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
This commit is contained in:
S34N
2022-07-31 23:24:12 +01:00
committed by GitHub
parent b4d74f5620
commit 07265abdf2
16 changed files with 143 additions and 11 deletions
+2
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@@ -174,6 +174,8 @@
#define COMSIG_ATOM_ORBIT_STOP "atom_orbit_stop"
///from base of atom/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
#define COMSIG_ATOM_HITBY "atom_hitby"
/// Called from atom/Initialize() of target: (atom/target)
#define COMSIG_ATOM_INITIALIZED_ON "atom_initialized_on"
/////////////////
///from base of atom/attack_ghost(): (mob/dead/observer/ghost)
+5 -3
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@@ -2,11 +2,11 @@
#define NONE 0
//FLAGS BITMASK
#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.
#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.
#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.
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
#define AIRTIGHT 8 // mask allows internals
#define HANDSLOW 16 // If an item has this flag, it will slow you to carry it
#define HANDSLOW 16 // If an item has this flag, it will slow you to carry it
#define CONDUCT 32 // conducts electricity (metal etc.)
#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
#define ON_BORDER 128 // item has priority to check when entering or leaving
@@ -75,7 +75,9 @@
/// Prevents shuttles from deleting the item
#define IMMUNE_TO_SHUTTLECRUSH_2 (1<<16)
/// Prevents malf AI animate + overload ability
#define NO_MALF_EFFECT_2 (1<<17)
#define NO_MALF_EFFECT_2 (1<<17)
/// Use when this shouldn't be obscured by large icons.
#define CRITICAL_ATOM_2 (1<<18)
//Reagent flags
#define REAGENT_NOREACT 1