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Merge branch 'master' into loyalist-leader-and-markers-for-mutiny
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cuberound authored Dec 2, 2024
2 parents 87193d7 + cfd309f commit 481803b
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24 changes: 13 additions & 11 deletions .github/workflows/ci_suite.yml
Original file line number Diff line number Diff line change
Expand Up @@ -6,29 +6,31 @@ on:
merge_group:
jobs:
run_linters:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
if: ( !contains(github.event.head_commit.message, '[ci skip]') )
name: Run Linters
runs-on: ubuntu-latest
concurrency:
group: run_linters-${{ github.head_ref || github.run_id }}
cancel-in-progress: true
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Restore SpacemanDMM cache
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: ~/SpacemanDMM
key: ${{ runner.os }}-spacemandmm-${{ secrets.CACHE_PURGE_KEY }}
- name: Restore Yarn cache
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: tgui/.yarn/cache
key: ${{ runner.os }}-yarn-${{ secrets.CACHE_PURGE_KEY }}-${{ hashFiles('tgui/yarn.lock') }}
restore-keys: |
${{ runner.os }}-build-
${{ runner.os }}-
- name: Restore Rust cache
uses: actions/cache@v3
uses: actions/cache@v4
with:
path: ~/.cargo
key: ${{ runner.os }}-rust
Expand Down Expand Up @@ -75,7 +77,7 @@ jobs:
- run: ./DMCompiler_linux-x64/DMCompiler --suppress-unimplemented colonialmarines.dme

compile_all_maps:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
if: ( !contains(github.event.head_commit.message, '[ci skip]') )
name: Compile Maps
runs-on: ubuntu-latest
steps:
Expand All @@ -92,7 +94,7 @@ jobs:
tools/build/build --ci dm -DCIBUILDING -DCITESTING -DALL_MAPS
find_all_maps:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
if: ( !contains(github.event.head_commit.message, '[ci skip]') )
name: Find Maps to Test
runs-on: ubuntu-latest
outputs:
Expand All @@ -117,7 +119,7 @@ jobs:
ALTERNATE_TESTS_JSON=$(jq -nRc '[inputs | capture("^(?<major>[0-9]+)\\.(?<minor>[0-9]+): (?<map>.+)$")]' .github/alternate_byond_versions.txt)
echo "alternate_tests=$ALTERNATE_TESTS_JSON" >> $GITHUB_OUTPUT
run_all_tests:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
if: ( !contains(github.event.head_commit.message, '[ci skip]') )
name: Unit Tests
needs: [find_all_maps]
strategy:
Expand All @@ -132,7 +134,7 @@ jobs:
map: ${{ matrix.map }}

run_alternate_tests:
if: "!contains(github.event.head_commit.message, '[ci skip]') && needs.find_all_maps.outputs.alternate_tests != '[]'"
if: ( !contains(github.event.head_commit.message, '[ci skip]') && needs.find_all_maps.outputs.alternate_tests != '[]' )
name: Alternate Tests
needs: [find_all_maps]
strategy:
Expand All @@ -149,15 +151,15 @@ jobs:
minor: ${{ matrix.setup.minor }}

check_alternate_tests:
if: "!contains(github.event.head_commit.message, '[ci skip]') && needs.find_all_maps.outputs.alternate_tests != '[]'"
if: ( !contains(github.event.head_commit.message, '[ci skip]') && needs.find_all_maps.outputs.alternate_tests != '[]' )
name: Check Alternate Tests
needs: [run_alternate_tests]
runs-on: ubuntu-latest
steps:
- run: echo Alternate tests passed.

test_windows:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
if: ( !contains(github.event.head_commit.message, '[ci skip]') )
name: Windows Build
runs-on: windows-latest
concurrency:
Expand Down
2 changes: 1 addition & 1 deletion .github/workflows/generate_documentation.yml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ on:
- master
jobs:
generate_documentation:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
if: ( !contains(github.event.head_commit.message, '[ci skip]') )
runs-on: ubuntu-latest
concurrency: gen-docs
steps:
Expand Down
3 changes: 3 additions & 0 deletions code/__DEFINES/__game.dm
Original file line number Diff line number Diff line change
Expand Up @@ -556,3 +556,6 @@
#define PERF_TOGGLE_SHUTTLES (1<<3)
/// Disables loading Techwebs and additional Z-Levels
#define PERF_TOGGLE_TECHWEBS (1<<4)

