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Merge branch 'master' into round-traits
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harryob authored Apr 3, 2023
2 parents c75ee0b + 9728c95 commit 9a60869
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52 changes: 40 additions & 12 deletions .gitattributes
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@@ -1,18 +1,46 @@
# dmm map merger hook
# needs additional setup, see tools/mapmerge/install.txt
*.dmm merge=merge-dmm
* text=auto

# dmi icon merger hook
# needs additional setup, see tools/dmitool/merging.txt
*.dmi merge=merge-dmi

# force changelog merging to use union
html/changelog.html merge=union

# Declare files that will always have LF line endings on checkout.
## Enforce text mode and LF line breaks
*.bat text eol=lf
*.cjs text eol=lf
*.css text eol=lf
*.dm text eol=lf
*.dmm text eol=lf
*.dme text eol=lf
*.dmf text eol=lf
*.htm text eol=lf
*.html text eol=lf
*.js text eol=lf
*.json text eol=lf
*.jsx text eol=lf
*.md text eol=lf
*.ps1 text eol=lf
*.py text eol=lf
*.scss text eol=lf
*.sql text eol=lf
*.svg text eol=lf
*.ts text eol=lf
*.tsx text eol=lf
*.txt text eol=lf
*.yaml text eol=lf
*.yml text eol=lf
*.sh text eol=lf
Dockerfile eol=lf

## Enforce binary mode
*.bmp binary
*.dll binary
*.dmb binary
*.exe binary
*.gif binary
*.jpg binary
*.png binary
*.so binary

## Merger hooks, run tools/hooks/install.bat or install.sh to set up
*.dmm text eol=lf merge=dmm
*.dmi binary merge=dmi

## Force tab indents on dm files
*.dm whitespace=indent-with-non-tab


1 change: 1 addition & 0 deletions code/__DEFINES/access.dm
Original file line number Diff line number Diff line change
Expand Up @@ -61,4 +61,5 @@ most of them are tied into map-placed objects. This should be reworked in the fu
#define ACCESS_WY_CORPORATE 200
#define ACCESS_ILLEGAL_PIRATE 201
#define ACCESS_WY_CORPORATE_DS 202
#define ACCESS_PRESS 203
//=================================================
2 changes: 2 additions & 0 deletions code/__DEFINES/conflict.dm
Original file line number Diff line number Diff line change
Expand Up @@ -168,9 +168,11 @@

//Projectile block probabilities for different types of cover
#define PROJECTILE_COVERAGE_NONE 0
#define PROJECTILE_COVERAGE_MINIMAL 10
#define PROJECTILE_COVERAGE_LOW 35
#define PROJECTILE_COVERAGE_MEDIUM 60
#define PROJECTILE_COVERAGE_HIGH 85
#define PROJECTILE_COVERAGE_MAX 100
//=================================================

/// 1 % per 1 tile per 1 normalcy
Expand Down
1 change: 1 addition & 0 deletions code/__DEFINES/cooldowns.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
#define COOLDOWN_MOB_AUDIO "mob_audio_cooldown"
#define COOLDOWN_IDLOCK_TEXTALERT "mob_idlock_textalert"
#define COOLDOWN_HIJACK_BARRAGE "gamemode_explosive_barrage"
#define COOLDOWN_ITEM_HOOD_SOUND "item_hood_sound"

//Define for ship alt
#define COOLDOWN_ALTITUDE_CHANGE "altitude_change"
Expand Down
5 changes: 5 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_item.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,11 @@
#define COMSIG_ITEM_ATTEMPT_ATTACK "item_attempt_attack" //Triggered on the target mob.
#define COMPONENT_CANCEL_ATTACK (1<<0)


/// from /obj/item/attackby() : (obj/item, mob/user)
#define COMSIG_ITEM_ATTACKED "item_attacked"
#define COMPONENT_CANCEL_ITEM_ATTACK (1<<0)

// Return a nonzero value to cancel these actions
#define COMSIG_BINOCULAR_ATTACK_SELF "binocular_attack_self"
#define COMSIG_BINOCULAR_HANDLE_CLICK "binocular_handle_click"
Expand Down
10 changes: 6 additions & 4 deletions code/__DEFINES/equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -136,20 +136,22 @@
#define BLOCKGASEFFECT (1<<6)
/// Allows CPR even though the face is covered by a mask
#define ALLOWCPR (1<<7)
/// Helmet does not fall off when blocking a decapitation
#define FULL_DECAP_PROTECTION (1<<8)

//HELMET AND MASK======================================================================================

//SUITS AND HELMETS====================================================================================
//To successfully stop taking all pressure damage you must have both a suit and head item with this flag.

