Files
Bubberstation/code/_globalvars/bitfields.dm
LemonInTheDark 2e5bfe5be6 Refactors and optimizes breath code (Saves 12% of carbon/Life()) (#74230)
## About The Pull Request

### How things work

As things currently stand, when a mob breaths several things happen
(simplified to focus on the stupid)

We assert the existance of all possible breathable gases, and pull
partial pressures for them
Then we walk through all possible interactions lungs could have with
these gases, one by one, and see if they're happening or not
As we go we are forced to cleanup potential alerts caused by the
previous breath, even if those effects never actually happen
At the end we clear out all the unused gas ids, and handle the
temperature of the breath.

### What sucks

There's I'd say 3 different types of gas reactions.

- You can "need" a gas to survive. o2, n2 and plasma all fall into this
category
- A gas can do something to you while it's in your system. This applies
to most gas types
- Variation on the previous, some gases do cleanup when they're not in
your system, or when there isn't much of them in the first place

The main headache here is that second one, constantly cleaning up
potential side effects sucks, and fixing it would require a lot of dummy
variables

There's other suckage too.

Needing to constantly check for a gas type even if it isn't there is
stupid, and leads to wasted time It's also really annoying to do
subtypes in this system.
There is what amounts to a hook proc you can override, but you can't
override the reaction to a gas type.
It also just like, sucks to add new gases. one mega proc smells real
stupid.

### Improvements

In the interest of speed:

- I'd like to build a system that doesn't require manually checking for
gas
- Reacting to gas "disappearing" should be promoted by the system,
instead of being hacky.
- I would like to avoid needing to assert the existence of all possible
gases, as this is slow on both the assert and the garbage collect.

In the interest of dev ergonomics:

- It should be easy to define a new gas reaction 
- It should be easy for subtypes to implement their own gas reactions.
The current method of vars on the lung is all tangled up and not really
undoable as of now, but I'd like to not require it
- It should be possible to fully override how a gas is handled

### What I've Done

Lungs have 3 lists of proc paths stored on them

Each list handles a different way the lung might want to interact with a
gas.
There's a list for always processing on a gas (we use this for stuff
that's breathed), a list for handling a gas in our breath, and a list
for reacting to a gas previously being in our breath, but not any more.

Lungs fill out these lists using a helper proc during Initialize()
Then, when it comes time to breath, we loop over the gas in the breath
and react to it.
We also keep track of the previous list of partial pressures, which we
calculate for free here, and use that to figure out when to call the
loss reactions.

This proc pattern allows for overrides, easy reactions to removals,
lower indentation code and early returns, and better organization of
signal handlers

It's also significantly faster. Ballpark 4x faster

### Misc

Removes support for breathing co2, and dying from n2 poisoning. 
They were both unused, and I think it's cringe to clutter these procs
even further

Added "do we even have oxyloss" checks to most cases of passive
breathing.
This is a significant save, since redundant adjustoxy's are decently
expensive at the volume of calls we have here.

Fixes a bug with breathing out if no gas is passed in, assigning a var
to another var doesn't perform a copy

Rewrote breathe_gas_volume() slightly to insert gas into an immutable
mix stored on the lung, rather then one passed in
This avoids passing of a gas_mixture around just to fill a hole. 

I may change my mind on this, since it would be nice to have support for
temperature changing from a hot/cold breath.
Not gonna be done off bodytemp tho lord no.

Uses merge() instead of a hard coded version to move the gas ids over. 
This is slightly slower with lower gas counts but supports more things
in future and is also just easier to read.

