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Merge branch 'master' of https://github.com/cmss13-devs/cmss13 into a…
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…ttach_resprites
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Blundir committed Aug 23, 2024
2 parents be02db3 + 1b874c9 commit cc4fe40
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7 changes: 7 additions & 0 deletions code/__DEFINES/autowiki.dm
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@@ -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
2 changes: 2 additions & 0 deletions code/__DEFINES/camera.dm
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Expand Up @@ -3,8 +3,10 @@
#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_SAIPAN "Saipan"
#define CAMERA_NET_COLONY "Colony"
#define CAMERA_NET_ARES "ARES"

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4 changes: 3 additions & 1 deletion code/__DEFINES/chemistry.dm
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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")

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7 changes: 7 additions & 0 deletions code/__DEFINES/colours.dm
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Expand Up @@ -112,6 +112,8 @@
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743"
/// deep crimson
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000"
/// Warm red color rgb(250, 66, 66)
#define LIGHT_COLOR_RED "#ff3b3b"

/* These ones aren't a direct color like the ones above, because nothing would fit */
/// Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
Expand Down Expand Up @@ -150,3 +152,8 @@
#define COLOR_G_ICE "#C7EDDE" //faded cyan
#define COLOR_G_DES "#FF7C1C" //bright orange
#define COLOR_G_JUNG "#64AA6E" //faded green

/// Gun muzzle colors
#define COLOR_LASER_RED "#FF8D8D"
#define COLOR_MUZZLE_BLUE "#2CB2E8"

27 changes: 14 additions & 13 deletions code/__DEFINES/conflict.dm
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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)
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14 changes: 13 additions & 1 deletion code/__DEFINES/job.dm
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Expand Up @@ -13,6 +13,7 @@
#define SQUAD_SOF "SOF"
#define SQUAD_CBRN "CBRN"
#define SQUAD_FORECON "FORECON"
#define SQUAD_SOLAR "Solar Devils"

// Job name defines
#define JOB_SQUAD_MARINE "Rifleman"
Expand Down Expand Up @@ -124,6 +125,9 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_GENERAL "USCM General"
#define JOB_ACMC "Assistant Commandant of the Marine Corps"
#define JOB_CMC "Commandant of the Marine Corps"
#define JOB_PLT_MED "Platoon Corpsman"
#define JOB_PLT_SL "Platoon Squad Leader"
#define JOB_SQUAD_TECH "Reconnaissance Support Technician"

// Used to add a timelock to a job. Will be passed onto derivatives
#define AddTimelock(Path, timelockList) \
Expand Down Expand Up @@ -263,6 +267,7 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_UPP_SPECIALIST "UPP Serzhant"
#define JOB_UPP_LEADER "UPP Master Serzhant"
#define JOB_UPP_POLICE "UPP Politsiya"
#define JOB_UPP_SUPPLY "UPP Logistics Technician"
#define JOB_UPP_LT_OFFICER "UPP Leytenant"
#define JOB_UPP_LT_DOKTOR "UPP Leytenant Doktor"
#define JOB_UPP_SRLT_OFFICER "UPP Senior Leytenant"
Expand Down Expand Up @@ -290,6 +295,8 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)

#define JOB_UPP_CREWMAN "UPP Tank Crewman"

#define JOB_UPP_COMMISSAR "UPP Political Commissar"

//-------- CLF --------//
#define JOB_CLF "CLF Guerilla"
#define JOB_CLF_ENGI "CLF Field Technician"
Expand Down Expand Up @@ -331,11 +338,15 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_PROVOST_TML "Provost Team Leader"
#define JOB_PROVOST_ADVISOR "Provost Advisor"
#define JOB_PROVOST_INSPECTOR "Provost Inspector"
#define JOB_PROVOST_CINSPECTOR "Provost Chief Inspector"
#define JOB_PROVOST_UNDERCOVER "Provost Undercover Inspector"

#define JOB_PROVOST_DMARSHAL "Provost Deputy Marshal"
#define JOB_PROVOST_MARSHAL "Provost Marshal"
#define JOB_PROVOST_SMARSHAL "Provost Sector Marshal"
#define JOB_PROVOST_CMARSHAL "Provost Chief Marshal"

#define PROVOST_JOB_LIST list(JOB_PROVOST_ENFORCER, JOB_PROVOST_TML, JOB_PROVOST_ADVISOR, JOB_PROVOST_INSPECTOR, JOB_PROVOST_MARSHAL, JOB_PROVOST_SMARSHAL, JOB_PROVOST_CMARSHAL)
#define PROVOST_JOB_LIST list(JOB_PROVOST_ENFORCER, JOB_PROVOST_TML, JOB_PROVOST_ADVISOR, JOB_PROVOST_INSPECTOR, JOB_PROVOST_CINSPECTOR, JOB_PROVOST_DMARSHAL, JOB_PROVOST_MARSHAL, JOB_PROVOST_SMARSHAL, JOB_PROVOST_CMARSHAL)

