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15 changes: 11 additions & 4 deletions .github/CONTRIBUTING.md
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Expand Up @@ -159,6 +159,10 @@ There is no strict process when it comes to merging pull requests. Pull requests

* After leaving reviews on an open pull request, maintainers should convert it to a draft. Once you have addressed all their comments to the best of your ability, feel free to mark the pull as `Ready for Review` again.

* We ask that you refrain from pinging staff about getting your pull request reviewed until after it is automatically marked stale pending review. If it ends up stale exempt, give it a week, but usually this situation will be explained such as when a relevant maintainer is currently unavailable.

* Whenever sprites are added, please include screenshots or video(s) of them in game in the pull request description.

### A note on balance impacting PRs

Certain PRs, such as those which directly change number values (i.e. health, recoil, damage) or add large pieces of content to the game (i.e. a new gun, a new dropship weapon, or a new xeno structure) can have the potential to highly impact game balance or gameflow.
Expand All @@ -174,7 +178,7 @@ If you are porting features/tools from other codebases, you must give them credi
Regarding sprites & sounds, you must credit the artist and possibly the codebase.

## Things you can work on
The following list is non-exhaustive, but should give you a good idea of what the dev team would like to see in Pull Requests.
The following list is non-exhaustive, but should give you a good idea of what we would like to see in Pull Requests.

### Spriting

Expand All @@ -199,7 +203,7 @@ The following list is non-exhaustive, but should give you a good idea of what th
- Bug fixes and inconsistency fixes

**A note on new maps.**
Entirely new maps are generally considered to be stepping stones into the Development team’s mapping dept. proper. However, making a new map is a months long process that requires dedication and constant communication and oversight from mappers on the Maintainer team. Mapping, like spriting and coding is an acquired skill, and it is highly likely your first map is going to suck. Maps are fluid entities that are never absolutely complete, don’t wed yourself to your initial layout, always be prepared to remap half the project when going in.
Entirely new maps are generally considered to be stepping stones into the maintainers’ mapping dept. proper. However, making a new map is a months long process that requires dedication and constant communication and oversight from mappers on the Maintainer team. Mapping, like spriting and coding is an acquired skill, and it is highly likely your first map is going to suck. Maps are fluid entities that are never absolutely complete, don’t wed yourself to your initial layout, always be prepared to remap half the project when going in.


### Coding
Expand All @@ -216,7 +220,7 @@ Entirely new maps are generally considered to be stepping stones into the Develo
- New TGUI

## What we don't want
The following list is non-exhaustive, but should give you a good idea of what the dev team don't want to see in Pull Requests.
The following list is non-exhaustive, but should give you a good idea of what we don't want to see in Pull Requests.

### Spriting
- Resprites of recently updated content, such as uniforms, guns, marine armor
Expand All @@ -236,7 +240,10 @@ The following list is non-exhaustive, but should give you a good idea of what th
- Player-facing HTML UIs
- Prior denied content/PRs (without approval)

Remember that the following lists are not exhaustive. And you can freely contribute an PR with content that can be shuffled into the “What we don’t want” category, and still get it merged. It is just unlikely without prior talk/approval from a maintainer.
### Frozen
- See pinned [issues](https://github.com/cmss13-devs/cmss13/issues) for anything that requires explicit permission.

Remember that the list is not exhaustive. And you can freely contribute an PR with content that can be shuffled into the “What we don’t want” category, and still get it merged. It is just unlikely without prior talk/approval from a maintainer.

