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Merge branch 'master' into makes-GAU-able-to-hit-resting-mobs
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cuberound authored Sep 9, 2023
2 parents b6e8a07 + d100b6a commit de7bb8a
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Showing 232 changed files with 22,484 additions and 7,800 deletions.
2 changes: 1 addition & 1 deletion code/__DEFINES/conflict.dm
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Expand Up @@ -26,7 +26,7 @@
#define AMMO_IGNORE_RESIST (1<<10)
#define AMMO_BALLISTIC (1<<11)
#define AMMO_IGNORE_COVER (1<<12)
// (1<<13) unused, previously was AMMO_SCANS_NEARBY
#define AMMO_ANTIVEHICLE (1<<13)
#define AMMO_STOPPED_BY_COVER (1<<14)
#define AMMO_SPECIAL_EMBED (1<<15)
/// If the projectile hits a dense turf it'll do on_hit_turf on the turf just in front of the turf instead of on the turf itself
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6 changes: 6 additions & 0 deletions code/__DEFINES/dcs/signals/atom/mob/signals_mob.dm
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Expand Up @@ -116,3 +116,9 @@
#define COMSIG_MOB_MOUSEDRAG "mob_mousedrag" //from /client/MouseDrag(): (atom/src_object, atom/over_object, turf/src_location, turf/over_location, src_control, over_control, params)
#define COMSIG_MOB_CLICK_CANCELED (1<<0)
#define COMSIG_MOB_CLICK_HANDLED (1<<1)

#define COMSIG_MOB_DEPLOYED_BIPOD "mob_deployed_bipod"
#define COMSIG_MOB_UNDEPLOYED_BIPOD "mob_undeployed_bipod"

/// From /obj/item/proc/pickup() : (obj/item/picked_up)
#define COMSIG_MOB_PICKUP_ITEM "mob_pickup_item"
5 changes: 5 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_item.dm
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Expand Up @@ -55,6 +55,11 @@
#define COMSIG_GUN_BURST_SHOTS_TO_FIRE_MODIFIED "gun_burst_shots_to_fire_modified"
#define COMSIG_GUN_BURST_SHOT_DELAY_MODIFIED "gun_burst_shot_delay_modified"

#define COMSIG_GUN_VULTURE_FIRED_ONEHAND "gun_vulture_fired_onehand"
#define COMSIG_VULTURE_SCOPE_MOVED "vulture_scope_moved"
#define COMSIG_VULTURE_SCOPE_SCOPED "vulture_scope_scoped"
#define COMSIG_VULTURE_SCOPE_UNSCOPED "vulture_scope_unscoped"

/// from /obj/item/weapon/gun/proc/recalculate_attachment_bonuses() : ()
#define COMSIG_GUN_RECALCULATE_ATTACHMENT_BONUSES "gun_recalculate_attachment_bonuses"

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2 changes: 2 additions & 0 deletions code/__DEFINES/equipment.dm
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Expand Up @@ -233,6 +233,8 @@
#define SLOT_LEGS (1<<13)
#define SLOT_ACCESSORY (1<<14)
#define SLOT_SUIT_STORE (1<<15) //this allows items to be stored in the suit slot regardless of suit
/// Anything with this flag cannot be worn in suit storage, period.
#define SLOT_BLOCK_SUIT_STORE (1<<16)
//=================================================

//slots
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15 changes: 8 additions & 7 deletions code/__DEFINES/human.dm
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Expand Up @@ -116,14 +116,15 @@
#define ORDER_FOCUS_MAX_LEVEL 50

//Human Overlays Indexes used in update_icons/////////
#define UNDERWEAR_LAYER 41
#define UNDERSHIRT_LAYER 40
#define MUTANTRACE_LAYER 39
#define BODYPARTS_LAYER 42
#define DAMAGE_LAYER 41

/// For use by Hunter Flay
#define FLAY_LAYER 38
#define UNDERWEAR_LAYER 40
#define UNDERSHIRT_LAYER 39
#define MUTANTRACE_LAYER 38

#define DAMAGE_LAYER 37
/// For use by Hunter Flay
#define FLAY_LAYER 37
#define UNIFORM_LAYER 36

