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Bubberstation/code/__DEFINES/obj_flags.dm
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SyncIt21 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00

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// 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)
/// 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)
/// Flag which tells an object to hang onto an support atom on late initialize. Usefull only during mapload and supported by some atoms only
#define MOUNT_ON_LATE_INITIALIZE (1<<15)
// 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()
/**
* for all things that are technically items but don't want to be treated as such, given on a case-by-case basis
* examples of use are hand items, omni-toolsets, non-limb limbs (hand eater, mounted chainsaw, many null rods), borg modules, bodyparts, organs, etc.
* This is used for general exclusion, such as preventing insertions into other items
* Basically, these aren't "real" items. <= wow thanks for the fucking insight sherlock
*/
#define ABSTRACT (1<<9)
#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, causes a lot more pain for the patient, and is more efficient in a morbid users hands
#define HAND_ITEM (1<<14) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
#define XENOMORPH_HOLDABLE (1<<15) // A Xenomorph can hold this item.
#define NO_PIXEL_RANDOM_DROP (1<<16) //if dropped, it wont have a randomized pixel_x/pixel_y
///Can be equipped on digitigrade legs.
#define IGNORE_DIGITIGRADE (1<<17)
/// Has contextual screentips when HOVERING OVER OTHER objects
#define ITEM_HAS_CONTEXTUAL_SCREENTIPS (1 << 18)
/// No blood overlay is allowed to appear on this item, and it cannot gain blood DNA forensics
#define NO_BLOOD_ON_ITEM (1 << 19)
/// 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<<20)
/// If an item has had its /datum/element/weapon_description initialized or not.
#define WEAPON_DESCRIPTION_INITIALIZED (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)
/// Indicates that the piece of clothing contributes towards Sleeping Carp's style factor, which determines evasion probabilities. See /datums/martial/sleeping_carp/carp_style_check().
#define CARP_STYLE_FACTOR (1<<18)
/// Prevents clothing from losing bodyparts coverage when shredded
#define NO_ZONE_DISABLING (1<<19)
/// 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)
/// Include prosthetic item limbs (which are not flavoured as being equipped items)
#define INCLUDE_PROSTHETICS (1<<3)
/// Include items that are not "real" items, such as hand items
#define INCLUDE_ABSTRACT (1<<4)