Add correct code documentation for object flags (#93856)

## About The Pull Request
These object flags were not appearing in the code IDE due to not having
the appropriate code comment markers which is a triple slash `///`
instead of the double slash `//`. Although I'm not sure why some had the
`//!` but I'm going to standardize them all. Also added a missing one
for `EMAGGED`.

## Why It's Good For The Game
Better code clarity and formatting.

## Changelog
🆑
code: Add correct code documentation for object flags
/🆑
This commit is contained in:
Tim
2025-11-11 21:18:15 -06:00
committed by GitHub
parent 809d48d2e5
commit 410faa7c81

View File

@@ -1,21 +1,35 @@
// Flags for the obj_flags var on /obj
/// Object has been affected by a cryptographic sequencer (EMAG) disabling it or causing other malicious effects
#define EMAGGED (1<<0)
#define CAN_BE_HIT (1<<1) //can this be bludgeoned by items?
#define DANGEROUS_POSSESSION (1<<2) //Admin possession yes/no
#define UNIQUE_RENAME (1<<3) // can you customize the description/name of the thing?
#define RENAME_NO_DESC (1<<4) // if it can be renamed, is its description excluded?
#define BLOCK_Z_OUT_DOWN (1<<5) // Should this object block z falling from loc?
#define BLOCK_Z_OUT_UP (1<<6) // Should this object block z uprise from loc?
#define BLOCK_Z_IN_DOWN (1<<7) // Should this object block z falling from above?
#define BLOCK_Z_IN_UP (1<<8) // Should this object block z uprise from below?
#define BLOCKS_CONSTRUCTION (1<<9) //! Does this object prevent things from being built on it?
#define BLOCKS_CONSTRUCTION_DIR (1<<10) //! Does this object prevent same-direction things from being built on it?
#define IGNORE_DENSITY (1<<11) //! Can we ignore density when building on this object? (for example, directional windows and grilles)
#define INFINITE_RESKIN (1<<12) // We can reskin this item infinitely
#define CONDUCTS_ELECTRICITY (1<<13) //! Can this object conduct electricity?
#define NO_DEBRIS_AFTER_DECONSTRUCTION (1<<14) //! Atoms don't spawn anything when deconstructed. They just vanish
/// Can this be bludgeoned by items
#define CAN_BE_HIT (1<<1)
/// Admin possession yes/no
#define DANGEROUS_POSSESSION (1<<2)
/// Can you customize the description/name of the thing
#define UNIQUE_RENAME (1<<3)
/// If it can be renamed, is its description excluded
#define RENAME_NO_DESC (1<<4)
/// Should this object block z falling from loc
#define BLOCK_Z_OUT_DOWN (1<<5)
/// Should this object block z uprise from loc
#define BLOCK_Z_OUT_UP (1<<6)
/// Should this object block z falling from above
#define BLOCK_Z_IN_DOWN (1<<7)
/// Should this object block z uprise from below
#define BLOCK_Z_IN_UP (1<<8)
/// Does this object prevent things from being built on it
#define BLOCKS_CONSTRUCTION (1<<9)
/// Does this object prevent same-direction things from being built on it
#define BLOCKS_CONSTRUCTION_DIR (1<<10)
/// Can we ignore density when building on this object (for example, directional windows and grilles)
#define IGNORE_DENSITY (1<<11)
/// We can reskin this item infinitely
#define INFINITE_RESKIN (1<<12)
/// Can this object conduct electricity
#define CONDUCTS_ELECTRICITY (1<<13)
/// Atoms don't spawn anything when deconstructed (they just vanish)
#define NO_DEBRIS_AFTER_DECONSTRUCTION (1<<14)
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support