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[IDB IGNORE] [MDB IGNORE] Ending External/Internal Organ Divide: Act 1 (#797)
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Lines changed: 1027 additions & 1540 deletions

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code/__DEFINES/DNA.dm

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@@ -104,7 +104,6 @@
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#define ORGAN_SLOT_EXTERNAL_HORNS "horns"
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#define ORGAN_SLOT_EXTERNAL_WINGS "wings"
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#define ORGAN_SLOT_EXTERNAL_ANTENNAE "antennae"
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#define ORGAN_SLOT_EXTERNAL_BODYMARKINGS "bodymarkings"
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#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"
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#define ORGAN_SLOT_EXTERNAL_HEAD_TENTACLES "head_tentacles" // NON-MODULE CHANGE
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#define ORGAN_SLOT_EXTERNAL_SYNTH_HEAD_COVER "synth_head_cover" //NON-MODULE CHANGE

code/__DEFINES/ai/ai_blackboard.dm

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#define BB_NEXT_HUNGRY "BB_NEXT_HUNGRY"
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///what we're going to eat next
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#define BB_FOOD_TARGET "bb_food_target"
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///Path we should use next time we use the JPS movement datum
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#define BB_PATH_TO_USE "BB_path_to_use"
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///How close a mob must be for us to select it as a target, if that is less than how far we can maintain it as a target
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#define BB_AGGRO_RANGE "BB_aggro_range"
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///are we hungry? determined by the udder compnent

code/__DEFINES/ai/bot_keys.dm

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#define BB_RADIO_CHANNEL "radio_channel"
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///list of unreachable things we will temporarily ignore
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#define BB_TEMPORARY_IGNORE_LIST "temporary_ignore_list"
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///Last thing we attempted to reach
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#define BB_LAST_ATTEMPTED_PATHING "last_attempted_pathing"
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// medbot keys
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///the patient we must heal

code/__DEFINES/colors.dm

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#define COLOR_ETHIOPIA_RED "#DA121A"
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#define COLOR_UNION_JACK_RED "#C8102E"
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#define COLOR_MEDIUM_DARK_RED "#CC0000"
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#define COLOR_PINK_RED "EF3340"
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#define COLOR_PINK_RED "#EF3340"
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#define COLOR_SYNDIE_RED "#F10303"
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#define COLOR_SYNDIE_RED_HEAD "#760500"
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#define COLOR_MOSTLY_PURE_RED "#FF3300"
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#define COLOR_DARK_RED "#A50824"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_FIRE_LIGHT_RED "#B61C1C"
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#define COLOR_MAROON "#800000"
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#define COLOR_FIRE_LIGHT_RED "#B61C1C"
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#define COLOR_SECURITY_RED "#CB0000"
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#define COLOR_VIVID_RED "#FF3232"
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#define COLOR_LIGHT_GRAYISH_RED "#E4C7C5"

code/__DEFINES/combat.dm

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@@ -241,7 +241,6 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define GRENADE_CLUMSY_FUMBLE 1
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#define GRENADE_NONCLUMSY_FUMBLE 2
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#define GRENADE_NO_FUMBLE 3
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#define BODY_ZONE_HEAD "head"
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#define BODY_ZONE_CHEST "chest"

code/__DEFINES/cooldowns.dm

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//Mecha cooldowns
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#define COOLDOWN_MECHA_MESSAGE "mecha_message"
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#define COOLDOWN_MECHA_EQUIPMENT(type) ("mecha_equip_[type]")
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#define COOLDOWN_MECHA_ARMOR "mecha_armor"
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#define COOLDOWN_MECHA_MELEE_ATTACK "mecha_melee"
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#define COOLDOWN_MECHA_SMOKE "mecha_smoke"
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#define COOLDOWN_MECHA_SKYFALL "mecha_skyfall"

code/__DEFINES/cult.dm

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//rune colors, for easy reference
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#define RUNE_COLOR_TALISMAN "#0000FF"
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#define RUNE_COLOR_TELEPORT "#551A8B"
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#define RUNE_COLOR_OFFER "#FFFFFF"
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#define RUNE_COLOR_TALISMAN COLOR_BLUE
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#define RUNE_COLOR_TELEPORT COLOR_DARK_PURPLE
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#define RUNE_COLOR_OFFER COLOR_WHITE
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#define RUNE_COLOR_DARKRED "#7D1717"
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#define RUNE_COLOR_MEDIUMRED "#C80000"
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#define RUNE_COLOR_BURNTORANGE "#CC5500"
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#define RUNE_COLOR_RED "#FF0000"
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#define RUNE_COLOR_EMP "#4D94FF"
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#define RUNE_COLOR_SUMMON "#00FF00"
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#define RUNE_COLOR_RED COLOR_RED
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#define RUNE_COLOR_SUMMON COLOR_VIBRANT_LIME
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//blood magic
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#define MAX_BLOODCHARGE 4
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#define IRON_TO_CONSTRUCT_SHELL_CONVERSION 50
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//screen locations
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#define DEFAULT_BLOODSPELLS "6:-29,4:-2"
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#define DEFAULT_BLOODTIP "14:6,14:27"
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#define DEFAULT_TOOLTIP "6:-29,5:-2"
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//misc
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#define SOULS_TO_REVIVE 3
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#define BLOODCULT_EYE "#FF0000"
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#define BLOODCULT_EYE COLOR_RED
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//soulstone & construct themes
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#define THEME_CULT "cult"
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#define THEME_WIZARD "wizard"

code/__DEFINES/diseases.dm

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#define DISEASE_LIMIT 1
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#define VIRUS_SYMPTOM_LIMIT 6
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code/__DEFINES/economy.dm

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#define CIV_JOB_ATMOS 13
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#define CIV_JOB_RANDOM 14
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//By how much should the station's inflation value be multiplied by when dividing the civilian bounty's reward?
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#define BOUNTY_MULTIPLIER 10
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//These defines are to be used to with the payment component, determines which lines will be used during a transaction. If in doubt, go with clinical.
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#define PAYMENT_CLINICAL "clinical"
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#define PAYMENT_FRIENDLY "friendly"

code/__DEFINES/firealarm.dm

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//A set of defines to be sent by fire alarms. The signals are sent to the alarm's area, but are read and used by the firelocks of the area, and are used for mass changes in fire detection.
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///Sent when a fire alarm is emagged
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#define FIRE_DETECT_EMAG "fire_detect_emag"
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///Sent when the fire detection of an area is disabled
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#define FIRE_DETECT_STOP "fire_detect_stop"
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///Sent when the fire detection of an area is enabled
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#define FIRE_DETECT_START "fire_detect_start"
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///Designates a fire lock should be closed due to HEAT
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#define FIRELOCK_ALARM_TYPE_HOT "firelock_alarm_type_hot"
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///Designates a fire lock should be closed due to COLD

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