/// Maptext styles
#define MAP_STYLESHEET ".maptext { font-family: 'Small Fonts'; font-size: 7px; -dm-text-outline: 1px black; color: white; line-height: 1.1; } .center { text-align: center; } .langchat { font-family: 'Small Fonts'; font-size: 7px; -dm-text-outline: 1px black; } .langchat_small { font-size: 6px; } .langchat_yell { font-weight: bold; font-size: 10px; } .langchat_bolded { font-weight: bold; font-size: 8px; } .langchat_announce { font-weight: bold; font-size: 12px; } .langchat_bolditalicbig {font-weight: bold; font-size: 24px; font-style: italic; } .langchat_italic {font-style: italic; }"
2 changes: 2 additions & 0 deletions code/__DEFINES/camera.dm
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,8 @@
#define CAMERA_NET_ALAMO "Alamo"
#define CAMERA_NET_NORMANDY "Normandy"
#define CAMERA_NET_SAIPAN "Saipan"
#define CAMERA_NET_MORANA "Morana"
#define CAMERA_NET_DEVANA "Devana"
#define CAMERA_NET_COLONY "Colony"
#define CAMERA_NET_ARES "ARES"

Expand Down
1 change: 1 addition & 0 deletions code/__DEFINES/client_prefs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@
#define TOGGLE_LATE_JOIN_CURRENT_SLOT (1<<17) //Whether joining during the round ignores assigned character slot for the job and uses currently selected slot.
#define TOGGLE_ABILITY_DEACTIVATION_OFF (1<<18) // This toggles whether selecting the same ability again can toggle it off
#define TOGGLE_AMMO_DISPLAY_TYPE (1<<19)/// limit how often the ammo is displayed when using semi-automatic fire
#define TOGGLE_AUTO_SHOVE_OFF (1<<20) /// Toggles between automatically shoving xenomorphs in the way as Queen.

#define JOB_SLOT_RANDOMISED_SLOT -1
#define JOB_SLOT_CURRENT_SLOT 0
Expand Down
10 changes: 10 additions & 0 deletions code/__DEFINES/dcs/signals/atom/mob/living/signals_xeno.dm
Original file line number Diff line number Diff line change
Expand Up @@ -85,3 +85,13 @@

/// used in /datum/component/status_effect/cleanse()
#define COMSIG_XENO_DEBUFF_CLEANSE "xeno_debuff_cleanse"

/// From /mob/living/carbon/xenomorph/verb/Deevolve()
#define COMSIG_XENO_DEEVOLVE "xeno_deevolve"

/// From /mob/living/carbon/xenomorph/proc/do_evolve(): (castepick)
#define COMSIG_XENO_TRY_EVOLVE "xeno_try_evolve"
#define COMPONENT_OVERRIDE_EVOLVE (1<<0)

/// From /mob/living/carbon/xenomorph/proc/do_evolve()
#define COMSIG_XENO_EVOLVE_TO_NEW_CASTE "xeno_evolve_to_new_caste"
2 changes: 1 addition & 1 deletion code/__DEFINES/dcs/signals/atom/signals_item.dm
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@

#define COMSIG_ITEM_PICKUP "item_pickup"

///from /obj/item/device/camera/broadcasting
///from /obj/item/device/broadcasting
#define COMSIG_BROADCAST_GO_LIVE "broadcast_live"
#define COMSIG_BROADCAST_HEAR_TALK "broadcast_hear_talk"
#define COMSIG_BROADCAST_SEE_EMOTE "broadcast_see_emote"
Expand Down
45 changes: 30 additions & 15 deletions code/__DEFINES/equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -27,8 +27,8 @@
#define ITEM_UNCATCHABLE (1<<9)
/// Used for nonstandard marine clothing to ignore 'specialty' var.
#define NO_NAME_OVERRIDE (1<<10)
/// Used for armors or uniforms that don't have a snow/desert/etc icon state set via select_gamemode_skin (not all item types currently perform this test though).
#define NO_SNOW_TYPE (1<<11)
/// Used for armors or uniforms that don't have a snow/desert/etc icon state set via select_gamemode_skin.
#define NO_GAMEMODE_SKIN (1<<11)

