Skip to content

Commit

Permalink
TGS Test Merge (#180)
Browse files Browse the repository at this point in the history
  • Loading branch information
tgstation-server committed May 23, 2024
2 parents 3940c97 + 2c7bf57 commit c6ece3f
Show file tree
Hide file tree
Showing 349 changed files with 88,673 additions and 2,876 deletions.
15 changes: 15 additions & 0 deletions code/__DEFINES/__game.dm
Original file line number Diff line number Diff line change
Expand Up @@ -25,13 +25,27 @@ block( \
#define MAP_MAXSIZE 300


#define MAP_FAKE_Z_ALMAYER_UPPER_DECK 1
#define MAP_FAKE_Z_ALMAYER_LOWER_DECK 2
#define MAP_FAKE_Z_ALMAYER_ELEVATOR 3
#define MAP_FAKE_Z_BLACKSTONE_GROUND 7
#define MAP_FAKE_Z_BLACKSTONE_BASEMENT 8
#define MAP_FAKE_Z_BLACKSTONE_BUNKER 9

/*
It took me a minute to realize that all sanity needed is for the map object reference to return something.
If it does not, that means there is no reference map to begin with and we don't need to continue checking.
*/
#define PATH_TO_GROUND_MAP_OBJ GLOB.map_type_list[SSmapping.configs[GROUND_MAP].map_name]

#define MAP_ICE_COLONY "Ice Colony" // Highpop only
#define MAP_LV_624 "LV-624"
#define MAP_LV_624_REPAIRED "LV-624 Repaired"
#define MAP_BIG_RED "Solaris Ridge"
#define MAP_PRISON_STATION "Fiorina Cellblocks"
#define MAP_PRISON_STATION_V3 "Fiorina Science Annex"
#define MAP_WHISKEY_OUTPOST "Whiskey Outpost" // Unused
#define MAP_BLACKSTONE_BRIDGE "Blackstone Bridge" //Whiskey Outpost re-imagined.
#define MAP_DESERT_DAM "Trijent Dam" // Highpop only
#define MAP_SOROKYNE_STRATA "Sorokyne Strata"
#define MAP_CORSAT "CORSAT" // Highpop only
Expand All @@ -46,6 +60,7 @@ block( \
#define MAP_CHINOOK "Chinook 91 GSO" //admin level
#define MAP_DERELICT_ALMAYER "Derelict Almayer"

#define GAMEMODE_REMOTE_OUTPOST "Remote Outpost"
#define GAMEMODE_WHISKEY_OUTPOST "Whiskey Outpost"
#define GAMEMODE_HIVE_WARS "Hive Wars"

Expand Down
52 changes: 52 additions & 0 deletions code/__DEFINES/access.dm
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,38 @@ most of them are tied into map-placed objects. This should be reworked in the fu
#define ACCESS_SQUAD_ONE 39
#define ACCESS_SQUAD_TWO 40

//=================================================

/*
Access codes for USCM ground operations, unique from their ship codes.
May be necessary to make these unique, but for now they are only used in
Blackstone Bridge.
*/
#define ACCESS_USCM_GROUND_GENERAL 50 //Mostly for armory and barracks access.
#define ACCESS_USCM_GROUND_MAINT 51 //Maintenance and engineering.
#define ACCESS_USCM_GROUND_SYNTH 52 //Synth storage.
#define ACCESS_USCM_GROUND_MEDICAL 53 //Access to the medical bay.
#define ACCESS_USCM_GROUND_ARMORY 54 //Who can unlock the armory shutters.
#define ACCESS_USCM_GROUND_GUEST 55 //Civilian access to unlock the guest bedrooms, only officers and guests have this access.
#define ACCESS_USCM_GROUND_LOCKDOWN 56 //Who can lockdown the base, only officers have this access.
#define ACCESS_USCM_GROUND_SMARTPREP 57 //Smartgun lockers.
#define ACCESS_USCM_GROUND_MEDPREP 58 //Corpseman vendor.
#define ACCESS_USCM_GROUND_SPECPREP 59 //Specialist vendor.
#define ACCESS_USCM_GROUND_TLPREP 60 //Squad/team leader prep.
#define ACCESS_USCM_GROUND_PLATOONL 61 //Platoon leader office(s).