## Banned content
Do not add any of the following in a Pull Request or risk getting the PR closed:
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3 changes: 2 additions & 1 deletion code/__DEFINES/__game.dm
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Expand Up @@ -105,6 +105,7 @@
#define SOUND_ADMIN_ATMOSPHERIC (1<<7)
#define SOUND_ARES_MESSAGE (1<<8)
#define SOUND_OBSERVER_ANNOUNCEMENTS (1<<9)
#define SOUND_FAX_MACHINE (1<<10)

//toggles_chat
#define CHAT_OOC (1<<0)
Expand Down Expand Up @@ -159,7 +160,7 @@

#define TOGGLES_LANGCHAT_DEFAULT (LANGCHAT_SEE_EMOTES)

#define TOGGLES_SOUND_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|SOUND_INTERNET|SOUND_ADMIN_MEME|SOUND_ADMIN_ATMOSPHERIC|SOUND_OBSERVER_ANNOUNCEMENTS)
#define TOGGLES_SOUND_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|SOUND_INTERNET|SOUND_ADMIN_MEME|SOUND_ADMIN_ATMOSPHERIC|SOUND_OBSERVER_ANNOUNCEMENTS|SOUND_FAX_MACHINE)

#define TOGGLES_FLASHING_DEFAULT (FLASH_ROUNDSTART|FLASH_ROUNDEND|FLASH_CORPSEREVIVE|FLASH_ADMINPM|FLASH_UNNEST)

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1 change: 1 addition & 0 deletions code/__DEFINES/admin.dm
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Expand Up @@ -48,6 +48,7 @@ GLOBAL_LIST_INIT(note_categories, list("Admin", "Merit", "Whitelist"))
#define OBSERVER_JMP(observer, atom) atom ? "(<a href='?src=[REF(observer)];jumptocoord=1;X=[atom.x];Y=[atom.y];Z=[atom.z]'>JMP</a>)" : ""
#define ARES_MARK(user) "(<a href='?_src_=admin_holder;[HrefToken(forceGlobal = TRUE)];AresMark=[REF(user)]'>MARK</a>)"
#define ARES_REPLY(user, ref) "(<a href='?_src_=admin_holder;[HrefToken(forceGlobal = TRUE)];AresReply=[REF(user)];AresRef=[ref]'>RPLY</a>)"
#define ADMIN_VIEW_BUG_REPORT(datum) "<a href='?_src_=admin_holder;[HrefToken(forceGlobal = TRUE)];view_bug_report=[REF(datum)]'>VIEW REPORT</a>"

/atom/proc/Admin_Coordinates_Readable(area_name, admin_jump_ref)
var/turf/T = get_turf(src)
Expand Down
7 changes: 7 additions & 0 deletions code/__DEFINES/autowiki.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
#ifdef AUTOWIKI
#define AUTOWIKI_SKIP(skip) autowiki_skip = skip
#define IS_AUTOWIKI_SKIP(datum) datum.autowiki_skip
#else
#define AUTOWIKI_SKIP(skip)
#define IS_AUTOWIKI_SKIP(datum) UNLINT(FALSE)
#endif
1 change: 1 addition & 0 deletions code/__DEFINES/camera.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
#define CAMERA_NET_CONTAINMENT "Containment"
#define CAMERA_NET_CONTAINMENT_HIDDEN "Containment Hidden"
#define CAMERA_NET_RESEARCH "Research"
#define CAMERA_NET_BRIG "Brig"
#define CAMERA_NET_ALAMO "Alamo"
#define CAMERA_NET_NORMANDY "Normandy"
#define CAMERA_NET_COLONY "Colony"
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5 changes: 4 additions & 1 deletion code/__DEFINES/chemistry.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,10 @@
* Chemistry defines
*/

/// Amount of bottle icon variations in total
#define BOTTLE_ICON_CHOICES 4
/// Amount of random icon variations for pills in total
#define PILL_ICON_CHOICES 21
#define PILL_ICON_CHOICES 22
/* Pill icon classes to generate mappings for */
#define PILL_ICON_CLASSES list("bica", "kelo", "dex", "para", "tram", "atox", "tox", "inap", "peri", "spac", "drug", "stim", "alky", "imi", "qc", "tric", "psych", "oxy")