## Why It's Good For The Game

Faster, easier to work with and read (imo)

Profiles: 

[breath_results_old.txt](https://github.com/tgstation/tgstation/files/11068247/breath_results_old.txt)

[breath_results_pre_master.txt](https://github.com/tgstation/tgstation/files/11068248/breath_results_new.txt)

[breath_results_new.txt](https://github.com/tgstation/tgstation/files/11068349/breath_results_new.txt)

(These profiles were initially missing #73026. Merging this brings the
savings from 16% to 12%. Life is pain)

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-26 00:21:05 -06:00

424 lines
13 KiB
Plaintext

GLOBAL_LIST_INIT(bitfields, generate_bitfields())
/// Specifies a bitfield for smarter debugging
/datum/bitfield
/// The variable name that contains the bitfield
var/variable
/// An associative list of the readable flag and its true value
var/list/flags
/// Turns /datum/bitfield subtypes into a list for use in debugging
/proc/generate_bitfields()
var/list/bitfields = list()
for (var/_bitfield in subtypesof(/datum/bitfield))
var/datum/bitfield/bitfield = new _bitfield
bitfields[bitfield.variable] = bitfield.flags
return bitfields
DEFINE_BITFIELD(admin_flags, list(
"ADMIN" = R_ADMIN,
"AUTOLOGIN" = R_AUTOADMIN,
"BAN" = R_BAN,
"BUILDMODE" = R_BUILD,
"DBRANKS" = R_DBRANKS,
"DEBUG" = R_DEBUG,
"FUN" = R_FUN,
"PERMISSIONS" = R_PERMISSIONS,
"POLL" = R_POLL,
"POSSESS" = R_POSSESS,
"SERVER" = R_SERVER,
"SOUNDS" = R_SOUND,
"SPAWN" = R_SPAWN,
"STEALTH" = R_STEALTH,
"VAREDIT" = R_VAREDIT,
))
DEFINE_BITFIELD(appearance_flags, list(
"KEEP_APART" = KEEP_APART,
"KEEP_TOGETHER" = KEEP_TOGETHER,
"LONG_GLIDE" = LONG_GLIDE,
"NO_CLIENT_COLOR" = NO_CLIENT_COLOR,
"PIXEL_SCALE" = PIXEL_SCALE,
"PLANE_MASTER" = PLANE_MASTER,
"RESET_ALPHA" = RESET_ALPHA,
"RESET_COLOR" = RESET_COLOR,
"RESET_TRANSFORM" = RESET_TRANSFORM,
"TILE_BOUND" = TILE_BOUND,
"PASS_MOUSE" = PASS_MOUSE,
"TILE_MOVER" = TILE_MOVER,
))
DEFINE_BITFIELD(area_flags, list(
"ABDUCTOR_PROOF" = ABDUCTOR_PROOF,
"AREA_USES_STARLIGHT" = AREA_USES_STARLIGHT,
"BLOBS_ALLOWED" = BLOBS_ALLOWED,
"BLOCK_SUICIDE" = BLOCK_SUICIDE,
"CAVES_ALLOWED" = CAVES_ALLOWED,
"CULT_PERMITTED" = CULT_PERMITTED,
"FLORA_ALLOWED" = FLORA_ALLOWED,
"HIDDEN_AREA" = HIDDEN_AREA,