#define ACCESS_USCM_GROUND_COMMAND 63 //CIC and other stuff.
#define ACCESS_USCM_GROUND_CO_OFFICE 64 //Commander's office.
#define ACCESS_USCM_GROUND_CO_QUARTERS 65 //Commander's personal quarters.
#define ACCESS_USCM_GROUND_LT 66 //Lieutenant's personal quarters.
#define ACCESS_USCM_GROUND_WAREHOUSE 67 //Warehouse access.
#define ACCESS_USCM_GROUND_CHECKPOINT 68 //Checkpoint access.

#define ACCESS_USCM_GROUND_PLATOON_ONE 71 //Two platoons.
#define ACCESS_USCM_GROUND_PLATOON_TWO 72

//=================================================

// AI Core Accesses
/// Used in temporary passes
#define ACCESS_MARINE_AI_TEMP 90
Expand Down Expand Up @@ -174,6 +206,16 @@ most of them are tied into map-placed objects. This should be reworked in the fu
#define ACCESS_LIST_MARINE_MAIN "Almayer (Main)"
///All USCM Access levels used on the USS Almayer
#define ACCESS_LIST_MARINE_ALL "Almayer (ALL)"
///Pulls up a list of mapped Almayer access regions for the ID changer. A few similar defines in here as well. Works with the faction datums.
#define ACCESS_LIST_MARINE_REGIONS "Almayer Access Regions"

///Most access outside of certain officer access.
#define ACCESS_LIST_USCM_GROUND_MAIN "USCM Ground (Main)"
///All of the ground access for USCM.
#define ACCESS_LIST_USCM_GROUND_ALL "USCM Ground (ALL)"
///Regions for the outpost.
#define ACCESS_LIST_USCM_GROUND_REGIONS "USCM Ground Access Regions"

///Used by the Wey-Yu - USCM Liaison
#define ACCESS_LIST_MARINE_LIAISON "Wey-Yu (Liaison)"

Expand All @@ -192,9 +234,13 @@ most of them are tied into map-placed objects. This should be reworked in the fu
#define ACCESS_LIST_WY_SENIOR "Wey-Yu (Senior Lead)"
///All access levels associated with Weyland Yutani
#define ACCESS_LIST_WY_ALL "Wey-Yu (ALL)"
#define ACCESS_LIST_PMC_REGIONS "PMC Access Regions"
#define ACCESS_LIST_WY_REGIONS "Weyland-Yutani Access Regions"

///All the access levels in the civillian category, excluding Press.
#define ACCESS_LIST_COLONIAL_ALL "Colonial (ALL)"
///Colony access.
#define ACCESS_LIST_COLONIAL_REGIONS "Colonial Access Regions"
///Used by the Wey-Yu - Civil Authority Liaison
#define ACCESS_LIST_CIVIL_LIAISON "Colonial (Liaison)"
///The access used by delivery ERT (Pizza/Souto)
Expand All @@ -203,8 +249,14 @@ most of them are tied into map-placed objects. This should be reworked in the fu
///All access levels associated with UPP
#define ACCESS_LIST_UPP_ALL "UPP (ALL)"
#define ACCESS_LIST_UPP_PLATOON "UPP (Platoon)"
#define ACCESS_LIST_UPP_REGIONS "UPP Access Regions"

///Generic/basic access to CLF stuff
#define ACCESS_LIST_CLF_BASE "CLF (Basic)"
///All access levels associated with CLF
#define ACCESS_LIST_CLF_ALL "CLF (ALL)"
#define ACCESS_LIST_CLF_REGIONS "CLF Access Regions"

//For the Brits.
#define ACCESS_LIST_TWE_ALL "TWE (ALL)"
#define ACCESS_LIST_TWE_REGIONS "TWE Access Regions"
6 changes: 6 additions & 0 deletions code/__DEFINES/camera.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,12 @@
#define CAMERA_NET_MIDWAY "Midway"
#define CAMERA_NET_COLONY "Colony"
#define CAMERA_NET_ARES "ARES"
#define CAMERA_NET_USCM_GROUND "USCM Outpost"
#define CAMERA_NET_USCM_GROUND_WEST "Outpost Warehouse Checkpoint"
#define CAMERA_NET_USCM_GROUND_EAST "Outpost Bridge Checkpoint"
#define CAMERA_NET_WY_BUNKER "WY Site #16"
#define CAMERA_NET_WY_BUNKER_CONTAINMENT "Site #16 Containment"
#define CAMERA_NET_UPP_BUNKER "UPP Detention Facility #31"