/// From /tg: prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define BLOCKSHARPOBJ (1<<8)
#define BLOCKSHARPOBJ (1<<9)
/// This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage.
#define NOPRESSUREDMAGE (1<<9)
#define NOPRESSUREDMAGE (1<<10)
/// Suits only. Wearing this will stop you from being pushed over.
#define BLOCK_KNOCKDOWN (1<<10)
#define BLOCK_KNOCKDOWN (1<<11)
/// Whether wearing this suit grants you the ability to fire a smartgun
#define SMARTGUN_HARNESS (1<<11)
#define SMARTGUN_HARNESS (1<<12)

//SUITS AND HELMETS====================================================================================

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22 changes: 22 additions & 0 deletions code/__DEFINES/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,7 @@ var/global/list/job_squad_roles = JOB_SQUAD_ROLES_LIST
#define JOB_MEDIC_ROLES_LIST list(JOB_SQUAD_MEDIC, JOB_CMO, JOB_DOCTOR, JOB_NURSE, JOB_RESEARCHER)

#define JOB_CORPORATE_LIAISON "Corporate Liaison"
#define JOB_COMBAT_REPORTER "Combat Correspondent"
#define JOB_MESS_SERGEANT "Mess Technician"
#define JOB_SYNTH "Synthetic"
#define JOB_WORKING_JOE "Working Joe"
Expand Down Expand Up @@ -177,6 +178,8 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_PMC_DIRECTOR "PMC Site Director"
#define JOB_PMC_SYNTH "PMC Support Synthetic"

#define JOB_PMC_GRUNT_LIST list(JOB_PMC, JOB_PMC_ENGINEER, JOB_PMC_MEDIC, JOB_PMC_INVESTIGATOR, 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)

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

#define JOB_TRAINEE "Corporate Trainee"
Expand All @@ -194,6 +197,8 @@ 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_LIST list(JOB_WY_GOON, JOB_WY_GOON_LEAD)

//---- Contractors ----//
#define JOB_CONTRACTOR "VAIPO Mercenary"
#define JOB_CONTRACTOR_ST "VAIPO Mercenary"
Expand All @@ -210,6 +215,17 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_CONTRACTOR_COVTL "VAISO Team Leader"
#define JOB_CONTRACTOR_COVSYN "VAISO Support Synthetic"

#define CONTRACTOR_JOB_LIST list(JOB_CONTRACTOR, JOB_CONTRACTOR_ST, JOB_CONTRACTOR_MEDIC, JOB_CONTRACTOR_ENGI, JOB_CONTRACTOR_MG, JOB_CONTRACTOR_TL, JOB_CONTRACTOR_COV, JOB_CONTRACTOR_COVST, JOB_CONTRACTOR_COVMED, JOB_CONTRACTOR_COVENG, JOB_CONTRACTOR_COVTL)

//-------- CMB --------//
#define JOB_CMB "CMB Deputy"
#define JOB_CMB_TL "CMB Marshal"
#define JOB_CMB_SYN "CMB Investigative Synthetic"
#define JOB_CMB_ICC "Interstellar Commerce Commission Corporate Liaison"
#define JOB_CMB_OBS "Interstellar Human Rights Observer"

#define CMB_GRUNT_LIST list(JOB_CMB, JOB_CMB_TL)

//-------- UPP --------//
#define JOB_UPP "UPP Private"
#define JOB_UPP_CONSCRIPT "UPP Conscript"
Expand All @@ -228,6 +244,7 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_UPP_COMBAT_SYNTH "UPP Combat Synthetic"

#define UPP_JOB_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_LT_OFFICER, JOB_UPP_LT_DOKTOR, JOB_UPP_SRLT_OFFICER, JOB_UPP_KPT_OFFICER, JOB_UPP_KOL_OFFICER, JOB_UPP_COMBAT_SYNTH)
#define UPP_JOB_GRUNT_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_CREWMAN)

#define JOB_UPP_COMMANDO "UPP Junior Kommando"
#define JOB_UPP_COMMANDO_MEDIC "UPP 2nd Kommando"
Expand Down Expand Up @@ -285,6 +302,7 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_RIOT "Riot Control"
#define JOB_RIOT_CHIEF "Chief Riot Control"

