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Bubberstation/code/__DEFINES/flags.dm
ShizCalev 51c48409a6 Stops putting RCD, bluespace bags, and staves into ORM (#31093)
* Stops putting RCD, bluespace, and staves into ORM

* CB

* Chat message
2017-09-29 19:33:19 -05:00

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/*
These defines are specific to the atom/flags_1 bitmask
*/
#define ALL ~0 //For convenience.
#define NONE 0
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE_1 1 //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NODROP_1 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON_1 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS_1 8 // mask allows internals
#define HEAR_1 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CHECK_RICOCHET_1 32 // Projectiels will check ricochet on things impacted that have this.
#define CONDUCT_1 64 // conducts electricity (metal etc.)
#define ABSTRACT_1 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define NODECONSTRUCT_1 128 // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED_1 256 // atom queued to SSoverlay
#define ON_BORDER_1 512 // item has priority to check when entering or leaving
#define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc
#define CLEAN_ON_MOVE_1 2048
// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define THICKMATERIAL_1 8192 //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 DROPDEL_1 16384 // When dropped, it calls qdel on itself
#define PREVENT_CLICK_UNDER_1 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
#define SLOWS_WHILE_IN_HAND_2 1
#define NO_EMP_WIRES_2 2
#define HOLOGRAM_2 4
#define FROZEN_2 8
#define STATIONLOVING_2 16
#define INFORM_ADMINS_ON_RELOCATE_2 32
#define BANG_PROTECT_2 64
// An item worn in the ear slot with HEALS_EARS will heal your ears each
// Life() tick, even if normally your ears would be too damaged to heal.
#define HEALS_EARS_2 128
// A mob with OMNITONGUE has no restriction in the ability to speak
// languages that they know. So even if they wouldn't normally be able to
// through mob or tongue restrictions, this flag allows them to ignore
// those restrictions.
#define OMNITONGUE_2 256
// TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define TESLA_IGNORE_2 512
// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION_2 1024
//turf-only flags
#define NOJAUNT_1 1
#define UNUSED_TRANSIT_TURF_1 2
#define CAN_BE_DIRTY_1 4 // If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_DEATHRATTLE_1 16 // Do not notify deadchat about any deaths that occur on this turf.
//#define CHECK_RICOCHET_1 32 //Same thing as atom flag.
/*
These defines are used specifically with the atom/pass_flags bitmask
the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
*/
//flags for pass_flags
#define PASSTABLE 1
#define PASSGLASS 2
#define PASSGRILLE 4
#define PASSBLOB 8
#define PASSMOB 16
#define LETPASSTHROW 32
//Movement Types
#define IMMOBILE 0
#define GROUND 1
#define FLYING 2
// Flags for reagents
#define REAGENT_NOREACT 1
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF 1
#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
#define FLAMMABLE 4
#define ON_FIRE 8
#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
#define INDESTRUCTIBLE 64 //doesn't take damage
#define FREEZE_PROOF 128 //can't be frozen