#define CAMERA_NET_MILITARY "Military"
#define CAMERA_NET_OVERWATCH "Overwatch"
Expand Down
3 changes: 3 additions & 0 deletions code/__DEFINES/conflict.dm
Original file line number Diff line number Diff line change
Expand Up @@ -243,6 +243,8 @@
//Health of various items
#define HEALTH_WALL 3000
#define HEALTH_WALL_REINFORCED 9000
#define HEALTH_WALL_JUNGLE 2500
#define HEALTH_WALL_ROCK 6500
#define HEALTH_WALL_XENO 900
#define HEALTH_WALL_XENO_WEAK 100
#define HEALTH_WALL_XENO_THICK 1350
Expand All @@ -251,6 +253,7 @@
#define HEALTH_WALL_XENO_MEMBRANE_THICK 600

#define HEALTH_DOOR 1200
#define HEALTH_DOUBLE_DOOR 1650
#define HEALTH_DOOR_XENO 600
#define HEALTH_DOOR_XENO_THICK 900

Expand Down
10 changes: 5 additions & 5 deletions code/__DEFINES/equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -194,11 +194,11 @@

//===========================================================================================
//Marine armor only, use for flags_marine_armor.
#define ARMOR_SQUAD_OVERLAY 1
#define ARMOR_LAMP_OVERLAY 2
#define ARMOR_LAMP_ON 4
#define ARMOR_IS_REINFORCED 8
#define SYNTH_ALLOWED 16
#define ARMOR_SQUAD_OVERLAY (1<<0)
#define ARMOR_LAMP_OVERLAY (1<<1)
#define ARMOR_LAMP_ON (1<<2)
#define ARMOR_IS_REINFORCED (1<<3)
#define SYNTH_ALLOWED (1<<4)
//===========================================================================================

//===========================================================================================
Expand Down
119 changes: 89 additions & 30 deletions code/__DEFINES/job.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#define get_job_playtime(client, job) (client.player_data? LAZYACCESS(client.player_data.playtimes, job)? client.player_data.playtimes[job].total_minutes MINUTES_TO_DECISECOND : 0 : 0)
#define GET_MAPPED_ROLE(title) (RoleAuthority?.role_mappings[title] ? RoleAuthority.role_mappings[title] : RoleAuthority.roles_by_name[title])
#define GET_DEFAULT_ROLE(title) (RoleAuthority?.default_roles[title] ? RoleAuthority.default_roles[title] : title)
#define GET_SQUAD_ROLE_MAP(title) (RoleAuthority?.roles_for_squad[title] || title)
#define GET_MANIFEST_ROLES (RoleAuthority? RoleAuthority.manifest_roles | RoleAuthority.manifest_append : list())

// Squad name defines
#define SQUAD_MARINE_1 "Sun Riders"
Expand All @@ -10,6 +10,8 @@
#define SQUAD_MARINE_5 "Echo"
#define SQUAD_MARINE_CRYO "Foxtrot"
#define SQUAD_MARINE_INTEL "Intel"
#define SQUAD_USCM_GROUND_1 "Copperheads"
#define SQUAD_USCM_GROUND_2 "Rattlesnakes"
#define SQUAD_SOF "SOF"
#define SQUAD_CBRN "CBRN"
#define SQUAD_UPP "Red Dawn"
Expand All @@ -24,21 +26,7 @@
#define JOB_SQUAD_TEAM_LEADER "Squad Sergeant"
#define JOB_SQUAD_SMARTGUN "Smartgunner"
#define JOB_SQUAD_ROLES /datum/timelock/squad
#define JOB_SQUAD_ROLES_LIST list(JOB_SQUAD_MARINE, JOB_SQUAD_LEADER, JOB_SQUAD_ENGI, JOB_SQUAD_MEDIC, JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN, JOB_SQUAD_TEAM_LEADER)

#define JOB_SQUAD_MARINE_UPP "UPP Rifleman"
#define JOB_SQUAD_LEADER_UPP "UPP Platoon Sergeant"
#define JOB_SQUAD_MEDIC_UPP "UPP Sanitar"
#define JOB_SQUAD_TEAM_LEADER_UPP "UPP Squad Sergeant"
#define JOB_SQUAD_SMARTGUN_UPP "UPP Machinegunner"
#define JOB_SO_UPP "UPP Platoon Commander"

