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* Split up and rename `var/flags` * Various fixes * CL * Don't rename Phoron Guard phoron preset --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
92 lines
4.3 KiB
Plaintext
92 lines
4.3 KiB
Plaintext
var/global/list/bitflags = list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768)
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#define TURF_IS_MIMICING(T) (isturf(T) && (T:z_flags & ZM_MIMIC_BELOW))
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#define CHECK_OO_EXISTENCE(OO) if (OO && !TURF_IS_MIMICING(OO.loc)) { qdel(OO); }
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#define UPDATE_OO_IF_PRESENT CHECK_OO_EXISTENCE(bound_overlay); if (bound_overlay) { update_above(); }
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// Turf MZ flags.
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#define ZM_MIMIC_BELOW 1 // If this turf should mimic the turf on the Z below.
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#define ZM_MIMIC_OVERWRITE 2 // If this turf is Z-mimicing, overwrite the turf's appearance instead of using a movable. This is faster, but means the turf cannot have its own appearance (say, edges or a translucent sprite).
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#define ZM_ALLOW_ATMOS 4 // If this turf permits passage of air.
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#define ZM_MIMIC_NO_AO 8 // If the turf shouldn't apply regular turf AO and only do Z-mimic AO.
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#define ZM_NO_OCCLUDE 16 // Don't occlude below atoms if we're a non-mimic z-turf.
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// Convenience flag.
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#define ZM_MIMIC_DEFAULTS (ZM_MIMIC_BELOW)
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// For debug purposes, should contain the above defines in ascending order.
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var/list/mimic_defines = list(
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"ZM_MIMIC_BELOW",
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"ZM_MIMIC_OVERWRITE",
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"ZM_ALLOW_LIGHTING",
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"ZM_ALLOW_ATMOS",
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"ZM_MIMIC_NO_AO",
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"ZM_NO_OCCLUDE"
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)
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// Flags bitmask
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/// If a dense atom (potentially) only blocks movements from a given direction, i.e. window panes
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#define ATOM_FLAG_CHECKS_BORDER FLAG(1)
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/// Used for atoms if they don't want to get a blood overlay.
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#define ATOM_FLAG_NO_BLOOD FLAG(2)
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/// Reagents do not react in this containers
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#define ATOM_FLAG_NO_REACT FLAG(3)
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/// Is an open container for chemistry purposes
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#define ATOM_FLAG_OPEN_CONTAINER FLAG(4)
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/// Reagent container that can pour its contents with a lid on. only used for syrup bottles for now
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#define ATOM_FLAG_POUR_CONTAINER FLAG(5)
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/// Should we use the initial icon for display? Mostly used by overlay only objects
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#define ATOM_FLAG_HTML_USE_INITIAL_ICON FLAG(6)
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// Movable flags.
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/// Does this object require proximity checking in Enter()?
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#define MOVABLE_FLAG_PROXMOVE FLAG(1)
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///Is this an effect that should move?
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#define MOVABLE_FLAG_EFFECTMOVE FLAG(2)
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///Shuttle transition will delete this.
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#define MOVABLE_FLAG_DEL_SHUTTLE FLAG(3)
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// Obj flags
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/// Can this object be rotated?
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#define OBJ_FLAG_ROTATABLE FLAG(0)
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/// This object can be rotated even while anchored
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#define OBJ_FLAG_ROTATABLE_ANCHORED FLAG(1)
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/// Can this take a signaler? only in use for machinery
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#define OBJ_FLAG_SIGNALER FLAG(2)
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/// Will prevent mobs from falling
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#define OBJ_FLAG_NOFALL FLAG(3)
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/// Object moves with shuttle transition even if turf below is a background turf.
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#define OBJ_FLAG_MOVES_UNSUPPORTED FLAG(4)
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#define OBJ_FLAG_CONDUCTABLE FLAG(5)
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// Item flags
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/// When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
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#define ITEM_FLAG_NO_BLUDGEON FLAG(0)
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/// Does not get contaminated by phoron.
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#define ITEM_FLAG_PHORON_GUARD FLAG(1)
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/// Prevents syringes, parapens and hyposprays if equiped to slot_suit or slot_head.
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#define ITEM_FLAG_THICK_MATERIAL FLAG(2)
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/// Functions with internals
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#define ITEM_FLAG_AIRTIGHT FLAG(3)
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///Prevents from slipping on wet floors, in space, etc.
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#define ITEM_FLAG_NO_SLIP FLAG(4)
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/// Blocks the effect that chemical clouds would have on a mob -- glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
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#define ITEM_FLAG_BLOCK_GAS_SMOKE_EFFECT FLAG(5)
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/// At the moment, masks with this flag will not prevent eating even if they are covering your face.
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#define ITEM_FLAG_FLEXIBLE_MATERIAL FLAG(6)
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/// Allows syringes and hyposprays to inject, even if the material is thick
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#define ITEM_FLAG_INJECTION_PORT FLAG(7)
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/// When applied to footwear, this makes it so that they don't trigger things like landmines and mouse traps
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#define ITEM_FLAG_LIGHT_STEP FLAG(8)
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/// whether wearing this item will protect you from loud noises such as flashbangs | this only works for ear slots or the head slot
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#define ITEM_FLAG_SOUND_PROTECTION FLAG(9)
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/// won't block flavourtext when worn on equipment slot
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#define ITEM_FLAG_SHOW_FLAVOR_TEXT FLAG(10)
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/// Uses the special held maptext system, which sets a specific maptext if the item is in possession of a mob.
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#define ITEM_FLAG_HELD_MAP_TEXT FLAG(11)
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/// Cannot be moved from its current inventory slot. Mostly for augments, modules, and other "attached" items.
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#define ITEM_FLAG_NO_MOVE FLAG(12)
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