//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 MASKINTERNALS 8 // mask allows internals //#define USEDELAY 16 // 1 second extra delay on use (Can be used once every 2s) #define NOSHIELD 32 // weapon not affected by shield #define CONDUCT 64 // conducts electricity (metal etc.) #define ABSTRACT 128 // 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 512 // item has priority to check when entering or leaving #define NODELAY 32768 // 1 second attackby delay skipped (Can be used once every 0.2s). Most objects have a 1s attackby delay, which doesn't require a flag. #define NOBLOODY 2048 // used to items if they don't want to get a blood overlay #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 THICKMATERIAL 1024 //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 NOSLIP) #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! (NOTE: flag shared with ONESIZEFITSALL) #define ONESIZEFITSALL 8192 #define PLASMAGUARD 16384 //Does not get contaminated by plasma. #define NOREACT 16384 //Reagents dont' react inside this container. //Species flags. #define NO_BLOOD 1 #define NO_BREATHE 2 #define RAD_ABSORB 8 #define NO_SCAN 16 #define NO_PAIN 32 #define REQUIRE_LIGHT 64 #define IS_WHITELISTED 128 #define HAS_LIPS 512 #define HAS_UNDERWEAR 1024 #define IS_SYNTHETIC 2048 #define IS_PLANT 4096 #define CAN_BE_FAT 8192 #define IS_RESTRICTED 16384 #define NO_INTORGANS 32768 //Species Blood Flags #define BLOOD_SLIME 1 //Species Body Flags #define FEET_CLAWS 1 #define FEET_PADDED 2 #define FEET_NOSLIP 4 #define HAS_TAIL 8 #define HAS_SKIN_TONE 16 #define HAS_SKIN_COLOR 32 #define TAIL_WAGGING 64 //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