"MEGAFAUNA_SPAWN_ALLOWED" = MEGAFAUNA_SPAWN_ALLOWED,
"MOB_SPAWN_ALLOWED" = MOB_SPAWN_ALLOWED,
"NOTELEPORT" = NOTELEPORT,
"NO_DEATH_MESSAGE" = NO_DEATH_MESSAGE,
"PERSISTENT_ENGRAVINGS" = PERSISTENT_ENGRAVINGS,
"UNIQUE_AREA" = UNIQUE_AREA,
"VALID_TERRITORY" = VALID_TERRITORY,
"XENOBIOLOGY_COMPATIBLE" = XENOBIOLOGY_COMPATIBLE,
))
DEFINE_BITFIELD(turf_flags, list(
"NO_LAVA_GEN" = NO_LAVA_GEN,
"NO_RUINS" = NO_RUINS,
"NO_RUST" = NO_RUST,
"NOJAUNT" = NOJAUNT,
"IS_SOLID" = IS_SOLID,
"UNUSED_RESERVATION_TURF" = UNUSED_RESERVATION_TURF,
))
DEFINE_BITFIELD(car_traits, list(
"CAN_KIDNAP" = CAN_KIDNAP,
))
DEFINE_BITFIELD(clothing_flags, list(
"ANTI_TINFOIL_MANEUVER" = ANTI_TINFOIL_MANEUVER,
"BLOCKS_SHOVE_KNOCKDOWN" = BLOCKS_SHOVE_KNOCKDOWN,
"BLOCKS_SPEECH" = BLOCKS_SPEECH,
"BLOCK_GAS_SMOKE_EFFECT" = BLOCK_GAS_SMOKE_EFFECT,
"CASTING_CLOTHES" = CASTING_CLOTHES,
"GAS_FILTERING" = GAS_FILTERING,
"HEADINTERNALS" = HEADINTERNALS,
"INEDIBLE_CLOTHING" = INEDIBLE_CLOTHING,
"LARGE_WORN_ICON" = LARGE_WORN_ICON,
"LAVAPROTECT" = LAVAPROTECT,
"MASKINTERNALS" = MASKINTERNALS,
"PLASMAMAN_HELMET_EXEMPT" = PLASMAMAN_HELMET_EXEMPT,
"PLASMAMAN_PREVENT_IGNITION" = PLASMAMAN_PREVENT_IGNITION,
"SNUG_FIT" = SNUG_FIT,
"STOPSPRESSUREDAMAGE" = STOPSPRESSUREDAMAGE,
"THICKMATERIAL" = THICKMATERIAL,
"VOICEBOX_DISABLED" = VOICEBOX_DISABLED,
"VOICEBOX_TOGGLABLE" = VOICEBOX_TOGGLABLE,
))
DEFINE_BITFIELD(datum_flags, list(
"DF_ISPROCESSING" = DF_ISPROCESSING,
"DF_VAR_EDITED" = DF_VAR_EDITED,
"DF_USE_TAG" = DF_USE_TAG,
))
DEFINE_BITFIELD(disease_flags, list(
"CAN_CARRY" = CAN_CARRY,
"CAN_RESIST" = CAN_RESIST,
"CURABLE" = CURABLE,
))
DEFINE_BITFIELD(flags_1, list(
"ADMIN_SPAWNED_1" = ADMIN_SPAWNED_1,
"ALLOW_DARK_PAINTS_1" = ALLOW_DARK_PAINTS_1,
"ATMOS_IS_PROCESSING_1" = ATMOS_IS_PROCESSING_1,
"CAN_BE_DIRTY_1" = CAN_BE_DIRTY_1,
"CONDUCT_1" = CONDUCT_1,
"HAS_CONTEXTUAL_SCREENTIPS_1" = HAS_CONTEXTUAL_SCREENTIPS_1,
"HAS_DISASSOCIATED_STORAGE_1" = HAS_DISASSOCIATED_STORAGE_1,
"HOLOGRAM_1" = HOLOGRAM_1,
"INITIALIZED_1" = INITIALIZED_1,
"IS_ONTOP_1" = IS_ONTOP_1,
"IS_PLAYER_COLORABLE_1" = IS_PLAYER_COLORABLE_1,
"IS_SPINNING_1" = IS_SPINNING_1,
"NODECONSTRUCT_1" = NODECONSTRUCT_1,
"NO_SCREENTIPS_1" = NO_SCREENTIPS_1,
"ON_BORDER_1" = ON_BORDER_1,