#define JOB_SQUAD_TEAM_LEADER_FORECON "FORECON Assistant Squad Leader"
#define JOB_SQUAD_LEADER_FORECON "FORECON Squad Leader"
#define JOB_SQUAD_MEDIC_FORECON "FORECON Squad Corpsman"
#define JOB_SQUAD_RTO "Radio Telephone Operator"
#define JOB_SQUAD_MARINE_FORECON "FORECON Rifleman"
#define JOB_SQUAD_SMARTGUN_FORECON "FORECON Smartgunner"
#define JOB_SQUAD_ROLES_LIST list(JOB_SQUAD_LEADER, JOB_SQUAD_TEAM_LEADER, JOB_SQUAD_ENGI, JOB_SQUAD_MEDIC, JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN, JOB_SQUAD_MARINE)

var/global/list/job_squad_roles = JOB_SQUAD_ROLES_LIST

Expand Down Expand Up @@ -152,6 +140,32 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
. = ..(L);\
}

//-------------USCM Outpost roles---------------

#define JOB_USCM_GROUND_CO "Outpost Commanding Officer"
#define JOB_USCM_GROUND_AO "Outpost Adjunct Officer"
#define JOB_USCM_GROUND_SYNTH "Outpost Maint. Synthetic"

#define JOB_USCM_GROUND_SQUAD_LEADER "Outpost Plt. Sergeant"
#define JOB_USCM_GROUND_SQUAD_TEAM_LEADER "Outpost Sqd. Sergeant"
#define JOB_USCM_GROUND_SQUAD_MEDIC "Outpost Corpsman"
#define JOB_USCM_GROUND_SQUAD_SPECIALIST "Outpost Specialist"
#define JOB_USCM_GROUND_SQUAD_SMARTGUNNER "Outpost Smartgunner"
#define JOB_USCM_GROUND_SQUAD_MARINE "Outpost Rifleman"

#define JOB_USCM_GROUND_CIVILIAN "Civilian Researcher"

#define DEPARTMENT_USCM_GROUND_COMMAND
#define DEPARTMENT_USCM_GROUND_SUPPORT
#define DEPARTMENT_USCM_GROUND_MARINE
#define DEPARTMENT_USCM_GROUND_ALL list(\
"Outpost Command" = list(JOB_USCM_GROUND_CO, JOB_USCM_GROUND_AO),\
"Outpost Support" = list(JOB_USCM_GROUND_SYNTH),\
"Outpost Marine" = list(JOB_USCM_GROUND_SQUAD_LEADER, JOB_USCM_GROUND_SQUAD_TEAM_LEADER, JOB_USCM_GROUND_SQUAD_MEDIC, JOB_USCM_GROUND_SQUAD_SPECIALIST, JOB_USCM_GROUND_SQUAD_SMARTGUNNER, JOB_USCM_GROUND_SQUAD_MARINE),\
)

//------------------------------------

//-------------WO roles---------------

#define JOB_WO_CO "Ground Commander"
Expand Down Expand Up @@ -182,7 +196,6 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_WO_SQUAD_SMARTGUNNER "Dust Raider Squad Smartgunner"
#define JOB_WO_SQUAD_SPECIALIST "Dust Raider Squad Weapons Specialist"
#define JOB_WO_SQUAD_LEADER "Dust Raider Squad Leader"

//------------------------------------

//-------- PMC --------//
Expand All @@ -193,7 +206,7 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_PMC_INVESTIGATOR "PMC Medical Investigator"
#define JOB_PMC_DETAINER "Weyland-Yutani PMC (Detainer)"
#define JOB_PMC_ELITE "PMC Elite"
#define JOB_PMC_GUNNER "PMC Support Weapons Specialist" //Renamed from Specialist to Support Specialist as it only has SG skills.
#define JOB_PMC_GUNNER "PMC Smartgunner" //Renamed to Smartgunner.
#define JOB_PMC_SNIPER "PMC Weapons Specialist" //Renamed from Sharpshooter to specialist as it uses specialist skills.
#define JOB_PMC_CREWMAN "Weyland-Yutani PMC (Crewman)"
#define JOB_PMC_NINJA "PMC Ninja"
Expand All @@ -206,6 +219,13 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST

#define JOB_PMC_GRUNT_LIST list(JOB_PMC_STANDARD, JOB_PMC_ENGINEER, JOB_PMC_MEDIC, JOB_PMC_INVESTIGATOR, JOB_PMC_DETAINER, JOB_PMC_ELITE, JOB_PMC_GUNNER, JOB_PMC_SNIPER, JOB_PMC_CREWMAN, JOB_PMC_NINJA, JOB_PMC_XENO_HANDLER, JOB_PMC_COMMANDO, JOB_PMC_LEADER, JOB_PMC_LEAD_INVEST)

#define DEPARTMENT_PMC_ALL list(\
"PMC Command" = list(JOB_PMC_DIRECTOR, JOB_PMC_LEAD_INVEST, JOB_PMC_LEADER),\
"PMC Elite" = list(JOB_PMC_COMMANDO, JOB_PMC_ELITE),\
"PMC Support" = list(JOB_PMC_DOCTOR, JOB_PMC_MEDIC, JOB_PMC_ENGINEER, JOB_PMC_INVESTIGATOR, JOB_PMC_CREWMAN, JOB_PMC_XENO_HANDLER, JOB_PMC_SYNTH),\
"PMC Combat" = list(JOB_PMC_STANDARD, JOB_PMC_GUNNER, JOB_PMC_SNIPER, JOB_PMC_NINJA),\
)

//-------- WY --------//

#define JOB_TRAINEE "Corporate Trainee"
Expand All @@ -223,9 +243,17 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_WY_GOON "WY Corporate Security"
#define JOB_WY_GOON_LEAD "WY Corporate Security Lead"
#define JOB_WY_GOON_RESEARCHER "WY Research Consultant"

#define JOB_WY_GOON_LIST list(JOB_WY_GOON, JOB_WY_GOON_LEAD)

#define DEPARTMENT_WY_ALL list(\
"WY Senior Management" = list(JOB_DIRECTOR, JOB_CHIEF_EXECUTIVE, JOB_DIVISION_MANAGER),\
"WY Middle Management" = list(JOB_ASSISTANT_MANAGER, JOB_EXECUTIVE_SUPERVISOR, JOB_EXECUTIVE_SPECIALIST, JOB_SENIOR_EXECUTIVE),\
"WY Junior Management" = list(JOB_EXECUTIVE, JOB_JUNIOR_EXECUTIVE, JOB_TRAINEE),\
"WY Security Team" = JOB_WY_GOON_LIST,\
)

#define DEPARTMENT_WY_PMC_ALL (DEPARTMENT_WY_ALL + DEPARTMENT_PMC_ALL)

//---- Contractors ----//
#define JOB_CONTRACTOR "VAIPO Mercenary"
#define JOB_CONTRACTOR_ST "VAIPO Mercenary"
Expand Down Expand Up @@ -255,6 +283,15 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST

//-------- FORECON --------//

//Platoon version
#define JOB_SQUAD_TEAM_LEADER_FORECON "FORECON Assistant Squad Leader"
#define JOB_SQUAD_LEADER_FORECON "FORECON Squad Leader"
#define JOB_SQUAD_MEDIC_FORECON "FORECON Squad Corpsman"
#define JOB_SQUAD_RTO "Radio Telephone Operator"
#define JOB_SQUAD_MARINE_FORECON "FORECON Rifleman"
#define JOB_SQUAD_SMARTGUN_FORECON "FORECON Smartgunner"

//Regular faction
#define JOB_FORECON_CO "Reconnaissance Commander"
#define JOB_FORECON_SL "Reconnaissance Squad Leader"
#define JOB_FORECON_SYN "Reconnaissance Synthetic"
Expand All @@ -265,6 +302,16 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_FORECON_SMARTGUNNER "Reconnaissance Smartgunner"

//-------- UPP --------//

//Platoon version
#define JOB_SQUAD_MARINE_UPP "UPP Rifleman"
#define JOB_SQUAD_LEADER_UPP "UPP Platoon Sergeant"
#define JOB_SQUAD_MEDIC_UPP "UPP Sanitar"
#define JOB_SQUAD_TEAM_LEADER_UPP "UPP Squad Sergeant"
#define JOB_SQUAD_SMARTGUN_UPP "UPP Machinegunner"
#define JOB_SO_UPP "UPP Platoon Commander"