/// bs12 specific. this hack is probably gonna come back to haunt me
Expand Down Expand Up @@ -176,7 +177,7 @@
/// If you're hit by an acid DoT
#define EFFECTS_LAYER 1

#define TOTAL_LAYERS 41
#define TOTAL_LAYERS 42
//////////////////////////////////

//Synthetic Defines
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15 changes: 9 additions & 6 deletions code/__DEFINES/job.dm
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Expand Up @@ -288,12 +288,16 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
//-------- TWE --------//
#define JOB_TWE_REPRESENTATIVE "TWE Representative"

#define JOB_TWE_YONTO "RMC Yonto"
#define JOB_TWE_SANTO "RMC Santo"
#define JOB_TWE_NITO "RMC Nito"
#define JOB_TWE_ITTO "RMC Itto"
//RMC
#define JOB_TWE_RMC_RIFLEMAN "RMC Rifleman"
#define JOB_TWE_RMC_MARKSMAN "RMC Marksman"
#define JOB_TWE_RMC_SMARTGUNNER "RMC Smartgunner"
#define JOB_TWE_RMC_BREACHER "RMC Breacher"
#define JOB_TWE_RMC_TEAMLEADER "RMC Team Leader"
#define JOB_TWE_RMC_LIEUTENANT "RMC Lieutenant"
#define JOB_TWE_RMC_COMMANDER "RMC Commander"

#define TWE_COMMANDO_JOB_LIST list(JOB_TWE_YONTO, JOB_TWE_SANTO, JOB_TWE_NITO, JOB_TWE_ITTO)
#define TWE_COMMANDO_JOB_LIST list(JOB_TWE_RMC_RIFLEMAN, JOB_TWE_RMC_BREACHER, JOB_TWE_RMC_SMARTGUNNER,JOB_TWE_RMC_MARKSMAN ,JOB_TWE_RMC_TEAMLEADER, JOB_TWE_RMC_LIEUTENANT, JOB_TWE_RMC_COMMANDER)

#define JOB_TWE_SEAMAN "TWE Seaman"
#define JOB_TWE_LSEAMAN "TWE Leading Seaman"
Expand Down Expand Up @@ -326,7 +330,6 @@ var/global/list/job_command_roles = JOB_COMMAND_ROLES_LIST
#define JOB_TIS_SA "UAAC-TIS Special Agent"

#define TIS_JOB_LIST list(JOB_TIS_SA, JOB_TIS_IO)

//-------- DUTCH'S DOZEN --------//
#define JOB_DUTCH_ARNOLD "Dutch's Dozen - Dutch"
#define JOB_DUTCH_RIFLEMAN "Dutch's Dozen - Rifleman"
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2 changes: 2 additions & 0 deletions code/__DEFINES/layers.dm
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Expand Up @@ -153,6 +153,8 @@
#define FULLSCREEN_BLIND_LAYER 17.15
/// pain flashes
#define FULLSCREEN_PAIN_LAYER 17.2
/// Vulture sniper/spotter scope
#define FULLSCREEN_VULTURE_SCOPE_LAYER 17.21
/// in critical
#define FULLSCREEN_CRIT_LAYER 17.25

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5 changes: 3 additions & 2 deletions code/__DEFINES/mode.dm
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Expand Up @@ -6,7 +6,7 @@
#define SHUTTLE_LOCK_COOLDOWN 10 MINUTES
#define MONORAIL_LOCK_COOLDOWN 3 MINUTES
#define SHUTTLE_LOCK_TIME_LOCK 1 MINUTES
#define EVACUATION_AUTOMATIC_DEPARTURE 10 MINUTES //All pods automatically depart in 10 minutes, unless they are full or unable to launch for some reason.
#define EVACUATION_AUTOMATIC_DEPARTURE (10 MINUTES) //All pods automatically depart in 10 minutes, unless they are full or unable to launch for some reason.
#define EVACUATION_ESTIMATE_DEPARTURE ((evac_time + EVACUATION_AUTOMATIC_DEPARTURE - world.time) * 0.1)

#define EVACUATION_STATUS_STANDING_BY 0
Expand Down Expand Up @@ -71,6 +71,7 @@
#define MODE_SHIPSIDE_SD (1<<8) /// Toggles whether Predators can big SD when not on the groundmap
#define MODE_HARDCORE_PERMA (1<<9) /// Toggles Hardcore for all marines, meaning they instantly perma upon death
#define MODE_DISPOSABLE_MOBS (1<<10) // Toggles if mobs fit in disposals or not. Off by default.
#define MODE_BYPASS_JOE (1<<11) // Toggles if ghosts can bypass Working Joe spawn limitations, does NOT bypass WL requirement. Off by default.