Expand Down Expand Up @@ -187,6 +189,7 @@
#define PROPERTY_NEUROSHIELDING "neuroshielding"
#define PROPERTY_ANTIADDICTIVE "anti-addictive"
#define PROPERTY_ADDICTIVE "addictive"
#define PROPERTY_ENCEPHALOPHRASIVE "encephalophrasive"
//Legendary, only in gen_tier 3+
#define PROPERTY_HYPERGENETIC "hypergenetic"
#define PROPERTY_BOOSTING "boosting"
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27 changes: 14 additions & 13 deletions code/__DEFINES/conflict.dm
Original file line number Diff line number Diff line change
Expand Up @@ -54,24 +54,25 @@
#define GUN_TRIGGER_SAFETY (1<<1)
#define GUN_UNUSUAL_DESIGN (1<<2)
#define GUN_SILENCED (1<<3)
#define GUN_CANT_EXECUTE (1<<4)
///If checking for ammo with current.mag you have to check it against numerical values, as booleans will not trigger.
#define GUN_INTERNAL_MAG (1<<4)
#define GUN_AUTO_EJECTOR (1<<5)
#define GUN_AMMO_COUNTER (1<<6)
#define GUN_BURST_FIRING (1<<7)
#define GUN_FLASHLIGHT_ON (1<<8)
#define GUN_WY_RESTRICTED (1<<9)
#define GUN_SPECIALIST (1<<10)
#define GUN_WIELDED_FIRING_ONLY (1<<11)
#define GUN_INTERNAL_MAG (1<<5)
#define GUN_AUTO_EJECTOR (1<<6)
#define GUN_AMMO_COUNTER (1<<7)
#define GUN_BURST_FIRING (1<<8)
#define GUN_FLASHLIGHT_ON (1<<9)
#define GUN_WY_RESTRICTED (1<<10)
#define GUN_SPECIALIST (1<<11)
#define GUN_WIELDED_FIRING_ONLY (1<<12)
/// removes unwielded accuracy and scatter penalties (not recoil)
#define GUN_ONE_HAND_WIELDED (1<<12)
#define GUN_ANTIQUE (1<<13)
#define GUN_ONE_HAND_WIELDED (1<<13)
#define GUN_ANTIQUE (1<<14)
/// Whether the gun has been fired by its current user (reset upon `dropped()`)
#define GUN_RECOIL_BUILDUP (1<<14)
#define GUN_RECOIL_BUILDUP (1<<15)
/// support weapon, bipod will grant autofire
#define GUN_SUPPORT_PLATFORM (1<<15)
#define GUN_SUPPORT_PLATFORM (1<<16)
/// No gun description, only base desc
#define GUN_NO_DESCRIPTION (1<<16)
#define GUN_NO_DESCRIPTION (1<<17)
// NOTE: Don't add flags past 1<<23, it'll break things due to BYOND limitations. You can usually use a Component instead.

#define USES_STREAKS (1<<0)
Expand Down
4 changes: 4 additions & 0 deletions code/__DEFINES/dcs/signals/atom/mob/living/signals_xeno.dm
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,10 @@

/// From /datum/action/xeno_action/proc/use_ability_wrapper(): (mob/owner)
#define COMSIG_XENO_ACTION_USED "xeno_action_used"
/// From /datum/action/xeno_action/proc/use_ability_wrapper(): (mob/owner)
#define COMSIG_XENO_PRE_ACTION_USED "xeno_pre_action_used"
/// From /datum/action/xeno_action/proc/use_ability_wrapper(): (mob/owner)
#define COMSIG_XENO_FAILED_ACTION_USED "xeno_failed_action_used"
/// From /mob/living/carbon/xenomorph/proc/check_blood_splash()
#define COMSIG_XENO_DEAL_ACID_DAMAGE "xeno_deal_acid_damage"
/// From /mob/living/carbon/xenomorph/proc/recalculate_speed()
Expand Down
2 changes: 2 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_item.dm
Original file line number Diff line number Diff line change
Expand Up @@ -83,3 +83,5 @@
#define COMSIG_CAMERA_SET_AREA "camera_manager_set_area"
#define COMSIG_CAMERA_CLEAR "camera_manager_clear_target"
#define COMSIG_CAMERA_REFRESH "camera_manager_refresh"

