// Flags for the obj_flags var on /obj #define EMAGGED (1<<0) #define IN_USE (1<<1) // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING! #define CAN_BE_HIT (1<<2) //can this be bludgeoned by items? #define BEING_SHOCKED (1<<3) // Whether this thing is currently (already) being shocked by a tesla #define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no #define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart? #define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing? #define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI. #define FROZEN (1<<8) #define BLOCK_Z_OUT_DOWN (1<<9) // Should this object block z falling from loc? #define BLOCK_Z_OUT_UP (1<<10) // Should this object block z uprise from loc? #define BLOCK_Z_IN_DOWN (1<<11) // Should this object block z falling from above? #define BLOCK_Z_IN_UP (1<<12) // Should this object block z uprise from below? #define NO_BUILD (1<<13) // Can we build on this object? // If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support // Flags for the item_flags var on /obj/item #define BEING_REMOVED (1<<0) #define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips #define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips ///Used by security bots to determine if this item is safe for public use. #define NEEDS_PERMIT (1<<3) #define SLOWS_WHILE_IN_HAND (1<<4) #define NO_MAT_REDEMPTION (1<<5) // Stops you from putting things like an RCD or other items into an ORM or protolathe for materials. #define DROPDEL (1<<6) // When dropped, it calls qdel on itself #define NOBLUDGEON (1<<7) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby() #define ABSTRACT (1<<9) // for all things that are technically items but used for various different stuff <= wow thanks for the fucking insight sherlock #define IMMUTABLE_SLOW (1<<10) // When players should not be able to change the slowdown of the item (Speed potions, etc) #define IN_STORAGE (1<<11) //is this item in the storage item, such as backpack? used for tooltips #define SURGICAL_TOOL (1<<12) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes) #define HAND_ITEM (1<<14) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding #define EXAMINE_SKIP (1<<15) // Makes the Examine proc not read out this item. #define XENOMORPH_HOLDABLE (1<<16) // A Xenomorph can hold this item. #define NO_PIXEL_RANDOM_DROP (1<<17) //if dropped, it wont have a randomized pixel_x/pixel_y // Flags for the clothing_flags var on /obj/item/clothing #define LAVAPROTECT (1<<0) #define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag. #define BLOCK_GAS_SMOKE_EFFECT (1<<2) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! #define MASKINTERNALS (1<<3) // mask allows internals #define GAS_FILTERING (1<<4) //mask filters toxins and other harmful gases #define NOSLIP (1<<5) //prevents from slipping on wet floors, in space etc #define NOSLIP_ICE (1<<6) //prevents from slipping on frozen floors #define THICKMATERIAL (1<<7) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. #define VOICEBOX_TOGGLABLE (1<<8) // The voicebox in this clothing can be toggled. #define VOICEBOX_DISABLED (1<<9) // The voicebox is currently turned off. #define SCAN_REAGENTS (1<<10) // Allows helmets, masks and glasses to scan reagents. #define BLOCKS_SHOVE_KNOCKDOWN (1<<11) // Prevents shovies against a dense object from knocking the wearer down. #define SNUG_FIT (1<<12) //Prevents knock-off from things like hat-throwing. #define ANTI_TINFOIL_MANEUVER (1<<13) //Hats with negative effects when worn (i.e the tinfoil hat). #define DANGEROUS_OBJECT (1<<14) //Clothes that cause a larger notification when placed on a person. #define LARGE_WORN_ICON (1<<15) //Clothes that use large icons, for applying the proper overlays like blood /// Clothes that block speech (i.e the muzzle). Can be applied to any clothing piece. #define BLOCKS_SPEECH (1<<16) /// Flags for the organ_flags var on /obj/item/organ #define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal #define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate #define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed #define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change. #define ORGAN_VITAL (1<<4) //Currently only the brain #define ORGAN_EDIBLE (1<<5) //is a snack? :D #define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time. #define ORGAN_UNREMOVABLE (1<<7) //Can't be removed using surgery /// Integrity defines for clothing (not flags but close enough) #define CLOTHING_PRISTINE 0 // We have no damage on the clothing #define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped #define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first /// Flags for the pod_flags var on /obj/structure/closet/supplypod #define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode /// Flags for the gun_flags var for firearms #define TOY_FIREARM_OVERLAY (1<<0) // If update_overlay would add some indicator that the gun is a toy, like a plastic cap on a pistol /// Flags for sharpness in obj/item #define SHARP_EDGED (1<<0) #define SHARP_POINTY (1<<1)