"PREVENT_CLICK_UNDER_1" = PREVENT_CLICK_UNDER_1,
"PREVENT_CONTENTS_EXPLOSION_1" = PREVENT_CONTENTS_EXPLOSION_1,
"SUPERMATTER_IGNORES_1" = SUPERMATTER_IGNORES_1,
"UNPAINTABLE_1" = UNPAINTABLE_1,
))
DEFINE_BITFIELD(flags_ricochet, list(
"RICOCHET_HARD" = RICOCHET_HARD,
"RICOCHET_SHINY" = RICOCHET_SHINY,
))
DEFINE_BITFIELD(interaction_flags_atom, list(
"INTERACT_ATOM_ATTACK_HAND" = INTERACT_ATOM_ATTACK_HAND,
"INTERACT_ATOM_CHECK_GRAB" = INTERACT_ATOM_CHECK_GRAB,
"INTERACT_ATOM_IGNORE_INCAPACITATED" = INTERACT_ATOM_IGNORE_INCAPACITATED,
"INTERACT_ATOM_IGNORE_RESTRAINED" = INTERACT_ATOM_IGNORE_RESTRAINED,
"INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND" = INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND,
"INTERACT_ATOM_NO_FINGERPRINT_INTERACT" = INTERACT_ATOM_NO_FINGERPRINT_INTERACT,
"INTERACT_ATOM_REQUIRES_ANCHORED" = INTERACT_ATOM_REQUIRES_ANCHORED,
"INTERACT_ATOM_REQUIRES_DEXTERITY" = INTERACT_ATOM_REQUIRES_DEXTERITY,
"INTERACT_ATOM_UI_INTERACT" = INTERACT_ATOM_UI_INTERACT,
"INTERACT_ATOM_ALLOW_USER_LOCATION" = INTERACT_ATOM_ALLOW_USER_LOCATION,
))
DEFINE_BITFIELD(interaction_flags_machine, list(
"INTERACT_MACHINE_ALLOW_SILICON" = INTERACT_MACHINE_ALLOW_SILICON,
"INTERACT_MACHINE_OFFLINE" = INTERACT_MACHINE_OFFLINE,
"INTERACT_MACHINE_OPEN" = INTERACT_MACHINE_OPEN,
"INTERACT_MACHINE_OPEN_SILICON" = INTERACT_MACHINE_OPEN_SILICON,
"INTERACT_MACHINE_REQUIRES_SIGHT" = INTERACT_MACHINE_REQUIRES_SIGHT,
"INTERACT_MACHINE_REQUIRES_LITERACY" = INTERACT_MACHINE_REQUIRES_LITERACY,
"INTERACT_MACHINE_REQUIRES_SILICON" = INTERACT_MACHINE_REQUIRES_SILICON,
"INTERACT_MACHINE_SET_MACHINE" = INTERACT_MACHINE_SET_MACHINE,
"INTERACT_MACHINE_WIRES_IF_OPEN" = INTERACT_MACHINE_WIRES_IF_OPEN,
))
DEFINE_BITFIELD(interaction_flags_item, list(
"INTERACT_ITEM_ATTACK_HAND_PICKUP" = INTERACT_ITEM_ATTACK_HAND_PICKUP,
))
DEFINE_BITFIELD(item_flags, list(
"ABSTRACT" = ABSTRACT,
"BEING_REMOVED" = BEING_REMOVED,
"DROPDEL" = DROPDEL,
"EXAMINE_SKIP" = EXAMINE_SKIP,
"FORCE_STRING_OVERRIDE" = FORCE_STRING_OVERRIDE,
"HAND_ITEM" = HAND_ITEM,
"IGNORE_DIGITIGRADE" = IGNORE_DIGITIGRADE,
"IMMUTABLE_SLOW" = IMMUTABLE_SLOW,
"IN_INVENTORY" = IN_INVENTORY,
"IN_STORAGE" = IN_STORAGE,
"ITEM_HAS_CONTEXTUAL_SCREENTIPS" = ITEM_HAS_CONTEXTUAL_SCREENTIPS,