#define RIOT_JOB_LIST list(JOB_RIOT, JOB_RIOT_CHIEF)
//-------- UAAC --------//
#define JOB_TIS_IO "UAAC-TIS Intelligence Officer"
#define JOB_TIS_SA "UAAC-TIS Special Agent"
Expand Down Expand Up @@ -331,3 +349,7 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#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

///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.
#define JOB_ERT_GRUNT_LIST list(DUTCH_JOB_LIST, RIOT_JOB_LIST, PROVOST_JOB_LIST, CMB_GRUNT_LIST, CLF_JOB_LIST, UPP_JOB_GRUNT_LIST, UPP_COMMANDO_JOB_LIST, CONTRACTOR_JOB_LIST, JOB_WY_GOON_LIST, JOB_PMC_GRUNT_LIST)
3 changes: 3 additions & 0 deletions code/__DEFINES/misc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -223,6 +223,9 @@
#define GUN_CATEGORY_SHOTGUN 4
#define GUN_CATEGORY_HEAVY 5

// These guns can be used at maximum efficacy by untrained civilians.
#define UNTRAINED_USABLE_CATEGORIES list(GUN_CATEGORY_HANDGUN, GUN_CATEGORY_SMG)

/**
* Get the ultimate area of `A`, similarly to [get_turf].
*
Expand Down
8 changes: 4 additions & 4 deletions code/__DEFINES/mode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -136,12 +136,12 @@ var/list/be_special_flags = list(
//=================================================

//Role defines, specifically lists of roles for job bans, crew manifests and the like.
var/global/list/ROLES_COMMAND = list(JOB_CO, JOB_XO, JOB_SO, JOB_INTEL, JOB_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_CREWMAN, JOB_POLICE, JOB_CORPORATE_LIAISON, JOB_CHIEF_REQUISITION, JOB_CHIEF_ENGINEER, JOB_CMO, JOB_CHIEF_POLICE, JOB_SEA, JOB_SYNTH, JOB_WARDEN)
var/global/list/ROLES_COMMAND = list(JOB_CO, JOB_XO, JOB_SO, JOB_INTEL, JOB_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)

#define ROLES_OFFICERS list(JOB_CO, JOB_XO, JOB_SO, JOB_INTEL, JOB_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_SEA, JOB_CORPORATE_LIAISON, JOB_SYNTH, JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE)
#define ROLES_OFFICERS list(JOB_CO, JOB_XO, JOB_SO, JOB_INTEL, JOB_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_SEA, JOB_CORPORATE_LIAISON, JOB_COMBAT_REPORTER, JOB_SYNTH, JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE)
var/global/list/ROLES_CIC = list(JOB_CO, JOB_XO, JOB_SO, JOB_WO_CO, JOB_WO_XO)
var/global/list/ROLES_AUXIL_SUPPORT = list(JOB_INTEL, JOB_PILOT, JOB_DROPSHIP_CREW_CHIEF, JOB_WO_CHIEF_POLICE, JOB_WO_SO, JOB_WO_CREWMAN, JOB_WO_POLICE, JOB_WO_PILOT)
var/global/list/ROLES_MISC = list(JOB_SYNTH, JOB_WORKING_JOE, JOB_SEA, JOB_CORPORATE_LIAISON, JOB_MESS_SERGEANT, JOB_WO_CORPORATE_LIAISON, JOB_WO_SYNTH)
var/global/list/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)
var/global/list/ROLES_POLICE = list(JOB_CHIEF_POLICE, JOB_WARDEN, JOB_POLICE)
var/global/list/ROLES_ENGINEERING = list(JOB_CHIEF_ENGINEER, JOB_ORDNANCE_TECH, JOB_MAINT_TECH, JOB_WO_CHIEF_ENGINEER, JOB_WO_ORDNANCE_TECH)
var/global/list/ROLES_REQUISITION = list(JOB_CHIEF_REQUISITION, JOB_CARGO_TECH, JOB_WO_CHIEF_REQUISITION, JOB_WO_REQUISITION)
Expand All @@ -153,7 +153,7 @@ var/global/list/ROLES_XENO = list(JOB_XENOMORPH_QUEEN, JOB_XENOMORPH)
var/global/list/ROLES_WHITELISTED = list(JOB_SYNTH_SURVIVOR, JOB_CO_SURVIVOR, JOB_PREDATOR)
var/global/list/ROLES_SPECIAL = list(JOB_SURVIVOR)

