_TRIES 100 //How many times we try to fit the ruin somewhere until giving up (really should just swap to some packing algo)

#define PLACE_DEFAULT "random"
Expand All @@ -175,10 +174,6 @@ Always compile, always use that verb, and always make sure that it works for wha
#define DEFAULT_SPACE_RUIN_LEVELS 7
#define DEFAULT_SPACE_EMPTY_LEVELS 1

#define PERLIN_LAYER_HEIGHT "perlin_height"
#define PERLIN_LAYER_HUMIDITY "perlin_humidity"
#define PERLIN_LAYER_HEAT "perlin_heat"

#define BIOME_LOW_HEAT "low_heat"
#define BIOME_LOWMEDIUM_HEAT "lowmedium_heat"
#define BIOME_HIGHMEDIUM_HEAT "highmedium_heat"
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1 change: 0 additions & 1 deletion code/__DEFINES/maths.dm
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,6 @@

#define NUM_E 2.71828183


#define PI 3.1416
#define INFINITY 1e31 //closer then enough

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