//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 GLASSESCOVERSEYES 1024 #define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags #define HEADCOVERSEYES 1024 // feel free to realloc these numbers for other purposes #define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head #define HEADCOVERSMOUTH 2048 #define HEADBANGPROTECT 4096 #define EARBANGPROTECT 1024 #define NOSLIP 1024 //prevents from slipping on wet floors, in space etc #define OPENCONTAINER 4096 // is an open container for chemistry purposes #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 NOREACT 16384 //Reagents dont' react inside this container. //Species flags. #define NO_BLOOD 1 #define NO_BREATHE 2 #define NO_DNA 4 #define NO_SCAN 8 #define NO_PAIN 16 #define IS_WHITELISTED 32 #define HAS_LIPS 64 #define IS_PLANT 128 #define CAN_BE_FAT 256 #define NO_INTORGANS 512 #define NO_POISON 1024 #define RADIMMUNE 2048 #define ALL_RPARTS 4096 #define NOGUNS 8192 //Species clothing flags #define HAS_UNDERWEAR 1 #define HAS_UNDERSHIRT 2 #define HAS_SOCKS 4 //Species Body Flags #define FEET_CLAWS 1 #define FEET_PADDED 2 #define FEET_NOSLIP 4 #define HAS_HEAD_ACCESSORY 8 #define HAS_TAIL 16 #define TAIL_OVERLAPPED 32 #define HAS_SKIN_TONE 64 #define HAS_ICON_SKIN_TONE 128 #define HAS_SKIN_COLOR 256 #define HAS_HEAD_MARKINGS 512 #define HAS_BODY_MARKINGS 1024 #define HAS_TAIL_MARKINGS 2048 #define HAS_MARKINGS HAS_HEAD_MARKINGS|HAS_BODY_MARKINGS|HAS_TAIL_MARKINGS #define TAIL_WAGGING 4096 #define NO_EYES 8192 #define HAS_FUR 16384 #define HAS_ALT_HEADS 32768 //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 //turf-only flags #define NOJAUNT 1 //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