var/global/list/ROLES_REGULAR_ALL = ROLES_CIC+ ROLES_POLICE + ROLES_AUXIL_SUPPORT + ROLES_MISC + ROLES_ENGINEERING + ROLES_REQUISITION + ROLES_MEDICAL + ROLES_MARINES + ROLES_SPECIAL + ROLES_WHITELISTED + ROLES_XENO - ROLES_WO
var/global/list/ROLES_REGULAR_ALL = ROLES_CIC + ROLES_POLICE + ROLES_AUXIL_SUPPORT + ROLES_MISC + ROLES_ENGINEERING + ROLES_REQUISITION + ROLES_MEDICAL + ROLES_MARINES + ROLES_SPECIAL + ROLES_WHITELISTED + ROLES_XENO - ROLES_WO
var/global/list/ROLES_FACTION_CLASH = ROLES_REGULAR_ALL - ROLES_XENO - ROLES_SPECIAL - ROLES_WHITELISTED + JOB_PREDATOR

var/global/list/ROLES_UNASSIGNED = list(JOB_SQUAD_MARINE)
Expand Down
1 change: 1 addition & 0 deletions code/__DEFINES/radio.dm
Original file line number Diff line number Diff line change
Expand Up @@ -63,5 +63,6 @@
//1-Channel ERTs
#define RADIO_CHANNEL_DUTCH_DOZEN "DD"
#define RADIO_CHANNEL_VAI "VAI"
#define RADIO_CHANNEL_CMB "CMB"

#define RADIO_CHANNEL_YAUTJA "Yautja"
7 changes: 3 additions & 4 deletions code/__DEFINES/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -31,12 +31,11 @@

//firearms skill (general knowledge of guns) (hidden skill)
//increase or decrase accuracy, recoil, and firing delay of rifles and smgs.
#define SKILL_FIREARMS_UNTRAINED 0 //civilian
#define SKILL_FIREARMS_DEFAULT 1 //marines (allow tactical reloads)
#define SKILL_FIREARMS_TRAINED 2 //special training
#define SKILL_FIREARMS_CIVILIAN 0 //civilian
#define SKILL_FIREARMS_TRAINED 1 //marines (allow tactical reloads)
#define SKILL_FIREARMS_EXPERT 2 //special training
#define SKILL_FIREARMS_MAX 2


