#define ALL ~0 //For convenience. #define NONE 0 // for /datum/var/datum_flags #define DF_USE_TAG (1<<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 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 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 #define PREVENT_CLICK_UNDER 256 #define NODECONSTRUCT 512 #define EARBANGPROTECT 1024 #define NOSLIP 1024 //prevents from slipping on wet floors, in space etc #define HEADBANGPROTECT 4096 #define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! #define THICKMATERIAL 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. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT) #define DROPDEL 16384 // When dropped, it calls qdel on itself /* 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 // LAVA_PROTECT used on the flags_2 variable for both SUIT and HEAD items, and stops lava damage. Must be present in both to stop lava damage. #define LAVA_PROTECT_2 2048 #define OVERLAY_QUEUED_2 4096 #define CHECK_RICOCHET_2 8192 //Reagent flags #define REAGENT_NOREACT 1 //Species clothing flags #define HAS_UNDERWEAR 1 #define HAS_UNDERSHIRT 2 #define HAS_SOCKS 4 //Species Body Flags #define HAS_HEAD_ACCESSORY 1 #define HAS_TAIL 2 #define TAIL_OVERLAPPED 4 #define HAS_SKIN_TONE 8 #define HAS_ICON_SKIN_TONE 16 #define HAS_SKIN_COLOR 32 #define HAS_HEAD_MARKINGS 64 #define HAS_BODY_MARKINGS 128 #define HAS_TAIL_MARKINGS 256 #define HAS_MARKINGS HAS_HEAD_MARKINGS|HAS_BODY_MARKINGS|HAS_TAIL_MARKINGS #define TAIL_WAGGING 512 #define NO_EYES 1024 #define HAS_ALT_HEADS 2048 #define ALL_RPARTS 4096 //Species Diet Flags #define DIET_CARN 1 #define DIET_OMNI 2 #define DIET_HERB 4 //bitflags for door switches. #define OPEN 1 #define IDSCAN 2 #define BOLTS 4 #define SHOCK 8 #define SAFE 16 //flags for pass_flags #define PASSTABLE 1 #define PASSGLASS 2 #define PASSGRILLE 4 #define PASSBLOB 8 #define PASSMOB 16 #define LETPASSTHROW 32 //turf-only flags #define NOJAUNT 1 #define NO_LAVA_GEN 2 //Blocks lava rivers being generated on the turf #define NO_RUINS 4 //ITEM INVENTORY SLOT BITMASKS #define SLOT_OCLOTHING 1 #define SLOT_ICLOTHING 2 #define SLOT_GLOVES 4 #define SLOT_EYES 8 #define SLOT_EARS 16 #define SLOT_MASK 32 #define SLOT_HEAD 64 #define SLOT_FEET 128 #define SLOT_ID 256 #define SLOT_BELT 512 #define SLOT_BACK 1024 #define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets. #define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets. #define SLOT_TWOEARS 8192 #define SLOT_PDA 16384 #define SLOT_TIE 32768 //ORGAN TYPE FLAGS #define AFFECT_ROBOTIC_ORGAN 1 #define AFFECT_ORGANIC_ORGAN 2 #define AFFECT_ALL_ORGANS 3 //Fire and Acid stuff, for resistance_flags #define LAVA_PROOF (1<<0) #define FIRE_PROOF (1<<1) //100% immune to fire damage (but not necessarily to lava or heat) #define FLAMMABLE (1<<2) #define ON_FIRE (1<<3) #define UNACIDABLE (1<<4) //acid can't even appear on it, let alone melt it. #define ACID_PROOF (1<<5) //acid stuck on it doesn't melt it. #define INDESTRUCTIBLE (1<<6) //doesn't take damage #define FREEZE_PROOF (1<<7) //can't be frozen GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))