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Original file line number | Diff line number | Diff line change |
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#define WATER_HEIGH_DIFFERENCE_SOUND_CHANCE 50 | ||
#define WATER_HEIGH_DIFFERENCE_DELTA_SPLASH 7 //Delta needed for the splash effect to be made in 1 go | ||
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#define REQUIRED_MEMBER_PROCESSES 10 | ||
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#define REQUIRED_EVAPORATION_PROCESSES 20 | ||
#define EVAPORATION_CHANCE 50 | ||
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#define REQUIRED_FIRE_PROCESSES 10 | ||
#define REQUIRED_FIRE_POWER_PER_UNIT 5 | ||
#define FIRE_BURN_PERCENT 10 | ||
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#define REQUIRED_OCEAN_PROCESSES 5 | ||
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#define PARTIAL_TRANSFER_AMOUNT 0.3 | ||
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#define LIQUID_MUTUAL_SHARE 1 | ||
#define LIQUID_NOT_MUTUAL_SHARE 2 | ||
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#define LIQUID_GIVER 1 | ||
#define LIQUID_TAKER 2 | ||
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//Required amount of a reagent to be simulated on turf exposures from liquids (to prevent gaming the system with cheap dillutions) | ||
#define LIQUID_REAGENT_THRESHOLD_TURF_EXPOSURE 5 | ||
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//Threshold at which the difference of height makes us need to climb/blocks movement/allows to fall down | ||
#define TURF_HEIGHT_BLOCK_THRESHOLD 20 | ||
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#define LIQUID_HEIGHT_DIVISOR 10 | ||
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#define ONE_LIQUIDS_HEIGHT LIQUID_HEIGHT_DIVISOR | ||
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#define LIQUID_ATTRITION_TO_STOP_ACTIVITY 2 | ||
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//Percieved heat capacity for calculations with atmos sharing | ||
#define REAGENT_HEAT_CAPACITY 5 | ||
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#define LIQUID_STATE_PUDDLE 1 | ||
#define LIQUID_STATE_ANKLES 2 | ||
#define LIQUID_STATE_WAIST 3 | ||
#define LIQUID_STATE_SHOULDERS 4 | ||
#define LIQUID_STATE_FULLTILE 5 | ||
#define TOTAL_LIQUID_STATES 5 | ||
#define LYING_DOWN_SUBMERGEMENT_STATE_BONUS 2 | ||
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#define LIQUID_STATE_FOR_HEAT_EXCHANGERS LIQUID_STATE_WAIST | ||
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#define LIQUID_ANKLES_LEVEL_HEIGHT 8 | ||
#define LIQUID_WAIST_LEVEL_HEIGHT 19 | ||
#define LIQUID_SHOULDERS_LEVEL_HEIGHT 29 | ||
#define LIQUID_FULLTILE_LEVEL_HEIGHT 39 | ||
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#define LIQUID_FIRE_STATE_NONE 0 | ||
#define LIQUID_FIRE_STATE_SMALL 1 | ||
#define LIQUID_FIRE_STATE_MILD 2 | ||
#define LIQUID_FIRE_STATE_MEDIUM 3 | ||
#define LIQUID_FIRE_STATE_HUGE 4 | ||
#define LIQUID_FIRE_STATE_INFERNO 5 | ||
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//Threshold at which we "choke" on the water, instead of holding our breath | ||
#define OXYGEN_DAMAGE_CHOKING_THRESHOLD 15 | ||
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#define IMMUTABLE_LIQUID_SHARE 1 | ||
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#define LIQUID_RECURSIVE_LOOP_SAFETY 255 | ||
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//Height at which we consider the tile "full" and dont drop liquids on it from the upper Z level | ||
#define LIQUID_HEIGHT_CONSIDER_FULL_TILE 50 | ||
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#define LIQUID_GROUP_DECAY_TIME 3 | ||
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//Scaled with how much a person is submerged | ||
#define SUBMERGEMENT_REAGENTS_TOUCH_AMOUNT 60 | ||
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#define CHOKE_REAGENTS_INGEST_ON_FALL_AMOUNT 4 | ||
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#define CHOKE_REAGENTS_INGEST_ON_BREATH_AMOUNT 2 | ||
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#define SUBMERGEMENT_PERCENT(carbon, liquids) min(1,(!MOBILITY_STAND ? liquids.liquid_group.group_overlay_state+LYING_DOWN_SUBMERGEMENT_STATE_BONUS : liquids.liquid_group.group_overlay_state)/TOTAL_LIQUID_STATES) | ||
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#define LIQUID_PROTECTION "liquid_protection" | ||
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GLOBAL_LIST_INIT(liquid_blacklist, list( | ||
/datum/reagent/sorium, | ||
/datum/reagent/liquid_dark_matter | ||
)) |
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