"NEEDS_PERMIT" = NEEDS_PERMIT,
"NOBLUDGEON" = NOBLUDGEON,
"NO_MAT_REDEMPTION" = NO_MAT_REDEMPTION,
"NO_PIXEL_RANDOM_DROP" = NO_PIXEL_RANDOM_DROP,
"SLOWS_WHILE_IN_HAND" = SLOWS_WHILE_IN_HAND,
"SURGICAL_TOOL" = SURGICAL_TOOL,
"XENOMORPH_HOLDABLE" = XENOMORPH_HOLDABLE,
"NO_BLOOD_ON_ITEM" = NO_BLOOD_ON_ITEM,
))
DEFINE_BITFIELD(flags_inv, list(
"HIDEEARS" = HIDEEARS,
"HIDEEYES" = HIDEEYES,
"HIDEFACE" = HIDEFACE,
"HIDEFACIALHAIR" = HIDEFACIALHAIR,
"HIDEGLOVES" = HIDEGLOVES,
"HIDEHAIR" = HIDEHAIR,
"HIDEHEADGEAR" = HIDEHEADGEAR,
"HIDEJUMPSUIT" = HIDEJUMPSUIT,
"HIDEMASK" = HIDEMASK,
"HIDENECK" = HIDENECK,
"HIDESHOES" = HIDESHOES,
"HIDESNOUT" = HIDESNOUT,
"HIDESUITSTORAGE" = HIDESUITSTORAGE,
))
DEFINE_BITFIELD(machine_stat, list(
"BROKEN" = BROKEN,
"EMPED" = EMPED,
"MAINT" = MAINT,
"NOPOWER" = NOPOWER,
))
DEFINE_BITFIELD(mat_container_flags, list(
"MATCONTAINER_EXAMINE" = MATCONTAINER_EXAMINE,
"MATCONTAINER_NO_INSERT" = MATCONTAINER_NO_INSERT,
"MATCONTAINER_ANY_INTENT" = MATCONTAINER_ANY_INTENT,
"MATCONTAINER_SILENT" = MATCONTAINER_SILENT,
"BREAKDOWN_ALLOYS" = BREAKDOWN_ALLOYS,
))
DEFINE_BITFIELD(internal_damage, list(
"MECHA_INT_FIRE" = MECHA_INT_FIRE,
"MECHA_INT_TEMP_CONTROL" = MECHA_INT_TEMP_CONTROL,
"MECHA_INT_TANK_BREACH" = MECHA_INT_TANK_BREACH,
"MECHA_INT_CONTROL_LOST" = MECHA_INT_CONTROL_LOST,
"MECHA_INT_SHORT_CIRCUIT" = MECHA_INT_SHORT_CIRCUIT,
))
DEFINE_BITFIELD(mecha_flags, list(
"ADDING_ACCESS_POSSIBLE" = ADDING_ACCESS_POSSIBLE,
"ADDING_MAINT_ACCESS_POSSIBLE" = ADDING_MAINT_ACCESS_POSSIBLE,
"CANSTRAFE" = CANSTRAFE,
"LIGHTS_ON" = LIGHTS_ON,
"SILICON_PILOT" = SILICON_PILOT,
"IS_ENCLOSED" = IS_ENCLOSED,
"HAS_LIGHTS" = HAS_LIGHTS,
))
DEFINE_BITFIELD(mob_biotypes, list(
"MOB_BEAST" = MOB_BEAST,
"MOB_BUG" = MOB_BUG,
"MOB_EPIC" = MOB_EPIC,
"MOB_HUMANOID" = MOB_HUMANOID,
"MOB_MINERAL" = MOB_MINERAL,
"MOB_ORGANIC" = MOB_ORGANIC,
"MOB_REPTILE" = MOB_REPTILE,
"MOB_ROBOTIC" = MOB_ROBOTIC,
"MOB_SPIRIT" = MOB_SPIRIT,
"MOB_UNDEAD" = MOB_UNDEAD,
"MOB_PLANT" = MOB_PLANT
))
DEFINE_BITFIELD(mob_respiration_type, list(
"RESPIRATION_OXYGEN" = RESPIRATION_OXYGEN,
"RESPIRATION_N2" = RESPIRATION_N2,
"RESPIRATION_PLASMA" = RESPIRATION_PLASMA,
))
DEFINE_BITFIELD(mobility_flags, list(