#define INVULNERABLE (1<<12)

Expand Down Expand Up @@ -469,6 +469,8 @@ GLOBAL_LIST_INIT(slot_to_contained_sprite_shorthand, list(
#define ACCESSORY_SLOT_DECOR "Decor"
#define ACCESSORY_SLOT_MEDAL "Medal"
#define ACCESSORY_SLOT_PONCHO "Ponchos"
#define ACCESSORY_SLOT_TROPHY "Trophy"
#define ACCESSORY_SLOT_MASK "Mask"

/// Used for uniform armor inserts.
#define ACCESSORY_SLOT_ARMOR_C "Chest armor"
Expand Down Expand Up @@ -528,19 +530,32 @@ GLOBAL_LIST_INIT(uniform_categories, list(


// Storage flags
#define STORAGE_ALLOW_EMPTY (1<<0) // Whether the storage object has the 'empty' verb, which dumps all the contents on the floor
#define STORAGE_QUICK_EMPTY (1<<1) // Whether the storage object can quickly be emptied (no delay)
#define STORAGE_QUICK_GATHER (1<<2) // Whether the storage object can quickly collect all items from a tile via the 'toggle mode' verb
#define STORAGE_ALLOW_DRAWING_METHOD_TOGGLE (1<<3) // Whether this storage object can have its items drawn (pouches)
#define STORAGE_USING_DRAWING_METHOD (1<<4) // Whether this storage object has its items drawn (versus just opening it)
#define STORAGE_USING_FIFO_DRAWING (1<<5) // Wether the storage object can have items in it's leftmost slot be drawn
#define STORAGE_CLICK_EMPTY (1<<6) // Whether you can click to empty an item
#define STORAGE_CLICK_GATHER (1<<7) // Whether it is possible to use this storage object in an inverse way,
// so you can have the item in your hand and click items on the floor to pick them up
#define STORAGE_SHOW_FULLNESS (1<<8) // Whether our storage object on hud changes color when full
#define STORAGE_CONTENT_NUM_DISPLAY (1<<9) // Whether the storage object groups contents of the same type and displays them as a number. Only works for slot-based storage objects.
#define STORAGE_GATHER_SIMULTAENOUSLY (1<<10) // Whether the storage object can pick up all the items in a tile
#define STORAGE_ALLOW_QUICKDRAW (1<<11) // Whether the storage can be drawn with E or Holster verb
/// Whether the storage object has the 'empty' verb, which dumps all the contents on the floor
#define STORAGE_ALLOW_EMPTY (1<<0)
/// Whether the storage object can quickly be emptied (no delay)
#define STORAGE_QUICK_EMPTY (1<<1)
/// Whether the storage object can quickly collect all items from a tile via the 'toggle mode' verb
#define STORAGE_QUICK_GATHER (1<<2)
/// Whether this storage object can have its items drawn (pouches)
#define STORAGE_ALLOW_DRAWING_METHOD_TOGGLE (1<<3)
/// Whether this storage object has its items drawn (versus just opening it)
#define STORAGE_USING_DRAWING_METHOD (1<<4)
/// Wether the storage object can have items in it's leftmost slot be drawn
#define STORAGE_USING_FIFO_DRAWING (1<<5)
/// Whether you can click to empty an item
#define STORAGE_CLICK_EMPTY (1<<6)
/// Whether it is possible to use this storage object in an inverse way, so you can have the item in your hand and click items on the floor to pick them up
#define STORAGE_CLICK_GATHER (1<<7)
/// Whether our storage object on hud changes color when full
#define STORAGE_SHOW_FULLNESS (1<<8)
/// Whether the storage object groups contents of the same type and displays them as a number. Only works for slot-based storage objects.
#define STORAGE_CONTENT_NUM_DISPLAY (1<<9)
/// Whether the storage object can pick up all the items in a tile
#define STORAGE_GATHER_SIMULTAENOUSLY (1<<10)
/// Whether the storage can be drawn with E or Holster verb
#define STORAGE_ALLOW_QUICKDRAW (1<<11)
/// Whether using this item will try not to empty it if possible
#define STORAGE_DISABLE_USE_EMPTY (1<<12)

