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Makes trees transparent if important objects are hiding behind them (#18627)
* tree! * Update code/modules/admin/verbs/freeze.dm * yeet * steel review, animate transparency * more critical items * charlie review * charlie
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@@ -174,6 +174,8 @@
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#define COMSIG_ATOM_ORBIT_STOP "atom_orbit_stop"
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///from base of atom/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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#define COMSIG_ATOM_HITBY "atom_hitby"
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/// Called from atom/Initialize() of target: (atom/target)
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#define COMSIG_ATOM_INITIALIZED_ON "atom_initialized_on"
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/////////////////
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///from base of atom/attack_ghost(): (mob/dead/observer/ghost)
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@@ -2,11 +2,11 @@
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#define NONE 0
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//FLAGS BITMASK
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#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags 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.
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#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags 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.
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#define NODROP 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.
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#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
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#define AIRTIGHT 8 // mask allows internals
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#define HANDSLOW 16 // If an item has this flag, it will slow you to carry it
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#define HANDSLOW 16 // If an item has this flag, it will slow you to carry it
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#define CONDUCT 32 // conducts electricity (metal etc.)
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#define ABSTRACT 64 // 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
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#define ON_BORDER 128 // item has priority to check when entering or leaving
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@@ -75,7 +75,9 @@
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/// Prevents shuttles from deleting the item
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#define IMMUNE_TO_SHUTTLECRUSH_2 (1<<16)
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/// Prevents malf AI animate + overload ability
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#define NO_MALF_EFFECT_2 (1<<17)
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#define NO_MALF_EFFECT_2 (1<<17)
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/// Use when this shouldn't be obscured by large icons.
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#define CRITICAL_ATOM_2 (1<<18)
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//Reagent flags
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#define REAGENT_NOREACT 1
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