"MOVE" = MOBILITY_MOVE,
"PICKUP" = MOBILITY_PICKUP,
"PULL" = MOBILITY_PULL,
"STAND" = MOBILITY_STAND,
"STORAGE" = MOBILITY_STORAGE,
"UI" = MOBILITY_UI,
"USE" = MOBILITY_USE,
))
DEFINE_BITFIELD(movement_type, list(
"FLOATING" = FLOATING,
"FLYING" = FLYING,
"GROUND" = GROUND,
"PHASING" = PHASING,
"VENTCRAWLING" = VENTCRAWLING,
))
DEFINE_BITFIELD(obj_flags, list(
"BLOCK_Z_IN_DOWN" = BLOCK_Z_IN_DOWN,
"BLOCK_Z_IN_UP" = BLOCK_Z_IN_UP,
"BLOCK_Z_OUT_DOWN" = BLOCK_Z_OUT_DOWN,
"BLOCK_Z_OUT_UP" = BLOCK_Z_OUT_UP,
"CAN_BE_HIT" = CAN_BE_HIT,
"DANGEROUS_POSSESSION" = DANGEROUS_POSSESSION,
"EMAGGED" = EMAGGED,
"IN_USE" = IN_USE,
"NO_BUILD" = NO_BUILD,
"UNIQUE_RENAME" = UNIQUE_RENAME,
"USES_TGUI" = USES_TGUI,
))
DEFINE_BITFIELD(pass_flags, list(
"LETPASSTHROW" = LETPASSTHROW,
"PASSBLOB" = PASSBLOB,
"PASSCLOSEDTURF" = PASSCLOSEDTURF,
"PASSGLASS" = PASSGLASS,
"PASSGRILLE" = PASSGRILLE,
"PASSMOB" = PASSMOB,
"PASSTABLE" = PASSTABLE,
))
DEFINE_BITFIELD(resistance_flags, list(
"LAVA_PROOF" = LAVA_PROOF,
"FIRE_PROOF" = FIRE_PROOF,
"FLAMMABLE" = FLAMMABLE,
"ON_FIRE" = ON_FIRE,
"UNACIDABLE" = UNACIDABLE,
"ACID_PROOF" = ACID_PROOF,
"INDESTRUCTIBLE" = INDESTRUCTIBLE,
"FREEZE_PROOF" = FREEZE_PROOF
))
DEFINE_BITFIELD(sight, list(
"BLIND" = BLIND,
"SEE_BLACKNESS" = SEE_BLACKNESS,
"SEE_INFRA" = SEE_INFRA,
"SEE_MOBS" = SEE_MOBS,
"SEE_OBJS" = SEE_OBJS,
"SEE_PIXELS" = SEE_PIXELS,
"SEE_SELF" = SEE_SELF,
"SEE_THRU" = SEE_THRU,
"SEE_TURFS" = SEE_TURFS,
))
DEFINE_BITFIELD(vis_flags, list(
"VIS_HIDE" = VIS_HIDE,
"VIS_INHERIT_DIR" = VIS_INHERIT_DIR,
"VIS_INHERIT_ICON" = VIS_INHERIT_ICON,
"VIS_INHERIT_ICON_STATE" = VIS_INHERIT_ICON_STATE,
"VIS_INHERIT_ID" = VIS_INHERIT_ID,
"VIS_INHERIT_LAYER" = VIS_INHERIT_LAYER,
"VIS_INHERIT_PLANE" = VIS_INHERIT_PLANE,
"VIS_UNDERLAY" = VIS_UNDERLAY,
))
DEFINE_BITFIELD(zap_flags, list(
"ZAP_ALLOW_DUPLICATES" = ZAP_ALLOW_DUPLICATES,
"ZAP_MACHINE_EXPLOSIVE" = ZAP_MACHINE_EXPLOSIVE,
"ZAP_MOB_DAMAGE" = ZAP_MOB_DAMAGE,
"ZAP_MOB_STUN" = ZAP_MOB_STUN,
"ZAP_OBJ_DAMAGE" = ZAP_OBJ_DAMAGE,
"ZAP_GENERATES_POWER" = ZAP_GENERATES_POWER,
))
DEFINE_BITFIELD(chemical_flags, list(
"REAGENT_DEAD_PROCESS" = REAGENT_DEAD_PROCESS,
"REAGENT_DONOTSPLIT" = REAGENT_DONOTSPLIT,
"REAGENT_INVISIBLE" = REAGENT_INVISIBLE,