#define STORAGE_FLAGS_DEFAULT (STORAGE_SHOW_FULLNESS|STORAGE_GATHER_SIMULTAENOUSLY|STORAGE_ALLOW_EMPTY)
#define STORAGE_FLAGS_BOX (STORAGE_FLAGS_DEFAULT)
Expand Down
67 changes: 34 additions & 33 deletions code/__DEFINES/human.dm
Original file line number Diff line number Diff line change
Expand Up @@ -116,48 +116,49 @@
#define ORDER_FOCUS_MAX_LEVEL 50

//Human Overlays Indexes used in update_icons/////////
#define BODYPARTS_LAYER 42
#define DAMAGE_LAYER 41
#define BODYPARTS_LAYER 43
#define DAMAGE_LAYER 42

#define UNDERWEAR_LAYER 40
#define UNDERSHIRT_LAYER 39
#define MUTANTRACE_LAYER 38
#define UNDERWEAR_LAYER 41
#define UNDERSHIRT_LAYER 40
#define MUTANTRACE_LAYER 39

/// For use by Hunter Flay
#define FLAY_LAYER 37
#define UNIFORM_LAYER 36
#define FLAY_LAYER 38
#define UNIFORM_LAYER 37

/// bs12 specific. this hack is probably gonna come back to haunt me
#define TAIL_LAYER 35
#define TAIL_LAYER 36

#define ID_LAYER 34
#define SHOES_LAYER 33
#define GLOVES_LAYER 32
#define ID_LAYER 35
#define SHOES_LAYER 34
#define GLOVES_LAYER 33

/// For splint and gauze overlays
#define MEDICAL_LAYER 31

#define SUIT_LAYER 30
#define SUIT_GARB_LAYER 29
#define SUIT_SQUAD_LAYER 28
#define GLASSES_LAYER 27
#define BELT_LAYER 26
#define BACK_LAYER 25
#define HAIR_LAYER 24
#define HAIR_GRADIENT_LAYER 23
#define SUIT_STORE_LAYER 22
#define FACIAL_LAYER 21
#define EARS_LAYER 20
#define FACEMASK_LAYER 19
#define MEDICAL_LAYER 32

#define SUIT_LAYER 31
#define SUIT_GARB_LAYER 30
#define SUIT_SQUAD_LAYER 29
#define GLASSES_LAYER 28
#define BELT_LAYER 27
#define BACK_LAYER 26
#define HAIR_LAYER 25
#define HAIR_GRADIENT_LAYER 24
#define SUIT_STORE_LAYER 23
#define FACIAL_LAYER 22
#define EARS_LAYER 21
#define FACEMASK_LAYER 20

/// Unrevivable headshot overlays, suicide/execution.
#define HEADSHOT_LAYER 18
#define HEAD_LAYER 17
#define HEAD_SQUAD_LAYER 16
#define HEAD_GARB_LAYER_2 15 // These actual defines are unused but this space within the overlays list is
#define HEAD_GARB_LAYER_3 14 // |
#define HEAD_GARB_LAYER_4 13 // |
#define HEAD_GARB_LAYER_5 12 // End here
#define HEADSHOT_LAYER 19
#define HEAD_LAYER 18
#define HEAD_SQUAD_LAYER 17
#define HEAD_GARB_LAYER_6 16 // These actual defines are unused but this space within the overlays list is
#define HEAD_GARB_LAYER_5 15 // |
#define HEAD_GARB_LAYER_4 14 // |
#define HEAD_GARB_LAYER_3 13 // |
#define HEAD_GARB_LAYER_2 12 // End here
#define HEAD_GARB_LAYER 11

/// For backpacks when mob is facing north
Expand All @@ -177,7 +178,7 @@
/// If you're hit by an acid DoT
#define EFFECTS_LAYER 1

#define TOTAL_LAYERS 42
#define TOTAL_LAYERS 43
//////////////////////////////////

