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https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
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69 lines
2.6 KiB
Plaintext
69 lines
2.6 KiB
Plaintext
// Flags for the obj_flags var on /obj
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/// we're emagged
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#define OBJ_EMAGGED (1<<0)
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/// Prevent people from clicking under us
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#define OBJ_PREVENT_CLICK_UNDER (1<<1)
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/// Are we visible on the station blueprints at roundstart?
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#define OBJ_ON_BLUEPRINTS (1<<2)
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/// can be targeted in melee
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#define OBJ_MELEE_TARGETABLE (1<<3)
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/// can be targeted by projectiles
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#define OBJ_RANGE_TARGETABLE (1<<4)
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/// is a hologram
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#define OBJ_HOLOGRAM (1<<5)
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/// We ignore depth system when blocking mobs
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#define OBJ_IGNORE_MOB_DEPTH (1<<6)
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/// Base materials have been modified
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#define OBJ_MATERIALS_MODIFIED (1<<7)
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/// Material parts have been modified
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#define OBJ_MATERIAL_PARTS_MODIFIED (1<<8)
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/// Materials have been initialized
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#define OBJ_MATERIAL_INITIALIZED (1<<9)
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/// no sculpting
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#define OBJ_NO_SCULPTING (1<<10)
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/// wall-mounted; facing *towards* the wall we're mounted on (e.g. be NORTH if we're shifted north)
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#define OBJ_WALL_MOUNTED (1<<11)
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/// Does this object prevent things from being built on it
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#define OBJ_BLOCKS_CONSTRUCTION (1<<12)
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/// Does this object prevent same-direction things from being built on it
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#define OBJ_BLOCKS_CONSTRUCTION_DIR (1<<13)
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/// Allow throwing stuff through us if we get destroyed by a throw
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#define OBJ_ALLOW_THROW_THROUGH (1<<23)
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DEFINE_BITFIELD(obj_flags, list(
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BITFIELD(OBJ_EMAGGED),
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BITFIELD(OBJ_PREVENT_CLICK_UNDER),
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BITFIELD(OBJ_ON_BLUEPRINTS),
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BITFIELD(OBJ_MELEE_TARGETABLE),
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BITFIELD(OBJ_RANGE_TARGETABLE),
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BITFIELD(OBJ_HOLOGRAM),
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BITFIELD(OBJ_IGNORE_MOB_DEPTH),
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BITFIELD(OBJ_MATERIALS_MODIFIED),
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BITFIELD(OBJ_MATERIAL_PARTS_MODIFIED),
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BITFIELD(OBJ_MATERIAL_INITIALIZED),
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BITFIELD(OBJ_NO_SCULPTING),
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BITFIELD_NAMED("Wall Mounted", OBJ_WALL_MOUNTED),
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BITFIELD_NAMED("Allow Thrown to Pass if Devastated", OBJ_ALLOW_THROW_THROUGH), // dumb, rename later
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))
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//* /obj/var/obj_rotation_flags
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/// obj rotation enabled; we'll go to context menu
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#define OBJ_ROTATION_ENABLED (1<<0)
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/// allow defaulting on context menu
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#define OBJ_ROTATION_DEFAULTING (1<<1)
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/// do not perform standard anchor check
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#define OBJ_ROTATION_NO_ANCHOR_CHECK (1<<2)
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/// rotate CCW
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#define OBJ_ROTATION_CCW (1<<3)
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/// give optiosn to rotate both directions
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#define OBJ_ROTATION_BIDIRECTIONAL (1<<4)
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DEFINE_BITFIELD(obj_rotation_flags, list(
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BITFIELD_NAMED("Enabled", OBJ_ROTATION_ENABLED),
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BITFIELD_NAMED("Defaulting", OBJ_ROTATION_DEFAULTING),
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BITFIELD_NAMED("Allow Anchored", OBJ_ROTATION_NO_ANCHOR_CHECK),
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BITFIELD_NAMED("Counterclockwise", OBJ_ROTATION_CCW),
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BITFIELD_NAMED("Show Both Directions", OBJ_ROTATION_BIDIRECTIONAL),
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))
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