// Character Preview Bitflags /// Will show loadout items #define EQUIP_PREVIEW_LOADOUT BITFLAG(0) /// Will show job items, specific item bitflags will determine if those ones are shown or not #define EQUIP_PREVIEW_JOB BITFLAG(1) /// Will show job hat if true, will hide if this is false or EQUIP_PREVIEW_JOB is false #define EQUIP_PREVIEW_JOB_HAT BITFLAG(2) /// Will show job uniform if true, will hide if this is false or EQUIP_PREVIEW_JOB is false #define EQUIP_PREVIEW_JOB_UNIFORM BITFLAG(3) /// Will show job suit if true, will hide if this is false or EQUIP_PREVIEW_JOB is false #define EQUIP_PREVIEW_JOB_SUIT BITFLAG(4) /// Will show custom items if set, not set by default, to prevent overloading SQL requests #define EQUIP_PREVIEW_CUSTOM_ITEMS BITFLAG(5) /// The default EQUIP_PREVIEW bitflag, with this, all character creation items are shown #define EQUIP_PREVIEW_ALL (EQUIP_PREVIEW_LOADOUT|EQUIP_PREVIEW_JOB|EQUIP_PREVIEW_JOB_HAT|EQUIP_PREVIEW_JOB_UNIFORM|EQUIP_PREVIEW_JOB_SUIT) /// External organ. Is a prosthesis with a robo-limb manufacturer. #define ORGAN_PREF_CYBORG "cyborg" /// External organ. Amputated. #define ORGAN_PREF_AMPUTATED "amputated" /// External organ. Nymph-limb. #define ORGAN_PREF_NYMPH "nymph" /// Internal organ. Assisted, so halfway through mechanical. #define ORGAN_PREF_ASSISTED "assisted" /// Internal organ. Mechanical, so has a robo-limb manufacturer. #define ORGAN_PREF_MECHANICAL "mechanical" /// Internal organ. Removed, used for appendixes. #define ORGAN_PREF_REMOVED "removed" /// Note that a "normal" limb or organ has no pref, so there's no define for it. /// Air cooling. Technically not used, but we need this for the linked lists in cooling_unit.dm. #define ORGAN_PREF_AIRCOOLED "air" /// Liquid cooling. For IPC cooling units. Default is air cooling. #define ORGAN_PREF_LIQUIDCOOLED "liquid" /// Passive cooling. For IPC cooling units. Default is air cooling. #define ORGAN_PREF_PASSIVECOOLED "passive" /// Externally powered only. Technically not used, but we need this for the linked lists in reactor.dm. #define ORGAN_PREF_ELECTRICPOWER "electric" /// Biological power reactor. Nutrients, food, etc. #define ORGAN_PREF_BIOPOWER "biological" /// Kinetic power reactor. Walking, running. #define ORGAN_PREF_KINETICPOWER "kinetic" /// Solar powered. Stand in the sun. Or LED lights. It's the future, fuck you. #define ORGAN_PREF_SOLARPOWER "solar"