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#ifdef FORCE_MAP | ||
#error Duplicate FORCE_MAP, what are you doing!? | ||
#endif | ||
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#define FORCE_MAP "victory" |
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//* This file is explicitly licensed under the MIT license. *// | ||
//* Copyright (c) 2023 Citadel Station developers. *// | ||
//* Copyright (c) 2024 Citadel Station Developers *// | ||
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//? damage types | ||
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// todo: refactor damage types | ||
//* direct damage types; maps to most systems in the game *// | ||
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//? damage_mode bitfield | ||
#define DAMAGE_TYPE_BRUTE "brute" | ||
#define DAMAGE_TYPE_BURN "burn" | ||
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#define DAMAGE_MODE_SHARP (1<<0) //! sharp weapons like knives, spears, etc | ||
#define DAMAGE_MODE_EDGE (1<<1) //! weapons with an edge, like knives, being used as such. without this, sharp = pierce | ||
#define DAMAGE_MODE_ABLATING (1<<2) //! pulse lasers, etc, basically blows a crater | ||
#define DAMAGE_MODE_PIERCE (1<<3) //! specifically highly-piercing weapons like bullets, even worse than sharp. | ||
#define DAMAGE_MODE_SHRED (1<<4) //! messy, shredded wounds instead of a clean cut / pierce. strong. | ||
#define DAMAGE_MODE_GRADUAL (1<<5) //! disallow bone breaks, ablation, etc; used for gradual sources like depressurization | ||
#define DAMAGE_MODE_INTERNAL (1<<6) //! coming from internal; used to flag that something isn't coming through the skin. certain defenses don't work if this is set. | ||
#define DAMAGE_MODE_REDIRECT (1<<7) //! if zone doesn't exist / etc, allow redirection | ||
#define DAMAGE_MODE_NO_OVERFLOW (1<<8)//! temporary - re-evaluate when health is reworked. prevents damage from overflowing caps. | ||
//* special damage types; only relevant for certain biologies *// | ||
//* most of these will be reworked in brainmed update *// | ||
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/// body toxins / systems instability | ||
#define DAMAGE_TYPE_TOX "tox" | ||
/// oxygen deprivation | ||
#define DAMAGE_TYPE_OXY "oxy" | ||
/// dna damage | ||
#define DAMAGE_TYPE_CLONE "clone" | ||
/// pain | ||
/// todo: stamina vs pain | ||
#define DAMAGE_TYPE_HALLOSS "halloss" | ||
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//* special hybrid types; processed specially depending on type *// | ||
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/// passed to electrocute_act() | ||
/// todo: remove | ||
#define DAMAGE_TYPE_ELECTROCUTE "electrocute" | ||
/// bioacid ; toxins for organics, acid for synthetics | ||
/// todo: better hybrid type handling | ||
#define DAMAGE_TYPE_BIOACID "bioacid" | ||
/// searing; half brute, half bur | ||
/// todo: better hybrid type handling | ||
#define DAMAGE_TYPE_SEARING "searing" | ||
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//? damage_mode bitfield ?// | ||
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/// sharp weapons like knives, spears, etc | ||
#define DAMAGE_MODE_SHARP (1<<0) | ||
/// weapons with an edge, like knives, being used as such. without this, sharp = pierce | ||
#define DAMAGE_MODE_EDGE (1<<1) | ||
/// pulse lasers, etc, basically blows a crater | ||
#define DAMAGE_MODE_ABLATING (1<<2) | ||
/// specifically highly-piercing weapons like bullets, even worse than sharp. | ||
/// | ||
/// * for pierce-ness checks, 'sharp withot edge' is fine. having this flag is pretty much second tier of piercing. | ||
#define DAMAGE_MODE_PIERCE (1<<3) | ||
/// messy, shredded wounds instead of a clean cut / pierce. strong. | ||
#define DAMAGE_MODE_SHRED (1<<4) | ||
/// disallow bone breaks, ablation, etc; used for gradual sources like depressurization | ||
#define DAMAGE_MODE_GRADUAL (1<<5) | ||
/// coming from internal; used to flag that something isn't coming through the skin. certain defenses don't work if this is set. | ||
#define DAMAGE_MODE_INTERNAL (1<<6) | ||
/// if zone doesn't exist / etc, allow redirection | ||
#define DAMAGE_MODE_REDIRECT (1<<7) | ||
/// temporary - re-evaluate when health is reworked. prevents damage from overflowing caps. | ||
#define DAMAGE_MODE_NO_OVERFLOW (1<<8) |
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//* This file is explicitly licensed under the MIT license. *// | ||
//* Copyright (c) 2024 Citadel Station Developers *// | ||
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//* /datum/hardsuit_breach breach_type's *// | ||
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#define HARDSUIT_BREACH_TYPE_BRUTE "brute" | ||
#define HARDSUIT_BREACH_TYPE_BURN "burn" |
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//* This file is explicitly licensed under the MIT license. *// | ||
//* Copyright (c) 2024 Citadel Station Developers *// | ||
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//* Wound types *// | ||
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#define WOUND_TYPE_CUT "cut" | ||
#define WOUND_TYPE_PIERCE "pierce" | ||
#define WOUND_TYPE_BRUISE "bruise" | ||
#define WOUND_TYPE_BURN "burn" | ||
#define WOUND_TYPE_OTHER "other" |
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