//spec_weapons skill
//hidden. who can and can't use specialist weapons
#define SKILL_SPEC_DEFAULT 0
Expand Down
2 changes: 1 addition & 1 deletion code/__DEFINES/sounds.dm
Original file line number Diff line number Diff line change
Expand Up @@ -81,7 +81,7 @@
#define SCAPE_PL_ELEVATOR_MUSIC list('sound/soundscape/medbay1.ogg','sound/soundscape/medbay2.ogg', 'sound/soundscape/medbay3.ogg')
#define SCAPE_PL_THUNDER list('sound/soundscape/thunderclap1.ogg', 'sound/soundscape/thunderclap2.ogg')
#define SCAPE_PL_DESERT_STORM list('sound/soundscape/thunderclap1.ogg', 'sound/soundscape/thunderclap2.ogg', 'sound/soundscape/wind1.ogg','sound/soundscape/wind2.ogg')
#define SCAPE_PL_CIC list('sound/soundscape/cicamb1.ogg', 'sound/soundscape/cicamb2.ogg', 'sound/soundscape/cicamb3.ogg', 'sound/soundscape/cicamb4.ogg', 'sound/soundscape/cicamb5.ogg', 'sound/soundscape/cicamb6.ogg', )
#define SCAPE_PL_CIC list('sound/soundscape/cicamb2.ogg', 'sound/soundscape/cicamb3.ogg', 'sound/soundscape/cicamb4.ogg', 'sound/soundscape/cicamb5.ogg', 'sound/soundscape/cicamb6.ogg', )
#define SCAPE_PL_ENG list('sound/soundscape/engamb1.ogg', 'sound/soundscape/engamb2.ogg', 'sound/soundscape/engamb3.ogg', 'sound/soundscape/engamb4.ogg', 'sound/soundscape/engamb5.ogg', 'sound/soundscape/engamb6.ogg', 'sound/soundscape/engamb7.ogg', )
#define SCAPE_PL_HANGAR list('sound/soundscape/hangaramb1.ogg', 'sound/soundscape/hangaramb2.ogg', 'sound/soundscape/hangaramb3.ogg', 'sound/soundscape/hangaramb4.ogg', 'sound/soundscape/hangaramb5.ogg', 'sound/soundscape/hangaramb6.ogg', 'sound/soundscape/hangaramb7.ogg', 'sound/soundscape/hangaramb8.ogg', 'sound/soundscape/hangaramb9.ogg', 'sound/soundscape/hangaramb10.ogg', )
#define SCAPE_PL_ARES list('sound/soundscape/mother.ogg')
7 changes: 4 additions & 3 deletions code/__DEFINES/surgery.dm
Original file line number Diff line number Diff line change
Expand Up @@ -148,8 +148,8 @@ See also /datum/surgery_step/cut_larval_pseudoroots, /datum/surgery_step/retract
See also /datum/surgery_step/saw_off_limb/failure var/list/cannot_hack, listing the tools that can't instantly chop a limb.**/
#define SURGERY_TOOLS_SEVER_BONE list(\
/obj/item/tool/surgery/circular_saw = SURGERY_TOOL_MULT_IDEAL,\
/obj/item/weapon/melee/twohanded/fireaxe = SURGERY_TOOL_MULT_SUBOPTIMAL,\
/obj/item/weapon/melee/claymore/mercsword/machete = SURGERY_TOOL_MULT_SUBOPTIMAL,\
/obj/item/weapon/twohanded/fireaxe = SURGERY_TOOL_MULT_SUBOPTIMAL,\
/obj/item/weapon/claymore/mercsword/machete = SURGERY_TOOL_MULT_SUBOPTIMAL,\
/obj/item/tool/hatchet = SURGERY_TOOL_MULT_SUBSTITUTE,\
/obj/item/tool/kitchen/knife/butcher = SURGERY_TOOL_MULT_SUBSTITUTE,\
/obj/item/attachable/bayonet = SURGERY_TOOL_MULT_BAD_SUBSTITUTE\
Expand All @@ -158,7 +158,8 @@ See also /datum/surgery_step/saw_off_limb/failure var/list/cannot_hack, listing
///Tools used to open and close ribs/skull. Heavy-duty prying, haemostat/wirecutter won't cut it.
#define SURGERY_TOOLS_PRY_ENCASED list(\
/obj/item/tool/surgery/retractor = SURGERY_TOOL_MULT_IDEAL,\
/obj/item/tool/crowbar = SURGERY_TOOL_MULT_SUBSTITUTE\
/obj/item/tool/crowbar = SURGERY_TOOL_MULT_SUBSTITUTE,\
/obj/item/maintenance_jack = SURGERY_TOOL_MULT_BAD_SUBSTITUTE\
)

///Tools used to patch lightly damaged bones or before setting. May need surgical line in future.
Expand Down
16 changes: 15 additions & 1 deletion code/__DEFINES/traits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -188,6 +188,8 @@
#define TRAIT_TOOL_SIMPLE_BLOWTORCH "t_tool_simple_blowtorch"

#define TRAIT_TOOL_PEN "t_tool_pen"
// CLOTHING TRAITS
#define TRAIT_CLOTHING_HOOD "t_clothing_hood"

// GUN TRAITS
#define TRAIT_GUN_SILENCED "t_gun_silenced"
Expand All @@ -201,8 +203,8 @@
//This item will force clickdrag to work even if the preference to disable is enabled. (Full-auto items)
#define TRAIT_OVERRIDE_CLICKDRAG "t_override_clickdrag"

// Round Traits

// Round Traits
#define TRAIT_ROUND_CRYOSLEEP_SICKNESS "t_cryosleep_sickness"
#define TRAIT_ROUND_FLU_SEASON "t_flu_season"
#define TRAIT_ROUND_FAULTY_PIPING "t_faulty_piping"
Expand All @@ -211,6 +213,11 @@
#define TRAIT_ROUND_STANDARD_ISSUE "t_standard_issue"
#define TRAIT_ROUND_WRONG_TUBES "t_wrongtubes"

//This item will use special rename component behaviors.
//ie. naming a regulation tape "example" will become regulation tape (example)
#define TRAIT_ITEM_RENAME_SPECIAL "t_item_rename_special"