#define COMSIG_PRED_BRACER_DECLOAKED "pred_bracer_decloaked"
3 changes: 3 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_movable.dm
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,9 @@
#define COMPONENT_CANCEL_MOVE (1<<0)
/// From /turf/open/gm/river/Entered(): (turf/open/gm/river/river, covered)
#define COMSIG_MOVABLE_ENTERED_RIVER "movable_entered_river"
/// From /atom/movable/proc/doMove: I think it only works with forceMove so watch out
#define COMSIG_MOVABLE_FORCEMOVE_PRE_CROSSED "movable_forcemove_pre_crossed"
#define COMPONENT_IGNORE_CROSS (1<<0)

///from /mob/living/carbon/xenomorph/start_pulling(): (mob/living/carbon/xenomorph/X)
#define COMSIG_MOVABLE_XENO_START_PULLING "movable_xeno_start_pulling"
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2 changes: 2 additions & 0 deletions code/__DEFINES/dcs/signals/signals_datum.dm
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,8 @@
#define COMSIG_ACTION_HIDDEN "action_hidden"
/// From base of /datum/action/proc/unhide_from(): (mob/owner)
#define COMSIG_ACTION_UNHIDDEN "action_unhidden"
/// From base of /datum/action/proc/action_activate() : ()
#define COMSIG_ACTION_ACTIVATED "action_activated"

///from /datum/component/bonus_damage_stack
#define COMSIG_BONUS_DAMAGE "bonus_damage"
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6 changes: 6 additions & 0 deletions code/__DEFINES/defenses.dm
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,12 @@
#define DEFENSE_BELL_TOWER 4
#define DEFENSE_TESLA_COIL 5

// Defines for /obj/structure/machinery/defenses/sentry/premade/deployable/colony/landing_zone
#define TURRET_BATTERY_STATE_OK 0
#define TURRET_BATTERY_STATE_LOW 1
#define TURRET_BATTERY_STATE_CRITICAL 2
#define TURRET_BATTERY_STATE_DEAD 3

// What range the generator has to be in or defenses has to be in.
#define GEN_SEARCH_RANGE 5
#define GEN_PLASTEEL_COST 10
Expand Down
6 changes: 4 additions & 2 deletions code/__DEFINES/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@
#define SQUAD_MARINE_INTEL "Intel"
#define SQUAD_SOF "SOF"
#define SQUAD_CBRN "CBRN"
#define SQUAD_FORECON "FORECON"

// Job name defines
#define JOB_SQUAD_MARINE "Rifleman"
Expand Down Expand Up @@ -77,13 +78,13 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_AUXILIARY_OFFICER "Auxiliary Support Officer"
#define JOB_CAS_PILOT "Gunship Pilot"
#define JOB_DROPSHIP_PILOT "Dropship Pilot"
#define JOB_TANK_CREW "Tank Crew"
#define JOB_DROPSHIP_CREW_CHIEF "Dropship Crew Chief"
#define JOB_CREWMAN "Vehicle Crewman"
#define JOB_INTEL "Intelligence Officer"
#define JOB_DROPSHIP_ROLES /datum/timelock/dropship
#define JOB_DROPSHIP_ROLES_LIST list(JOB_DROPSHIP_CREW_CHIEF, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT)
#define JOB_AUXILIARY_ROLES /datum/timelock/auxiliary
#define JOB_AUXILIARY_ROLES_LIST list(JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_CREWMAN, JOB_INTEL)
#define JOB_AUXILIARY_ROLES_LIST list(JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_INTEL, JOB_TANK_CREW)

#define JOB_POLICE "Military Police"
#define JOB_WARDEN "Military Warden"
Expand Down Expand Up @@ -359,6 +360,7 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_XENOMORPH_QUEEN "Queen"

