Files
Bubberstation/code/__DEFINES/obj_flags.dm
jimmyl cd2dda91ee Facehuggers dont sleep people + muzzle code exorcism (#83721)
## About The Pull Request

Facehuggers dont make people fall asleep, instead making them unable if
on (already was in), and muffling speech
Xenomorphs still have decent tools to stun people in melee thats stuff
for another pr

muzzle is now an element and also just makes you talk like
word word word -> mmmmf mmmf mf
COMPLETELY evaporates BLOCKS_SPEECH flag

## Why It's Good For The Game

Being instantly sent to sleep by a facehugger thrown the hunter that
materialized from a vent then getting dragged to their goon cave where
you spend 2 minutes to get gibbed so someone else but you can play antag
is just extremely unfun
This should allow you to survive if youre quick enough after getting
hugged instead of being forced to get gibbed, allowing cooler xenomorph
combat (you could try fistfighting the dude or something idk)
2024-07-01 15:50:19 +00:00

114 lines
6.5 KiB
Plaintext

// Flags for the obj_flags var on /obj
#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 BLOCK_Z_OUT_DOWN (1<<4) // Should this object block z falling from loc?
#define BLOCK_Z_OUT_UP (1<<5) // Should this object block z uprise from loc?
#define BLOCK_Z_IN_DOWN (1<<6) // Should this object block z falling from above?
#define BLOCK_Z_IN_UP (1<<7) // Should this object block z uprise from below?
#define BLOCKS_CONSTRUCTION (1<<8) //! Does this object prevent things from being built on it?
#define BLOCKS_CONSTRUCTION_DIR (1<<9) //! Does this object prevent same-direction things from being built on it?
#define IGNORE_DENSITY (1<<10) //! Can we ignore density when building on this object? (for example, directional windows and grilles)
#define INFINITE_RESKIN (1<<11) // We can reskin this item infinitely
#define CONDUCTS_ELECTRICITY (1<<12) //! Can this object conduct electricity?
#define NO_DEBRIS_AFTER_DECONSTRUCTION (1<<13) //! Atoms don't spawn anything when deconstructed. They just vanish
// 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 CRUEL_IMPLEMENT (1<<13) //This object, when used for surgery, is a lot worse at the job if the target is alive rather than dead
#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
///Can be equipped on digitigrade legs.
#define IGNORE_DIGITIGRADE (1<<18)
/// Has contextual screentips when HOVERING OVER OTHER objects
#define ITEM_HAS_CONTEXTUAL_SCREENTIPS (1 << 19)
/// No blood overlay is allowed to appear on this item, and it cannot gain blood DNA forensics
#define NO_BLOOD_ON_ITEM (1 << 20)
/// Whether this item should skip the /datum/component/fantasy applied on spawn on the RPG event. Used on things like stacks
#define SKIP_FANTASY_ON_SPAWN (1<<21)
// Flags for the clothing_flags var on /obj/item/clothing
/// SUIT and HEAD items which stop lava from hurting the wearer
#define LAVAPROTECT (1<<0)
/// 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 STOPSPRESSUREDAMAGE (1<<1)
/// blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define BLOCK_GAS_SMOKE_EFFECT (1<<2)
/// mask allows internals
#define MASKINTERNALS (1<<3)
/// mask filters toxins and other harmful gases
#define GAS_FILTERING (1<<4)
/// 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 THICKMATERIAL (1<<5)
/// The voicebox in this clothing can be toggled.
#define VOICEBOX_TOGGLABLE (1<<6)
/// The voicebox is currently turned off.
#define VOICEBOX_DISABLED (1<<7)
/// Prevents knock-off from things like hat-throwing.
#define SNUG_FIT (1<<8)
/// Hats with negative effects when worn (i.e the tinfoil hat).
#define ANTI_TINFOIL_MANEUVER (1<<9)
/// Clothes that cause a larger notification when placed on a person.
#define DANGEROUS_OBJECT (1<<10)
/// Clothes that use large icons, for applying the proper overlays like blood
#define LARGE_WORN_ICON (1<<11)
/// prevents from placing on plasmaman helmet or modsuit hat holder
#define STACKABLE_HELMET_EXEMPT (1<<12)
/// Prevents plasmamen from igniting when wearing this
#define PLASMAMAN_PREVENT_IGNITION (1<<13)
/// Usable as casting clothes by wizards (matters for suits, glasses and headwear)
#define CASTING_CLOTHES (1<<14)
///Moths can't eat the clothing that has this flag.
#define INEDIBLE_CLOTHING (1<<15)
/// Headgear/helmet allows internals
#define HEADINTERNALS (1<<16)
/// Prevents masks from getting adjusted from enabling internals
#define INTERNALS_ADJUST_EXEMPT (1<<17)
/// 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
/// Currently used to identify valid guns to steal
#define NOT_A_REAL_GUN (1<<1)
/// This gun shouldn't be allowed to go in a turret (it probably causes a bug/exploit)
#define TURRET_INCOMPATIBLE (1<<2)
/// Flags for sharpness in obj/item
#define SHARP_EDGED (1<<0)
#define SHARP_POINTY (1<<1)
/// Flags for specifically what kind of items to get in get_equipped_items
#define INCLUDE_POCKETS (1<<0)
#define INCLUDE_ACCESSORIES (1<<1)
#define INCLUDE_HELD (1<<2)