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* Standing on structures such as crates, tables and bed will now look like it. * Update deployable.dm * Makes this modular --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
17 lines
861 B
Plaintext
17 lines
861 B
Plaintext
// This file contains all of the "dynamic" traits and trait sources that can be used
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// in a number of versatile and everchanging ways.
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// If it uses psuedo-variables like the examples below, it's a macro-trait.
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/// From [/datum/element/elevation] for purpose of registering/removing signals and detaching the elevation_core when the trait is absent.
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#define TRAIT_TURF_HAS_ELEVATED_OBJ(z) "turf_has_elevated_obj_[z]"
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/// The item is magically cursed
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#define CURSED_ITEM_TRAIT(item_type) "cursed_item_[item_type]"
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/// A trait given by a specific status effect (not sure why we need both but whatever!)
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#define TRAIT_STATUS_EFFECT(effect_id) "[effect_id]-trait"
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/// Trait given by mech equipment
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#define TRAIT_MECH_EQUIPMENT(equipment_type) "mech_equipment_[equipment_type]"
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/// Trait applied by element
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#define ELEMENT_TRAIT(source) "element_trait_[source]"
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