//Regular faction version
#define JOB_UPP "UPP Private"
#define JOB_UPP_CONSCRIPT "UPP Conscript"
#define JOB_UPP_ENGI "UPP Korporal Sapper"
Expand Down Expand Up @@ -299,6 +346,17 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST

#define JOB_UPP_CREWMAN "UPP Tank Crewman"


#define DEPARTMENT_UPP_ALL list(\
"UPP Senior Kommand" = list(JOB_UPP_GENERAL, JOB_UPP_LT_GENERAL, JOB_UPP_MAY_GENERAL, JOB_UPP_KOL_OFFICER, JOB_UPP_LTKOL_OFFICER, JOB_UPP_MAY_OFFICER),\
"UPP Kommand" = list(JOB_UPP_KPT_OFFICER, JOB_UPP_SRLT_OFFICER, JOB_UPP_LT_OFFICER),\
"UPP Elite" = (UPP_COMMANDO_JOB_LIST + JOB_UPP_COMBAT_SYNTH),\
"UPP Support" = list(JOB_UPP_CREWMAN, JOB_UPP_SUPPORT_SYNTH, JOB_UPP_POLICE, JOB_UPP_LT_DOKTOR),\
"UPP Kombat" = list(JOB_UPP_LEADER, JOB_UPP_SPECIALIST, JOB_UPP_MEDIC, JOB_UPP_ENGI, JOB_UPP),\
"UPP Platoon" = list(JOB_SQUAD_MARINE_UPP, JOB_SQUAD_LEADER_UPP, JOB_SQUAD_MEDIC_UPP, JOB_SQUAD_TEAM_LEADER_UPP, JOB_SQUAD_SMARTGUN_UPP, JOB_SO_UPP),\
"UPP Diplomatic" = list(JOB_UPP_REPRESENTATIVE),\
)

//-------- CLF --------//
#define JOB_CLF "CLF Guerilla"
#define JOB_CLF_ENGI "CLF Field Technician"
Expand Down Expand Up @@ -385,16 +443,17 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_OBSERVER "Observer"
#define TIMELOCK_JOB(role_id, hours) new/datum/timelock(role_id, hours, role_id)

//For displaying groups of jobs. Used by new player's latejoin menu and by crew manifest.
#define FLAG_SHOW_CIC 1
#define FLAG_SHOW_AUXIL_SUPPORT 2
#define FLAG_SHOW_MISC 4
#define FLAG_SHOW_POLICE 8
#define FLAG_SHOW_ENGINEERING 16
#define FLAG_SHOW_REQUISITION 32
#define FLAG_SHOW_MEDICAL 64
#define FLAG_SHOW_MARINES 128
#define FLAG_SHOW_ALL_JOBS FLAG_SHOW_CIC|FLAG_SHOW_AUXIL_SUPPORT|FLAG_SHOW_MISC|FLAG_SHOW_POLICE|FLAG_SHOW_ENGINEERING|FLAG_SHOW_REQUISITION|FLAG_SHOW_MEDICAL|FLAG_SHOW_MARINES
/// Job categories, for the crew manifest and late joining. Replaces the flags that were previously used.
#define JOB_CATEGORY_OTHER "Other / RP"
#define JOB_CATEGORY_CIC "Command"
#define JOB_CATEGORY_SUPPORT "Auxiliary Support"
#define JOB_CATEGORY_POLICE "Law Enforcement"
#define JOB_CATEGORY_ENGINEERING "Engineering"
#define JOB_CATEGORY_REQUISITION "Requisitions"
#define JOB_CATEGORY_MEDICAL "Medical"
#define JOB_CATEGORY_COMBAT "Combat"
//This list allows us to keep all manifest categories in the same order every time, regardless of who spawned when/first/second/third.
#define JOB_CATEGORY_ALL list(JOB_CATEGORY_CIC, JOB_CATEGORY_SUPPORT, JOB_CATEGORY_POLICE, JOB_CATEGORY_ENGINEERING, JOB_CATEGORY_REQUISITION, JOB_CATEGORY_MEDICAL, JOB_CATEGORY_COMBAT, JOB_CATEGORY_OTHER)

///For denying certain traits being applied to people. ie. bad leg
///'Grunt' lists are for people who wouldn't logically get the bad leg trait, ie. UPP marine counterparts.
Expand Down
Loading

0 comments on commit c6ece3f

Please sign in to comment.