#define JOB_RIOT "Riot Control"
#define JOB_RIOT_CHIEF "Chief Riot Control"
Expand All @@ -360,6 +371,7 @@ 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)
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1 change: 1 addition & 0 deletions code/__DEFINES/misc.dm
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Expand Up @@ -105,6 +105,7 @@
#define INTERRUPT_ALL_OUT_OF_RANGE (INTERRUPT_ALL & (~INTERRUPT_DIFF_TURF)|INTERRUPT_OUT_OF_RANGE)
#define INTERRUPT_MOVED (INTERRUPT_DIFF_LOC|INTERRUPT_DIFF_TURF|INTERRUPT_RESIST)
#define INTERRUPT_NO_NEEDHAND (INTERRUPT_ALL & (~INTERRUPT_NEEDHAND))
#define INTERRUPT_NO_FLOORED (INTERRUPT_ALL & (~INTERRUPT_KNOCKED_DOWN))
#define INTERRUPT_INCAPACITATED (INTERRUPT_UNCONSCIOUS|INTERRUPT_KNOCKED_DOWN|INTERRUPT_STUNNED|INTERRUPT_RESIST)
#define INTERRUPT_CLICK (INTERRUPT_LCLICK|INTERRUPT_RCLICK|INTERRUPT_SHIFTCLICK|INTERRUPT_ALTCLICK|INTERRUPT_CTRLCLICK|INTERRUPT_MIDDLECLICK|INTERRUPT_RESIST)

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5 changes: 3 additions & 2 deletions code/__DEFINES/mobs.dm
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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

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

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3 changes: 2 additions & 1 deletion code/__DEFINES/mode.dm
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Expand Up @@ -280,7 +280,8 @@ DEFINE_BITFIELD(whitelist_status, list(

#define FACTION_LIST_MARINE list(FACTION_MARINE)
#define FACTION_LIST_HUMANOID list(FACTION_MARINE, FACTION_PMC, FACTION_WY, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_MARSHAL, FACTION_UPP, FACTION_FREELANCER, FACTION_SURVIVOR, FACTION_NEUTRAL, FACTION_COLONIST, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_YAUTJA, FACTION_ZOMBIE, FACTION_TWE)
#define FACTION_LIST_ERT list(FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO)
#define FACTION_LIST_ERT_OTHER list(FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO)
#define FACTION_LIST_ERT_ALL list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_MARSHAL, FACTION_TWE)
#define FACTION_LIST_WY list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_UPP list(FACTION_UPP)
#define FACTION_LIST_CLF list(FACTION_CLF)
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9 changes: 9 additions & 0 deletions code/__DEFINES/paygrade_defs/provost.dm
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@@ -1,9 +1,18 @@
// Paygrade shorthand defines, to allow clearer designation.

// PROVOST OFFICE
/// PvI, Provost Advisor
#define PAY_SHORT_PVA"PvA"

/// PvI, Provost Inspector
#define PAY_SHORT_PVI "PvI"

/// PvCI, Provost Chief Inspector
#define PAY_SHORT_PVCI "PvCI"

/// PvDM, Provost Deputy Marshal
#define PAY_SHORT_PVDM "PvDM"

/// PvM, Provost Marshal
#define PAY_SHORT_PVM "PvM"

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3 changes: 3 additions & 0 deletions code/__DEFINES/paygrade_defs/upp.dm
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Expand Up @@ -43,6 +43,9 @@
/// UO4, Mayjor
#define PAY_SHORT_UO4 "UO4"

/// UO4P, Political Commissar
#define PAY_SHORT_UO4P "UO4P"

/// UO5, Leytenant Kolonel
#define PAY_SHORT_UO5 "UO5"

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1 change: 1 addition & 0 deletions code/__DEFINES/radio.dm
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Expand Up @@ -33,6 +33,7 @@
#define RADIO_CHANNEL_MEDSCI "MedSci"
#define RADIO_CHANNEL_MP "MP"
#define RADIO_CHANNEL_NORMANDY "Normandy"
#define RADIO_CHANNEL_SAIPAN "Saipan"
#define RADIO_CHANNEL_REQ "Req"
#define RADIO_CHANNEL_SENTRY "Sentry Network"
#define RADIO_CHANNEL_SPECIAL "special"
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1 change: 1 addition & 0 deletions code/__DEFINES/shuttles.dm
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Expand Up @@ -113,6 +113,7 @@

#define DROPSHIP_ALAMO "dropship_alamo"
#define DROPSHIP_NORMANDY "dropship_normandy"
#define DROPSHIP_SAIPAN "dropship_saipan"

#define ALMAYER_DROPSHIP_LZ1 "almayer-hangar-lz1"
#define ALMAYER_DROPSHIP_LZ2 "almayer-hangar-lz2"
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9 changes: 5 additions & 4 deletions code/__DEFINES/skills.dm
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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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22 changes: 22 additions & 0 deletions code/__DEFINES/sounds.dm
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Expand Up @@ -31,6 +31,28 @@
#define SOUND_CHANNEL_LOBBY 1023
#define SOUND_CHANNEL_Z 1024


//default byond sound echo list index positions.
//ECHO_DIRECT and ECHO_ROOM are the only two that actually appear to do anything, and represent the dry and wet channels of the environment effects, respectively.
#define ECHO_DIRECT 1
#define ECHO_DIRECTHF 2
#define ECHO_ROOM 3
#define ECHO_ROOMHF 4
#define ECHO_OBSTRUCTION 5
#define ECHO_OBSTRUCTIONLFRATIO 6
#define ECHO_OCCLUSION 7
#define ECHO_OCCLUSIONLFRATIO 8
#define ECHO_OCCLUSIONROOMRATIO 9
#define ECHO_OCCLUSIONDIRECTRATIO 10
#define ECHO_EXCLUSION 11
#define ECHO_EXCLUSIONLFRATIO 12
#define ECHO_OUTSIDEVOLUMEHF 13
#define ECHO_DOPPLERFACTOR 14
#define ECHO_ROLLOFFFACTOR 15
#define ECHO_ROOMROLLOFFFACTOR 16
#define ECHO_AIRABSORPTIONFACTOR 17
#define ECHO_FLAGS 18

//default byond sound environments
#define SOUND_ENVIRONMENT_NONE -1
#define SOUND_ENVIRONMENT_GENERIC 0
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