// For coloring the ranks in the statistics menu
#define JOB_PLAYTIME_TIER_0 (0 HOURS)
#define JOB_PLAYTIME_TIER_1 (10 HOURS)
#define JOB_PLAYTIME_TIER_2 (25 HOURS)
#define JOB_PLAYTIME_TIER_3 (70 HOURS)
Expand Down
28 changes: 28 additions & 0 deletions code/__DEFINES/misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@
#define SMOKE_RANK_MED 3
#define SMOKE_RANK_HIGH 4
#define SMOKE_RANK_BOILER 5
#define SMOKE_RANK_MAX 6

// What kind of function to use for Explosions falling off.

Expand Down Expand Up @@ -155,11 +156,38 @@
#define ASSEMBLY_UNLOCKED 1
#define ASSEMBLY_LOCKED 2

// RESEARCH UPGRADES DEFINES //

// Matrix CAS Upgrades
#define MATRIX_DEFAULT 0
#define MATRIX_NVG 1
#define MATRIX_WIDE 2

#define RESEARCH_UPGRADE_NOTHING_TO_PASS null
#define RESEARCH_UPGRADE_EXCLUDE_BUY -2
#define RESEARCH_UPGRADE_CATEGORY -1 //lord forgive me
#define RESEARCH_UPGRADE_ITEM 1
#define RESEARCH_UPGRADE_TIER_1 1
#define RESEARCH_UPGRADE_TIER_2 2
#define RESEARCH_UPGRADE_TIER_3 3
#define RESEARCH_UPGRADE_TIER_4 4
#define RESEARCH_UPGRADE_TIER_5 5
//Value define

#define ITEM_MACHINERY_UPGRADE "Machinery" //*must* be same as category name.
#define ITEM_ACCESSORY_UPGRADE "Items"
#define ITEM_ARMOR_UPGRADE "Armor"

//injector plate stuff
#define EMERGENCY_PLATE_OD_PROTECTION_OFF 0
#define EMERGENCY_PLATE_OD_PROTECTION_STRICT 1
#define EMERGENCY_PLATE_OD_PROTECTION_DYNAMIC 2
#define EMERGENCY_PLATE_OD_WARNING 1
#define EMERGENCY_PLATE_ADJUSTED_WARNING 2


// RESEARCH UPGRADES DEFINES END

// Statistics defines
#define STATISTIC_XENO "xeno"
#define STATISTIC_HUMAN "human"
Expand Down
3 changes: 3 additions & 0 deletions code/__DEFINES/mob_hud.dm
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
#define XENO_HOSTILE_SLOW "13" // xeno-inflicted slow. used by a bunch of MOBA xenos stuff
#define XENO_HOSTILE_TAG "14" // dancer prae 'tag'
#define XENO_HOSTILE_FREEZE "15" // Any xeno-inflifcted root
#define XENO_EXECUTE "28" // Execute thershold, vampire

#define HEALTH_HUD_XENO "16" // health HUD for xenos
#define PLASMA_HUD "17" // indicates the plasma level of xenos.
Expand Down Expand Up @@ -45,13 +46,15 @@
#define MOB_HUD_FACTION_PMC 15
#define MOB_HUD_HUNTER 16
#define MOB_HUD_HUNTER_CLAN 17
#define MOB_HUD_EXECUTE 18

//for SL/FTL/LZ targeting on locator huds
#define TRACKER_SL "track_sl"
#define TRACKER_FTL "track_ftl"
#define TRACKER_LZ "track_lz"
#define TRACKER_CO "track_co"
#define TRACKER_XO "track_xo"
#define TRACKER_CMP "track_cmp"
#define TRACKER_CL "track_cl"