#define ROUNDSTATUS_FOG_DOWN 1
#define ROUNDSTATUS_PODDOORS_OPEN 2
Expand Down Expand Up @@ -240,7 +241,7 @@ var/global/list/whitelist_hierarchy = list(WHITELIST_NORMAL, WHITELIST_COUNCIL,

#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_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)
#define FACTION_LIST_ERT list(FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_CLF, FACTION_CONTRACTOR, FACTION_UPP, FACTION_FREELANCER, FACTION_MERCENARY, FACTION_DUTCH, FACTION_HEFA, FACTION_GLADIATOR, FACTION_PIRATE, FACTION_PIZZA, FACTION_SOUTO, FACTION_MARSHAL)
#define FACTION_LIST_ERT list(FACTION_PMC, FACTION_WY_DEATHSQUAD, 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_MARINE_WY list(FACTION_MARINE, FACTION_PMC, FACTION_WY_DEATHSQUAD, FACTION_WY)
#define FACTION_LIST_MARINE_UPP list(FACTION_MARINE, FACTION_UPP)
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1 change: 1 addition & 0 deletions code/__DEFINES/pred.dm
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@@ -1,5 +1,6 @@
#define PRED_MATERIALS list("ebony", "silver", "bronze", "crimson", "bone")
#define PRED_TRANSLATORS list("Modern", "Retro", "Combo")
#define PRED_LEGACIES list("None", "Dragon", "Swamp", "Enforcer", "Collector")
#define PRED_SKIN_COLOR list("tan", "green", "purple", "blue", "red", "black")

#define PRED_YAUTJA_CAPE "yautja cape"
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2 changes: 2 additions & 0 deletions code/__DEFINES/radio.dm
Original file line number Diff line number Diff line change
Expand Up @@ -65,5 +65,7 @@
#define RADIO_CHANNEL_DUTCH_DOZEN "DD"
#define RADIO_CHANNEL_VAI "VAI"
#define RADIO_CHANNEL_CMB "CMB"
#define RADIO_CHANNEL_ROYAL_MARINE "Royal Marine"

#define RADIO_CHANNEL_YAUTJA "Yautja"

1 change: 1 addition & 0 deletions code/__DEFINES/shuttles.dm
Original file line number Diff line number Diff line change
Expand Up @@ -95,6 +95,7 @@
#define MOBILE_SHUTTLE_ID_ERT1 "ert_response_shuttle"
#define MOBILE_SHUTTLE_ID_ERT2 "ert_pmc_shuttle"
#define MOBILE_SHUTTLE_ID_ERT3 "ert_upp_shuttle"
#define MOBILE_SHUTTLE_ID_ERT4 "ert_twe_shuttle"
#define MOBILE_SHUTTLE_ID_ERT_SMALL "ert_rescue_shuttle"
#define MOBILE_SHUTTLE_ID_ERT_BIG "ert_boarding_shuttle"

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7 changes: 6 additions & 1 deletion code/__DEFINES/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
#define SKILL_ENGINEER "engineer"
#define SKILL_CONSTRUCTION "construction"
#define SKILL_LEADERSHIP "leadership"
#define SKILL_OVERWATCH "overwatch"
#define SKILL_MEDICAL "medical"
#define SKILL_SURGERY "surgery"
#define SKILL_RESEARCH "research"
Expand Down Expand Up @@ -134,14 +135,18 @@
#define SKILL_POWERLOADER_MASTER 2 //Pilot, CT, Req, OT, CE
#define SKILL_POWERLOADER_MAX 2


