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Pathology Rework: Generation, Symptoms, and Transmission #8713

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22 changes: 22 additions & 0 deletions code/modules/medical/pathology/pathogen.dm
Expand Up @@ -22,6 +22,28 @@
// And for all:
// RARITY_ABSTRACT: Used strictly for categorization. ABSTRACT symptoms will never appear.
// ie. if lingual is a symptom category with multiple subsymptoms (for easy mutex), it should be abstract.

// --SYMPTOM THREAT--
// All symptoms are catagorized with a threat value to describe the scope of their impact.
// Benign symptoms are negative. Malign symptoms are positive.
// THREAT_BENETYPE2: This symptom provides significant health benefits to infected individuals.
// THREAT_BENETYPE1: This symptom provides marginal benefits to infected individuals.
// THREAT_NEUTRAL: The symptom causes no impactful harm or good to infected individuals.
// THREAT_TYPE1: This symptom causes barely noticable, nonfatal harm to infected individuals. Should not affect gameplay mechanically.
// THREAT_TYPE2: This symptom causes noticable, but nonfatal harm to infected individuals. Should not significantly impede gameplay.
// THREAT_TYPE3: This symptom causes significant, but nonfatal harm to infected individuals. May damage the player or impede mechanical gameplay.
// THREAT_TYPE4: This symptom causes severe and potentially fatal harm to infected individuals. Critting from full should take at least 5 minutes unattended. Short stuns are OK.
// THREAT_TYPE5: This symptom is extremely dangerous and will certainly cause fatal harm to infected individuals. Anything that causes incapacitation goes HERE. Critting should take at least 3 minutes. Instant death and adjacent go here.

#define THREAT_BENETYPE2 = -2
#define THREAT_BENETYPE1 = -1
#define THREAT_NEUTRAL = 0
#define THREAT_TYPE1 = 1
#define THREAT_TYPE2 = 2
#define THREAT_TYPE3 = 3
#define THREAT_TYPE4 = 4
#define THREAT_TYPE5 = 5

#define RARITY_VERY_COMMON 1
#define RARITY_COMMON 2
#define RARITY_UNCOMMON 3
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