mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-26 09:12:29 +00:00
Refactored various procs used by VV: Header generation, dropdown menu generation, moved various things around, some defines. Fixed VV to be able to edit associative lists. Fixed VV to be able to make a list ex nihilo on a var. Removed various dropdown menus that didn't exist anymore and were doing nothing. Fixed add verb option to not wipe the already existing verbs of the mob. Fixed a runtime error on some lists view building that were not handled correctly. Fixed an issue with build mode not having the correct permissions for devs. Fixed an issue with editing a list referenced by a key in another list via the edit referenced object option. Added DF_VAR_EDITED flag.
82 lines
3.1 KiB
Plaintext
82 lines
3.1 KiB
Plaintext
#define ALL (~0) //For convenience.
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#define NONE 0
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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// for /datum/var/datum_flags
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#define DF_USE_TAG (1<<0)
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#define DF_VAR_EDITED (1<<1)
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#define DF_ISPROCESSING (1<<2)
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///Whether /atom/Initialize() has already run for the object
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#define INITIALIZED_1 (1<<5)
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/// If the thing can reflect light (lasers/energy)
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#define RICOCHET_SHINY (1<<0)
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/// If the thing can reflect matter (bullets/bomb shrapnel)
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#define RICOCHET_HARD (1<<1)
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
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*/
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//flags for pass_flags
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/// Allows you to pass over tables.
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#define PASSTABLE (1<<0)
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/// Allows you to pass over glass(this generally includes anything see-through that's glass-adjacent, ie. windows, windoors, airlocks with glass, etc.)
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#define PASSGLASS (1<<1)
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/// Allows you to pass over grilles.
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#define PASSGRILLE (1<<2)
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/// Allows you to pass over blob tiles.
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#define PASSBLOB (1<<3)
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/// Allows you to pass over mobs.
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#define PASSMOB (1<<4)
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/// Allows you to pass over closed turfs, ie. walls.
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#define PASSCLOSEDTURF (1<<5)
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/// Let thrown things past us. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSTHROW (1<<6)
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/// Allows you to pass over machinery, ie. vending machines, computers, protolathes, etc.
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#define PASSMACHINE (1<<7)
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/// Allows you to pass over structures, ie. racks, tables(if you don't already have PASSTABLE), etc.
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#define PASSSTRUCTURE (1<<8)
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/// Allows you to pass over plastic flaps, often found at cargo or MULE dropoffs.
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#define PASSFLAPS (1<<9)
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/// Allows you to pass over airlocks and mineral doors.
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#define PASSDOORS (1<<10)
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/// Allows you to pass over vehicles, ie. mecha
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#define PASSVEHICLE (1<<11)
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/// Allows you to pass over dense items.
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#define PASSITEM (1<<12)
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/// Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSCLICKS (1<<13)
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/// Allows you to pass over windows and window-adjacent stuff, like windows and windoors. Does not include airlocks with glass in them.
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#define PASSWINDOW (1<<14)
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/* AURORA SNOWFLAKE CODE */
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#define PASSDOORHATCH (1<<15)
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#define PASSTRACE (1<<16) //Used by turrets in the check_trajectory proc to target mobs hiding behind certain things (such as closets)
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#define PASSRAILING (1<<17)
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//Movement Types
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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/// When moving, will Cross() everything, but won't stop or Bump() anything.
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#define PHASING (1<<4)
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/// The mob is walking on the ceiling. Or is generally just, upside down.
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#define UPSIDE_DOWN (1<<5)
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//TURF FLAGS
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/// If a turf is an usused reservation turf awaiting assignment
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#define UNUSED_RESERVATION_TURF BITFLAG(1)
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/// If a turf is a reserved turf
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#define RESERVATION_TURF BITFLAG(2)
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// Turf-only flags.
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///Blocks the jaunting spell from accessing the turf
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#define TURF_FLAG_NOJAUNT BITFLAG(3)
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///Used by shuttle movement to determine if it should be ignored by turf translation
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#define TURF_FLAG_BACKGROUND BITFLAG(4)
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