//leadership skill
#define SKILL_LEAD_NOVICE 0 //Anyone but the above. Using SL items is possible but painfully slow
#define SKILL_LEAD_TRAINED 1 //SL
#define SKILL_LEAD_EXPERT 2 //SOs
#define SKILL_LEAD_MASTER 3 //XO, CO
#define SKILL_LEAD_MAX 3

//overwatch skill
#define SKILL_OVERWATCH_DEFAULT 0
#define SKILL_OVERWATCH_TRAINED 1 //Allows use of overwatch consoles
#define SKILL_OVERWATCH_MAX 1


//JTAC skill
#define SKILL_JTAC_NOVICE 0 //Anyone but those following.
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10 changes: 9 additions & 1 deletion code/__DEFINES/traits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -177,6 +177,8 @@
#define TRAIT_USING_WHEELCHAIR "t_using_wheelchair"
/// If the mob will instantly go permadead upon death
#define TRAIT_HARDCORE "t_hardcore"
/// If the mob is able to use the vulture rifle or spotting scope
#define TRAIT_VULTURE_USER "t_vulture_user"

// -- ability traits --
/// Xenos with this trait cannot have plasma transfered to them
Expand All @@ -203,6 +205,9 @@

// GUN TRAITS
#define TRAIT_GUN_SILENCED "t_gun_silenced"

#define TRAIT_GUN_BIPODDED "t_gun_bipodded"

#define TRAIT_GUN_LIGHT_DEACTIVATED "t_gun_light_deactivated"

// Miscellaneous item traits.
Expand Down Expand Up @@ -239,7 +244,8 @@ GLOBAL_LIST_INIT(mob_traits, list(
TRAIT_LEADERSHIP,
TRAIT_DEXTROUS,
TRAIT_REAGENT_SCANNER,
TRAIT_ABILITY_BURROWED
TRAIT_ABILITY_BURROWED,
TRAIT_VULTURE_USER,
))

/*
Expand Down Expand Up @@ -271,6 +277,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_EMOTE_CD_EXEMPT" = TRAIT_EMOTE_CD_EXEMPT,
"TRAIT_LISPING" = TRAIT_LISPING,
"TRAIT_CANNOT_EAT" = TRAIT_CANNOT_EAT,
"TRAIT_VULTURE_USER" = TRAIT_VULTURE_USER,
),
/mob/living/carbon/xenomorph = list(
"TRAIT_ABILITY_NO_PLASMA_TRANSFER" = TRAIT_ABILITY_NO_PLASMA_TRANSFER,
Expand Down Expand Up @@ -299,6 +306,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
),
/obj/item/weapon/gun = list(
"TRAIT_GUN_SILENCED" = TRAIT_GUN_SILENCED,
"TRAIT_GUN_BIPODDED" = TRAIT_GUN_BIPODDED,
),
/obj/structure/surface/table = list(
"TRAIT_STRUCTURE_FLIPPING" = TRAIT_TABLE_FLIPPING,
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1 change: 1 addition & 0 deletions code/__DEFINES/weapon_stats.dm
Original file line number Diff line number Diff line change
Expand Up @@ -136,6 +136,7 @@ As such, don't expect any values assigned to common firearms to even consider ho
//How many ticks you have to wait between firing. Burst delay uses the same variable!
*/

#define FIRE_DELAY_TIER_VULTURE 20
#define FIRE_DELAY_TIER_1 12
#define FIRE_DELAY_TIER_2 10
#define FIRE_DELAY_TIER_3 9
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2 changes: 1 addition & 1 deletion code/__HELPERS/game.dm
Original file line number Diff line number Diff line change
Expand Up @@ -268,7 +268,7 @@

// copied from join as xeno
var/deathtime = world.time - cur_obs.timeofdeath
if(deathtime < XENO_JOIN_DEAD_TIME && ( !cur_obs.client.admin_holder || !(cur_obs.client.admin_holder.rights & R_ADMIN) || !cur_obs.bypass_time_of_death_checks))
if(deathtime < XENO_JOIN_DEAD_TIME && ( !cur_obs.client.admin_holder || !(cur_obs.client.admin_holder.rights & R_ADMIN)) && !cur_obs.bypass_time_of_death_checks)
continue

// AFK players cannot be drafted
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