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* RELOADING! * Update skillchip.dm * a * Update master.dm * Update master.dm * Part one * E * E * EOR * Oops * EEEH * Fixes. * begone oldcode from old times * fixes * cell attatchments * haha u cant spell * Gun attachments! * Fastest gun in the west * Update multi_cell_charger.dm * ESA * Stability * phase emitters * foixes * More fixes * Update microfusion_gun_attachments.dm * Update microfusion_gun_attachments.dm * eee * Intermediate interactions. * Update microfusion_energy_master.dm * wooh * EEE * Update microfusion_cell.dm * Map edits * Merge branch 'master' into gun_reloads * E * attachment removal * Update _basemap.dm * proper parent gun interactions * Update code/game/machinery/recharger.dm Co-authored-by: Tom <[email protected]> * E * Update modular_skyrat/modules/gunsgalore/code/guns/ballistic_master.dm Co-authored-by: Tom <[email protected]> * Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm Co-authored-by: Tom <[email protected]> * Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm Co-authored-by: Tom <[email protected]> * Review comments pt2 * review comments pt2 * review part 3 * review part 4 * review 4.1 * review fixes * Update microfusion_designs.dm * ffs * Update code/__DEFINES/~skyrat_defines/traits.dm Co-authored-by: GoldenAlpharex <[email protected]> * Nearly there * final review commit * Update multi_cell_charger.dm * Update microfusion_energy_master.dm * E * insight * Fixes, rgb, remove instability on cells * de epic * Update _basemap.dm * TGUI in the houise * Update MicrofusionGunControl.js * FULL STEAM AHEAD CHOO CHOO (Adds zooming) * FUU bayonets and flights * e * Nearly * microCHANGES * Update gun.dm * Minidate. - Shooting the gun while it's overheating can cause it to [REDACTED]. - Shooting the gun while it's overheating will burn your hand! - Some cells will now notify you when they're empty using an alarm sound. - Gun barrel attachments now change the sound of the laser! - An overheating emitter slows down! - Emitters now control fire time more! * 0 * owo * FFF * Update code/game/machinery/recharger.dm Co-authored-by: GoldenAlpharex <[email protected]> * Update modular_skyrat/modules/gunhud/code/gun_hud_component.dm Co-authored-by: GoldenAlpharex <[email protected]> * no spolsion * Generally we want the cell in our hands * 0 * Update microfusion_gun_attachments.dm * E * E * FINAL * superheater * Update projectiles.dm * Update microfusion_energy_master.dm * Update projectiles.dm * Update microfusion_gun40x32.dmi * Update laser_1.ogg * E * whoop * Cargo crates! * Review plus material updates * Update microfusion_designs.dm * E * E * E * E * EEEE * Update gun_spawns.dm * Some fine tuining * Update gun_spawns.dm * Update recharger.dm * E * Update microfusion_gun_attachments.dm * E * E * Update microfusion_gun_attachments.dmi * Update code/game/machinery/recharger.dm Co-authored-by: Tom <[email protected]> * E * You can now actually insert different cells into advanced guns! * 0 * E * Update microfusion_gun_attachments.dm * Update microfusion_energy_master.dm * Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm Co-authored-by: GoldenAlpharex <[email protected]> * Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm Co-authored-by: GoldenAlpharex <[email protected]> * E * Update microfusion_energy_master.dm * Update microfusion_gun_attachments.dm Co-Authored-By: Tom <[email protected]> Co-Authored-By: GoldenAlpharex <[email protected]>
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// Defines for some extra traits | ||
#define TRAIT_NO_HUSK "no_husk" | ||
#define TRAIT_NORUNNING "norunning" // You walk! | ||
#define TRAIT_EXCITABLE "wagwag" //Will wag when patted! | ||
#define TRAIT_OXYIMMUNE "oxyimmune" // Immune to oxygen damage, ideally give this to all non-breathing species or bad stuff will happen | ||
#define TRAIT_IRONASS "ironass" | ||
#define TRAIT_MOOD_NOEXAMINE "mood_noexamine" // Can't assess your own mood | ||
#define TRAIT_DNR "cant_revive" //You just can't be revived without supernatural means | ||
#define TRAIT_HARD_SOLES "hard_soles" // No step on glass | ||
#define TRAIT_SENSITIVESNOUT "sensitive_snout" // Snout hurts when booped | ||
#define TRAIT_DETECTIVE "detective_ability" //Given to the detective, if they have this, they can see syndicate special descriptions. | ||
#define TRAIT_FREE_GHOST "free_ghost" // Can ghost and return freely with this trait | ||
#define QUIRK_LINGUIST "Linguist" // Extra language point. | ||
#define GLUED_ITEM_TRAIT "glued-item" // This is for glued items, undroppable. Syndie glue applies this. | ||
#define TRAIT_STICKY_FINGERS "sticky_fingers" //This is so a mob can strip items faster and picks them up after | ||
/// This makes trait makes it so that the person cannot be infected by the zombie virus. | ||
#define TRAIT_MUTANT_IMMUNE "mutant_immune" | ||
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//AdditionalEmotes *turf traits | ||
#define TRAIT_WATER_ASPECT "water_aspect" | ||
#define TRAIT_WEBBING_ASPECT "webbing_aspect" | ||
#define TRAIT_FLORAL_ASPECT "floral_aspect" | ||
#define TRAIT_ASH_ASPECT "ash_aspect" | ||
#define TRAIT_SPARKLE_ASPECT "sparkle_aspect" | ||
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/// Allows the user to instantly reload. | ||
#define TRAIT_INSTANT_RELOAD "instant_reload" | ||
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// Trait sources | ||
#define GHOSTROLE_TRAIT "ghostrole" // SKYRAT EDIT ADDITION -- Ghost Cafe Traits | ||
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/// One can breath under water, you get me? | ||
#define TRAIT_WATER_BREATHING "water_breathing" | ||
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/// Under the effect of a numbling agent, such as morphine, for surgery. | ||
#define TRAIT_NUMBED "numbed" | ||
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// felinid traits | ||
#define TRAIT_FELINE "feline_aspect" | ||
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// chameleon mutation | ||
#define TRAIT_CHAMELEON_SKIN "chameleon_skin" | ||
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//Makes sure that people cant be cult sacrificed twice. | ||
#define TRAIT_SACRIFICED "sacrificed" | ||
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//Adds 2 seconds to the Goliath tentacle stun timer. | ||
#define TRAIT_GOLIATH_STUN "goliath_stun" | ||
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//to determine if someone is a fishing master, or not | ||
#define TRAIT_FISHING_MASTER "fishing_master" | ||
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//to determine if someone is a ceramics master, or not | ||
#define TRAIT_CERAMIC_MASTER "ceramic_master" | ||
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//to determine if someone is a glassblowing master, or not | ||
#define TRAIT_GLASSBLOWING_MASTER "glassblowing_master" | ||
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/// The trait that determines if someone has the oversized quirk. | ||
#define TRAIT_OVERSIZED "trait_oversized" | ||
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/// Caninid trait | ||
#define TRAIT_CANINE "trait_canine" |
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