//Synthetic Defines
Expand Down
37 changes: 33 additions & 4 deletions code/__DEFINES/job.dm
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,11 @@ GLOBAL_LIST_INIT(job_squad_roles, JOB_SQUAD_ROLES_LIST)
#define JOB_MEDIC_ROLES_LIST list(JOB_SQUAD_MEDIC, JOB_CMO, JOB_DOCTOR, JOB_NURSE, JOB_RESEARCHER, JOB_SURGEON)

#define JOB_CORPORATE_LIAISON "Corporate Liaison"

#define JOB_COMBAT_REPORTER "Combat Correspondent"
#define JOB_CIVIL_ROLES /datum/timelock/civil
#define JOB_CIVIL_ROLES_LIST list(JOB_COMBAT_REPORTER)

#define JOB_MESS_SERGEANT "Mess Technician"
#define JOB_SYNTH "Synthetic"
#define JOB_SYNTH_K9 "Synthetic K9"
Expand All @@ -73,11 +77,11 @@ GLOBAL_LIST_INIT(job_squad_roles, JOB_SQUAD_ROLES_LIST)
#define JOB_CO "Commanding Officer"
#define JOB_XO "Executive Officer"
#define JOB_SO "Staff Officer"
#define JOB_AUXILIARY_OFFICER "Auxiliary Support Officer"
#define JOB_COMMAND_ROLES /datum/timelock/command
#define JOB_COMMAND_ROLES_LIST list(JOB_CO, JOB_XO, JOB_SO)
#define JOB_COMMAND_ROLES_LIST list(JOB_CO, JOB_XO, JOB_SO, JOB_AUXILIARY_OFFICER)
GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)

#define JOB_AUXILIARY_OFFICER "Auxiliary Support Officer"
#define JOB_CAS_PILOT "Gunship Pilot"
#define JOB_DROPSHIP_PILOT "Dropship Pilot"
#define JOB_TANK_CREW "Tank Crew"
Expand All @@ -92,7 +96,7 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_WARDEN "Military Warden"
#define JOB_CHIEF_POLICE "Chief MP"
#define JOB_POLICE_ROLES /datum/timelock/mp
#define JOB_POLICE_ROLES_LIST list(JOB_POLICE, JOB_WARDEN, JOB_CHIEF_POLICE)
#define JOB_POLICE_ROLES_LIST list(JOB_POLICE, JOB_WARDEN, JOB_CHIEF_POLICE, JOB_CO)

#define JOB_SEA "Senior Enlisted Advisor"

Expand Down Expand Up @@ -214,6 +218,9 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define ROLES_WY_CORPORATE list(JOB_EXECUTIVE_SUPERVISOR, JOB_EXECUTIVE_SPECIALIST, JOB_SENIOR_EXECUTIVE, JOB_EXECUTIVE, JOB_JUNIOR_EXECUTIVE, JOB_TRAINEE)
#define ROLES_WY_LEADERSHIP list(JOB_DIRECTOR, JOB_PMC_DIRECTOR, JOB_CHIEF_EXECUTIVE, JOB_DIVISION_MANAGER, JOB_ASSISTANT_MANAGER)

#define JOB_CORPORATE_ROLES /datum/timelock/corporate
#define JOB_CORPORATE_ROLES_LIST list(JOB_CORPORATE_LIAISON, JOB_WO_CORPORATE_LIAISON, JOB_DIRECTOR, JOB_PMC_DIRECTOR, JOB_CHIEF_EXECUTIVE, JOB_DIVISION_MANAGER, JOB_ASSISTANT_MANAGER, JOB_EXECUTIVE_SUPERVISOR, JOB_EXECUTIVE_SPECIALIST, JOB_SENIOR_EXECUTIVE, JOB_EXECUTIVE, JOB_JUNIOR_EXECUTIVE, JOB_TRAINEE)