//-- structure traits --
// TABLE TRAITS
/// If the table is being flipped, prevent any changes that will mess with adjacency handling
Expand Down Expand Up @@ -279,6 +286,10 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_TOOL_PEN" = TRAIT_TOOL_PEN,
"TRAIT_ITEM_EAR_EXCLUSIVE" = TRAIT_ITEM_EAR_EXCLUSIVE,
"TRAIT_OVERRIDE_CLICKDRAG" = TRAIT_OVERRIDE_CLICKDRAG,
"TRAIT_ITEM_RENAME_SPECIAL" = TRAIT_ITEM_RENAME_SPECIAL,
),
/obj/item/clothing = list(
"TRAIT_CLOTHING_HOOD" = TRAIT_CLOTHING_HOOD
),
/obj/item/weapon/gun = list(
"TRAIT_GUN_SILENCED" = TRAIT_GUN_SILENCED,
Expand Down Expand Up @@ -339,3 +350,6 @@ GLOBAL_LIST(trait_name_map)
#define TRAIT_SOURCE_WEAPON "t_s_weapon"
///Status trait coming from generic items
#define TRAIT_SOURCE_ITEM "t_s_item"

//Status trait coming from clothing.
#define TRAIT_SOURCE_CLOTHING "t_s_clothing"
1 change: 1 addition & 0 deletions code/__HELPERS/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,7 @@
JOB_PILOT,
JOB_DROPSHIP_CREW_CHIEF,
JOB_CORPORATE_LIAISON,
JOB_COMBAT_REPORTER,
JOB_CHIEF_ENGINEER,
JOB_ORDNANCE_TECH,
JOB_MAINT_TECH,
Expand Down
4 changes: 2 additions & 2 deletions code/_byond_version_compat.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,11 +2,11 @@

//Update this whenever you need to take advantage of more recent byond features
#define MIN_COMPILER_VERSION 514
#define MIN_COMPILER_BUILD 1556
#define MIN_COMPILER_BUILD 1588
#if (DM_VERSION < MIN_COMPILER_VERSION || DM_BUILD < MIN_COMPILER_BUILD) && !defined(SPACEMAN_DMM)
//Don't forget to update this part
#error Your version of BYOND is too out-of-date to compile this project. Go to https://secure.byond.com/download and update.
#error You need version 514.1556 or higher
#error You need version 514.1588 or higher
#endif

/*
Expand Down
29 changes: 29 additions & 0 deletions code/_compile_options.dm
Original file line number Diff line number Diff line change
Expand Up @@ -11,4 +11,33 @@
#define UNIT_TESTS
#endif

#ifdef CITESTING
#define TESTING
#endif

#if defined(UNIT_TESTS)
//Hard del testing defines
#define REFERENCE_TRACKING
#define REFERENCE_TRACKING_DEBUG
#define FIND_REF_NO_CHECK_TICK
#define GC_FAILURE_HARD_LOOKUP
//Ensures all early assets can actually load early
#define DO_NOT_DEFER_ASSETS
#endif

#ifdef TGS
// TGS performs its own build of dm.exe, but includes a prepended TGS define.
#define CBT
#endif

#if !defined(CBT) && !defined(SPACEMAN_DMM)
#warn Building with Dream Maker is no longer supported and will result in errors.
#warn In order to build, run BUILD.bat in the bin directory.
#warn Consider switching to VSCode editor instead, where you can press Ctrl+Shift+B to build.
#endif

//#define UNIT_TESTS //If this is uncommented, we do a single run though of the game setup and tear down process with unit tests in between

// #define TESTING
// #define REFERENCE_TRACKING
// #define GC_FAILURE_HARD_LOOKUP
1 change: 1 addition & 0 deletions code/_globalvars/bitfields.dm
Original file line number Diff line number Diff line change
Expand Up @@ -199,6 +199,7 @@ DEFINE_BITFIELD(flags_inventory, list(
"ALLOWREBREATH" = ALLOWREBREATH,
"BLOCKGASEFFECT" = BLOCKGASEFFECT,
"ALLOWCPR" = ALLOWCPR,
"FULL_DECAP_PROTECTION" = FULL_DECAP_PROTECTION,
"BLOCKSHARPOBJ" = BLOCKSHARPOBJ,
"NOPRESSUREDMAGE" = NOPRESSUREDMAGE,
"BLOCK_KNOCKDOWN" = BLOCK_KNOCKDOWN,
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