#define TRACKER_ASL "_asl" // Alpha Squad Leader
Expand Down
8 changes: 5 additions & 3 deletions code/__DEFINES/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@
#define CANROOT (1<<6)
#define GODMODE (1<<12)
#define FAKEDEATH (1<<13) //Replaces stuff like changeling.changeling_fakedeath
#define DISFIGURED (1<<14) //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system
//#define DISFIGURED (1<<14) //unused
#define XENO_HOST (1<<15) //Tracks whether we're gonna be a baby alien's mummy.
#define IMMOBILE_ACTION (1<<16) // If you are performing an action that prevents you from being pushed by your own people.
#define PERMANENTLY_DEAD (1<<17)
Expand Down Expand Up @@ -166,8 +166,9 @@
#define ORGAN_ROBOT 2

#define ORGAN_HEALTHY 0
#define ORGAN_BRUISED 1
#define ORGAN_BROKEN 2
#define ORGAN_LITTLE_BRUISED 1 //used by stethoscopes and penlights
#define ORGAN_BRUISED 2
#define ORGAN_BROKEN 3

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

Expand Down Expand Up @@ -380,5 +381,6 @@ GLOBAL_LIST_INIT(default_xeno_onmob_icons, list(
#define MOBILITY_LIEDOWN (1<<8)

#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND)
#define MOBILITY_FLAGS_LYING_CAPABLE_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_LIEDOWN)
#define MOBILITY_FLAGS_CARBON_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_REST | MOBILITY_LIEDOWN)
#define MOBILITY_FLAGS_REST_CAPABLE_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_REST | MOBILITY_LIEDOWN)
8 changes: 4 additions & 4 deletions code/__DEFINES/mode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -120,12 +120,12 @@
//=================================================

//Role defines, specifically lists of roles for job bans, crew manifests and the like.
GLOBAL_LIST_INIT(ROLES_COMMAND, list(JOB_CO, JOB_XO, JOB_SO, JOB_AUXILIARY_OFFICER, JOB_INTEL, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_CREWMAN, JOB_POLICE, JOB_CORPORATE_LIAISON, JOB_COMBAT_REPORTER, JOB_CHIEF_REQUISITION, JOB_CHIEF_ENGINEER, JOB_CMO, JOB_CHIEF_POLICE, JOB_SEA, JOB_SYNTH, JOB_WARDEN))
GLOBAL_LIST_INIT(ROLES_COMMAND, list(JOB_CO, JOB_XO, JOB_SO, JOB_AUXILIARY_OFFICER, JOB_INTEL, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_TANK_CREW, JOB_DROPSHIP_CREW_CHIEF, JOB_POLICE, JOB_CORPORATE_LIAISON, JOB_COMBAT_REPORTER, JOB_CHIEF_REQUISITION, JOB_CHIEF_ENGINEER, JOB_CMO, JOB_CHIEF_POLICE, JOB_SEA, JOB_SYNTH, JOB_WARDEN))