//-------- WY Goons --------//
#define JOB_WY_GOON "WY Corporate Security"
#define JOB_WY_GOON_TECH "WY Corporate Security Technician"
Expand Down Expand Up @@ -273,18 +280,24 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)
#define JOB_UPP_LT_DOKTOR "UPP Leytenant Doktor"
#define JOB_UPP_SRLT_OFFICER "UPP Starshiy Leytenant"
#define JOB_UPP_KPT_OFFICER "UPP Kapitan"
#define JOB_UPP_CO_OFFICER "UPP Komandir"
#define JOB_UPP_MAY_OFFICER "UPP Mayjor"
#define JOB_UPP_LTKOL_OFFICER "UPP Podpolkovnik"
#define JOB_UPP_KOL_OFFICER "UPP Polkovnik"
#define JOB_UPP_BRIG_GENERAL "UPP General Mayjor"
#define JOB_UPP_MAY_GENERAL "UPP General Leytenant"
#define JOB_UPP_LT_GENERAL "UPP General Polkovnik"
#define JOB_UPP_GENERAL "UPP General Armii"
#define SQUAD_UPP_1 "Akula"
#define SQUAD_UPP_2 "Bizon"
#define SQUAD_UPP_3 "Chayka"
#define SQUAD_UPP_4 "Delfin"
#define SQUAD_UPP_5 "UPPKdo"

#define JOB_UPP_COMBAT_SYNTH "UPP Combat Synthetic"
#define JOB_UPP_SUPPORT_SYNTH "UPP Support Synthetic"

#define UPP_JOB_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_LT_OFFICER, JOB_UPP_LT_DOKTOR, JOB_UPP_SRLT_OFFICER, JOB_UPP_KPT_OFFICER, JOB_UPP_KOL_OFFICER, JOB_UPP_COMBAT_SYNTH)
#define UPP_JOB_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_LT_OFFICER, JOB_UPP_LT_DOKTOR, JOB_UPP_SUPPLY, JOB_UPP_SRLT_OFFICER, JOB_UPP_KPT_OFFICER, JOB_UPP_CO_OFFICER, JOB_UPP_SUPPORT_SYNTH, JOB_UPP_COMMISSAR)
#define UPP_JOB_GRUNT_LIST list(JOB_UPP, JOB_UPP_ENGI, JOB_UPP_MEDIC, JOB_UPP_SPECIALIST, JOB_UPP_LEADER, JOB_UPP_POLICE, JOB_UPP_CREWMAN)

#define JOB_UPP_COMMANDO "UPP Junior Kommando"
Expand Down Expand Up @@ -368,6 +381,22 @@ GLOBAL_LIST_INIT(job_command_roles, JOB_COMMAND_ROLES_LIST)

#define DUTCH_JOB_LIST list(JOB_DUTCH_ARNOLD, JOB_DUTCH_RIFLEMAN, JOB_DUTCH_MINIGUNNER, JOB_DUTCH_FLAMETHROWER, JOB_DUTCH_MEDIC)

//---------- RESPONDERS ----------//
/// This root job should never appear ingame, it's used to select the character slot.
#define JOB_FAX_RESPONDER "Fax Responder"
#define JOB_FAX_RESPONDER_USCM_HC "USCM-HC Communications Officer"
#define JOB_FAX_RESPONDER_USCM_PVST "Provost Communications Officer"
#define JOB_FAX_RESPONDER_WY "WY Communications Executive"
#define JOB_FAX_RESPONDER_UPP "UPP Communications Officer"
#define JOB_FAX_RESPONDER_TWE "TWE Communications Officer"
#define JOB_FAX_RESPONDER_CLF "CLF Information Correspondant"
#define JOB_FAX_RESPONDER_CMB "CMB Deputy Operations Officer"
#define JOB_FAX_RESPONDER_PRESS "Free Press Relay Operator"

#define FAX_RESPONDER_JOB_LIST list(JOB_FAX_RESPONDER_USCM_HC, JOB_FAX_RESPONDER_USCM_PVST, JOB_FAX_RESPONDER_WY, JOB_FAX_RESPONDER_UPP, JOB_FAX_RESPONDER_TWE, JOB_FAX_RESPONDER_CLF, JOB_FAX_RESPONDER_CMB, JOB_FAX_RESPONDER_PRESS)


//---------- ANTAG ----------//
#define JOB_PREDATOR "Predator"
#define JOB_XENOMORPH "Xenomorph"
#define JOB_XENOMORPH_QUEEN "Queen"
Expand Down
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