"REAGENT_SNEAKYNAME" = REAGENT_SNEAKYNAME,
"REAGENT_SPLITRETAINVOL" = REAGENT_SPLITRETAINVOL,
"REAGENT_CAN_BE_SYNTHESIZED" = REAGENT_CAN_BE_SYNTHESIZED,
"REAGENT_IGNORE_STASIS" = REAGENT_IGNORE_STASIS,
"REAGENT_NO_RANDOM_RECIPE" = REAGENT_NO_RANDOM_RECIPE,
"REAGENT_CLEANS" = REAGENT_CLEANS,
))
DEFINE_BITFIELD(reaction_flags, list(
"REACTION_CLEAR_IMPURE" = REACTION_CLEAR_IMPURE,
"REACTION_CLEAR_INVERSE" = REACTION_CLEAR_INVERSE,
"REACTION_CLEAR_RETAIN" = REACTION_CLEAR_RETAIN,
"REACTION_INSTANT" = REACTION_INSTANT,
"REACTION_HEAT_ARBITARY" = REACTION_HEAT_ARBITARY,
"REACTION_COMPETITIVE" = REACTION_COMPETITIVE,
"REACTION_PH_VOL_CONSTANT" = REACTION_PH_VOL_CONSTANT,
"REACTION_REAL_TIME_SPLIT" = REACTION_REAL_TIME_SPLIT,
))
DEFINE_BITFIELD(bodytype, list(
"BODYTYPE_DIGITIGRADE" = BODYTYPE_DIGITIGRADE,
"BODYTYPE_HUMANOID" = BODYTYPE_HUMANOID,
"BODYTYPE_MONKEY" = BODYTYPE_MONKEY,
"BODYTYPE_ORGANIC" = BODYTYPE_ORGANIC,
"BODYTYPE_ROBOTIC" = BODYTYPE_ROBOTIC,
"BODYTYPE_SNOUTED" = BODYTYPE_SNOUTED,
))
DEFINE_BITFIELD(supports_variations_flags, list(
"CLOTHING_NO_VARIATION" = CLOTHING_NO_VARIATION,
"CLOTHING_DIGITIGRADE_VARIATION" = CLOTHING_DIGITIGRADE_VARIATION,
"CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON" = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON,
))
DEFINE_BITFIELD(flora_flags, list(
"FLORA_HERBAL" = FLORA_HERBAL,
"FLORA_WOODEN" = FLORA_WOODEN,
"FLORA_STONE" = FLORA_STONE,
))
DEFINE_BITFIELD(emote_flags, list(
"EMOTE_AUDIBLE" = EMOTE_AUDIBLE,
"EMOTE_VISIBLE" = EMOTE_VISIBLE,
"EMOTE_IMPORTANT" = EMOTE_IMPORTANT,
))
DEFINE_BITFIELD(organ_flags, list(
"ORGAN_SYNTHETIC" = ORGAN_SYNTHETIC,
"ORGAN_FROZEN" = ORGAN_FROZEN,
"ORGAN_FAILING" = ORGAN_FAILING,
"ORGAN_VITAL" = ORGAN_VITAL,
"ORGAN_EDIBLE" = ORGAN_EDIBLE,
"ORGAN_SYNTHETIC_EMP" = ORGAN_SYNTHETIC_EMP,
"ORGAN_UNREMOVABLE" = ORGAN_UNREMOVABLE,
))
DEFINE_BITFIELD(respiration_type, list(
"RESPIRATION_OXYGEN" = RESPIRATION_OXYGEN,
"RESPIRATION_N2" = RESPIRATION_N2,
"RESPIRATION_PLASMA" = RESPIRATION_PLASMA,
))
DEFINE_BITFIELD(sharpness, list(
"SHARP_EDGED" = SHARP_EDGED,
"SHARP_POINTY" = SHARP_POINTY,
))
DEFINE_BITFIELD(gun_flags, list(
"NOT_A_REAL_GUN" = NOT_A_REAL_GUN,
"TOY_FIREARM_OVERLAY" = TOY_FIREARM_OVERLAY,
))