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Clothing adding ver. 0.5 [120 commits later] (#19)
* initial clothing pr :clueless: * sprites * I hate this thing * okey, okey * okey * 1 * Update hardsuit.dm * clothing * Revert byond joke This reverts error * rigs added * modules tweaked * progress * progressss * tweak * changes * update * Update eyes.dmi * eh * ehx2 * clothing&radio * repairing commit * repairing commit x2 * lints * vscode moment * repairing x3 * repairing x4 * Update suit_storage_unit.dm * some sprites fixes * glasses added & NV tweak * fix * okey * fellow helldiver * bs update * bs fix * making this work * y * magboots * gloves * id&badges * okey * labcoat edit * tackles update * lint * Update suit_storage_unit.dm * tackle runtime fixing * sprites * sprites * progress * clothing * clothing * driping * fix * Update suit.dmi * lints * lints? * liiints? * uh OH * fixes * fix * commit * shaft miners skirt * poncho-bomber-service * fix * tweak * chem * make qm great again * fixing glasses issue * vending revert * QM has head radiovisual * engidrip * naming * some tweaks * defib * gloves edit * shoes * SHOULD_NOT_SLEEP * liz and human resprite * fix * fix * progress * some progress * pdas update * caps and robo * pda killing * tablet progress * job discounts * bunch of fixes * something * rd buff and reactive armor tweak * fixes * girls update * fix * belt killing + handholding * Delete closet.dmi * fixes * sneakers fix * clothing * rd tweak * upd * det&fixes * pr fix * det * medic edit * tacklers off * some fix * fix * fix * fix * Update suits.dmi * Update jobs.dm * colors * Update combatrig.dm * shields * closet and cutter fixing * obj sprites * sprite upgrade --------- Co-authored-by: Blundir <[email protected]> Co-authored-by: Blundir <[email protected]>
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/// Defining standart crate value for blackmarket, some events will change this shit some day | ||
#define CARGO_CRATE_VALUE 200 | ||
#define VENDING_DISCOUNT 0.2 |
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code/__DEFINES/{dripstation_defines}/dcs/signals/signals_impact.dm
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#define COMSIG_MOVABLE_PRE_IMPACT "movable_pre_impact" |
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#define isfelinid(A) (is_species(A, /datum/species/human/felinid)) |
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#define adjust_staggered(duration) adjust_timed_status_effect(duration, /datum/status_effect/staggered) | ||
#define adjust_staggered_up_to(duration, up_to) adjust_timed_status_effect(duration, /datum/status_effect/staggered, up_to) | ||
#define set_staggered(duration) set_timed_status_effect(duration, /datum/status_effect/staggered) | ||
#define set_staggered_if_lower(duration) set_timed_status_effect(duration, /datum/status_effect/staggered, TRUE) | ||
#define STAGGERED_SLOWDOWN_LENGTH 30 | ||
#define STAGGERED_SLOWDOWN_STRENGTH 0.85 | ||
#define MOVESPEED_ID_STAGGERED "STAGGERED" |
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#define TRAIT_PSYCHOPATHIC "psychopathic" | ||
#define TRAIT_APATHETIC "apathetic" | ||
#define TRAIT_APATHETIC "apathetic" | ||
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/// Prevents shovies and some strong blows such as unarmed punches and (unreliably) tackles the owner down | ||
#define TRAIT_BRAWLING_KNOCKDOWN_BLOCKED "brawling_knockdown_blocked" | ||
/// Prevents some severe head injuries being sustained from heavy collisions or blunt force injuries. | ||
#define TRAIT_HEAD_INJURY_BLOCKED "head_injury_blocked" | ||
/// Prevents staggering. | ||
#define TRAIT_NO_STAGGER "no_stagger" | ||
/// Getting hit by thrown movables won't push you away | ||
#define TRAIT_NO_THROW_HITPUSH "no_throw_hitpush" |
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