forked from NebulaSS13/Nebula
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathgamemode.dm
More file actions
43 lines (37 loc) · 2.41 KB
/
gamemode.dm
File metadata and controls
43 lines (37 loc) · 2.41 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
//Used with the ticker to help choose the gamemode.
#define CHOOSE_GAMEMODE_SUCCESS 1 // A gamemode was successfully chosen.
#define CHOOSE_GAMEMODE_RETRY 2 // The gamemode could not be chosen; we will use the next most popular option voted in, or the default.
#define CHOOSE_GAMEMODE_REVOTE 3 // The gamemode could not be chosen; we need to have a revote.
#define CHOOSE_GAMEMODE_RESTART 4 // The gamemode could not be chosen; we will restart the server.
#define CHOOSE_GAMEMODE_SILENT_REDO 5 // The gamemode could not be chosen; we request to have the proc rerun on the next tick.
//End game state, to manage round end.
#define END_GAME_NOT_OVER 1
#define END_GAME_MODE_FINISH_DONE 2
#define END_GAME_AWAITING_MAP 3
#define END_GAME_READY_TO_END 4
#define END_GAME_ENDING 5
#define END_GAME_AWAITING_TICKETS 6
#define END_GAME_DELAYED 7
#define BE_PAI "BE_PAI"
// Antagonist datum flags.
#define ANTAG_OVERRIDE_JOB BITFLAG(0) // Assigned job is set to MODE when spawning.
#define ANTAG_OVERRIDE_MOB BITFLAG(1) // Mob is recreated from datum mob_type var when spawning.
#define ANTAG_CLEAR_EQUIPMENT BITFLAG(2) // All preexisting equipment is purged.
#define ANTAG_CHOOSE_NAME BITFLAG(3) // Antagonists are prompted to enter a name.
#define ANTAG_IMPLANT_IMMUNE BITFLAG(4) // Cannot be loyalty implanted.
#define ANTAG_SUSPICIOUS BITFLAG(5) // Shows up on roundstart report.
#define ANTAG_HAS_LEADER BITFLAG(6) // Generates a leader antagonist.
#define ANTAG_HAS_NUKE BITFLAG(7) // Will spawn a nuke at supplied location.
#define ANTAG_RANDSPAWN BITFLAG(8) // Potentially randomly spawns due to events.
#define ANTAG_VOTABLE BITFLAG(9) // Can be voted as an additional antagonist before roundstart.
#define ANTAG_SET_APPEARANCE BITFLAG(10) // Causes antagonists to use an appearance modifier on spawn.
#define ANTAG_RANDOM_EXCEPTED BITFLAG(11) // If a game mode randomly selects antag types, antag types with this flag should be excluded.
#define DEFAULT_TELECRYSTAL_AMOUNT 130
#define IMPLANT_TELECRYSTAL_AMOUNT(x) (round(x * 0.49)) // If this cost is ever greater than half of DEFAULT_TELECRYSTAL_AMOUNT then it is possible to buy more TC than you spend
//Voting-related
#define VOTE_PROCESS_ABORT 1
#define VOTE_PROCESS_COMPLETE 2
#define VOTE_PROCESS_ONGOING 3
#define VOTE_STATUS_PREVOTE 1
#define VOTE_STATUS_ACTIVE 2
#define VOTE_STATUS_COMPLETE 3