//Marine roles
#define ROLES_OFFICERS list(JOB_CO, JOB_XO, JOB_SO, JOB_AUXILIARY_OFFICER, JOB_INTEL, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_SEA, JOB_CORPORATE_LIAISON, JOB_COMBAT_REPORTER, JOB_SYNTH, JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE)
#define ROLES_OFFICERS list(JOB_CO, JOB_XO, JOB_SO, JOB_AUXILIARY_OFFICER, JOB_INTEL, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_TANK_CREW, JOB_DROPSHIP_CREW_CHIEF, JOB_SEA, JOB_CORPORATE_LIAISON, JOB_COMBAT_REPORTER, JOB_SYNTH, JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE)
GLOBAL_LIST_INIT(ROLES_CIC, list(JOB_CO, JOB_XO, JOB_SO, JOB_WO_CO, JOB_WO_XO))
GLOBAL_LIST_INIT(ROLES_AUXIL_SUPPORT, list(JOB_AUXILIARY_OFFICER, JOB_INTEL, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_WO_CHIEF_POLICE, JOB_WO_SO, JOB_WO_CREWMAN, JOB_WO_POLICE, JOB_WO_PILOT))
GLOBAL_LIST_INIT(ROLES_AUXIL_SUPPORT, list(JOB_AUXILIARY_OFFICER, JOB_INTEL, JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_TANK_CREW, JOB_WO_CHIEF_POLICE, JOB_WO_SO, JOB_WO_CREWMAN, JOB_WO_POLICE, JOB_WO_PILOT))
GLOBAL_LIST_INIT(ROLES_MISC, list(JOB_SYNTH, JOB_WORKING_JOE, JOB_SEA, JOB_CORPORATE_LIAISON, JOB_COMBAT_REPORTER, JOB_MESS_SERGEANT, JOB_WO_CORPORATE_LIAISON, JOB_WO_SYNTH))
GLOBAL_LIST_INIT(ROLES_POLICE, list(JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE))
GLOBAL_LIST_INIT(ROLES_ENGINEERING, list(JOB_CHIEF_ENGINEER, JOB_ORDNANCE_TECH, JOB_MAINT_TECH, JOB_WO_CHIEF_ENGINEER, JOB_WO_ORDNANCE_TECH))
Expand Down Expand Up @@ -153,7 +153,7 @@ GLOBAL_LIST_INIT(ROLES_UNASSIGNED, list(JOB_SQUAD_MARINE))
JOB_SQUAD_LEADER, JOB_SQUAD_TEAM_LEADER, JOB_SQUAD_SPECIALIST, JOB_SQUAD_SMARTGUN, JOB_SQUAD_MEDIC, JOB_SQUAD_ENGI, JOB_SQUAD_MARINE
#define BLURB_USCM_FLIGHT JOB_CAS_PILOT, JOB_DROPSHIP_PILOT, JOB_DROPSHIP_CREW_CHIEF
#define BLURB_USCM_MP JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE
#define BLURB_USCM_ENGI JOB_CHIEF_ENGINEER, JOB_ORDNANCE_TECH, JOB_MAINT_TECH, JOB_WO_CHIEF_ENGINEER, JOB_WO_ORDNANCE_TECH, JOB_WO_PILOT
#define BLURB_USCM_ENGI JOB_CHIEF_ENGINEER, JOB_ORDNANCE_TECH, JOB_MAINT_TECH, JOB_WO_CHIEF_ENGINEER, JOB_WO_ORDNANCE_TECH, JOB_TANK_CREW, JOB_WO_PILOT
#define BLURB_USCM_MEDICAL JOB_CMO, JOB_RESEARCHER, JOB_DOCTOR, JOB_NURSE, JOB_WO_CMO, JOB_WO_RESEARCHER, JOB_WO_DOCTOR
#define BLURB_USCM_REQ JOB_CHIEF_REQUISITION, JOB_CARGO_TECH, JOB_WO_CHIEF_REQUISITION, JOB_WO_REQUISITION
#define BLURB_USCM_WY JOB_CORPORATE_LIAISON
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9 changes: 5 additions & 4 deletions code/__DEFINES/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -70,10 +70,11 @@

// engineer skill
#define SKILL_ENGINEER_DEFAULT 0
#define SKILL_ENGINEER_TRAINED 1 //barricade repair && c4 use (mini-engis, specs)
#define SKILL_ENGINEER_ENGI 2 //plasteel barricade deconstruction, hacking&&planet engine fixing&&apc building, Telecomms fixing (Combat Engi, OT, etc.)
#define SKILL_ENGINEER_MASTER 3 //Synths
#define SKILL_ENGINEER_MAX 3
#define SKILL_ENGINEER_NOVICE 1 //barricade repair && c4 use (mini-engis, specs)
#define SKILL_ENGINEER_TRAINED 2 //plasteel barricade deconstruction, hacking&&planet engine fixing&&apc building, Telecomms fixing (OT, etc.)
#define SKILL_ENGINEER_ENGI 3 // Slightly faster at everything (Combat Technicians)
#define SKILL_ENGINEER_MASTER 4 //Synths
#define SKILL_ENGINEER_MAX 4

//medical skill
#define SKILL_MEDICAL_DEFAULT 0
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