Files
Paradise/code/__DEFINES/flags.dm
AVeryReluctantSpider 6a1fc4f5c2 Praise Be and Skkula: The PR (Skkulakin Race 2025) [READY FOR REVIEW] (#30744)
* skulk.dm placeholder for testing purposes

* Made an oopsie, fixed

* Skulk flesh color and language color testing

* Adding working language key, fixed language color

* Changed skulk flesh color, may change it again soon

* Ran tgui, hopefully fixed language color

* Changed skulk language color, hopefully for good this time

* Missed a spot

* Tgui fuckery

* If at first you don't succeed, cry to yourself for a bit then try again

* Tgui makes me violent

* Eyewear no longer save Skkulakin from flashes

* Skulk bones now hurt really bad

* Adds Skulk Sprites, Back Accessories, and other Placeholders

* Desperately trying to get body_accessories to work

* Minor name changes

* Skkulakin now have colorable eyes

* Makes the silk-spinning ability somewhat work, more changes need to be made

* Fixes the Skulks' ability to spin silk, however still needs changes

* Changed Skulks easier bone breaks into a trait

* Skulks (Now with 100% ethically sourced back spines!)

* Gives Skkulakin the Vox clothing sprites (Not counting head, glasses, or masks)

* Added update_spines_layer() for testing and help purposes

* Working on getting Skulk Backspines to change color depending on preset

* Skulk Backspines are now colored the same as your preset up spawning in (Thank you, Qwerty)

* Undefines SILK_NUTRITION_AMOUNT (I made a woopsie)

* Readds a return I may have accidentally removed at some point

* Skkulakin can now chitter

* Silk now be used to craft cloth and has an icon

* TGUI is going to make me do things

* Fixes the Brittle Bones Trait to work with Frail Quirk

* Sprite Fix

* Adds masking helpers

* Made a small woopsie

* I'm genuinely a fucking idiot

* Adds a bunch of new clothing

* Changes some clothing descriptions

* Fixes more placeholders and adds two new outfits

* Made small mistake, fixed

* Temporary change (Will revert soon)

* Reverted previous changes as the event is now over

* New Skulk Clothing, added some to the racial tab in the loadout, and made low-inquis robes orderable from cargo

* Adds High-Inquis Robes into cargo console

* Adds Skkulakin Flag (Orderable From Merch Vendor)

* Made small mistake, fixed it

* Inquisitorial Crate only has Low-Inquisitor clothing again

* Commits all offered suggestions

* Converts spans to defines and sorts out the rest of Skulk clothing (No MODs just yet)

* Gives Skulks the Nian Butt Sprite for now

* Fixes a small error with biosuits

* Fixes small coding error

* Fixes a few mor small coding errors

* Update code/modules/mob/living/carbon/human/appearance.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Update code/modules/economy/merch_items.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Removes 'collective' from outfit_admin.dm

* Basic Pixel-Shifting (Not Yet Complete)

* improve skulk headwear offset

* Revert "improve skulk headwear offset"

This reverts commit 2d93d61699.

* improve skulk headwear offset

* Cleans up some code and fixes ALL hats for Skkulakin

* Lets the AI speak Skkula-Runespeak, fixes Bomber Jackets and Winter Coats, makes Backpacks look better, fixes other small sprite issues

* Let them wear pants

* Update code/modules/mob/language.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Fixes masks and glasses for skkulakin

* Fixes Inquisitor Masks and adds missing Engineering Outfits

* Fixes Explorer Suits and HECK Suit for Skulks

* Fixes a few small issues and resolves some suggested changes

* Rebuilds TGUI

* Fixes Science Jumpsuits & Radsuits

* Fix Skkulakin chef belt disappearance.

* fix string assoc lookups for alists

* Update code/game/objects/structures/mirror.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/species/skulk.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>

---------

Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Alfalfa Scout <alfalfascout@proton.me>
2026-01-17 20:54:56 +00:00

217 lines
8.6 KiB
Plaintext

#define ALL ~0 //For convenience.
#define NONE 0
/// All the cardinal direction bitflags.
#define ALL_CARDINALS (NORTH | SOUTH | EAST | WEST)
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE (1<<0) //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 & ITEM_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 (1<<1) // 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 (1<<2) // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
#define AIRTIGHT (1<<3) // mask allows internals
#define HANDSLOW (1<<4) // If an item has this flag, it will slow you to carry it
#define CONDUCT (1<<5) // conducts electricity (metal etc.)
#define ABSTRACT (1<<6) // 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 (1<<7) // item has priority to check when entering or leaving
#define PREVENT_CLICK_UNDER (1<<8)
#define NODECONSTRUCT (1<<9)
#define EARBANGPROTECT (1<<10)
#define HEADBANGPROTECT (1<<11)
#define SKIP_TRANSFORM_REEQUIP (1<<15) // This flag makes items be skipped when a user transforms species.
#define BLOCK_GAS_SMOKE_EFFECT (1<<12) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define THICKMATERIAL (1<<12) //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 (1<<13) // When dropped, it calls qdel on itself
///Whether or not this atom shows screentips when hovered over
#define NO_SCREENTIPS (1<<14)
// Update flags for [/atom/proc/update_appearance]
/// Update the atom's name
#define UPDATE_NAME (1<<0)
/// Update the atom's desc
#define UPDATE_DESC (1<<1)
/// Update the atom's icon state
#define UPDATE_ICON_STATE (1<<2)
/// Update the atom's overlays
#define UPDATE_OVERLAYS (1<<3)
/// Update the atom's icon
#define UPDATE_ICON (UPDATE_ICON_STATE|UPDATE_OVERLAYS)
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
#define SLOWS_WHILE_IN_HAND_2 (1<<0)
#define NO_EMP_WIRES_2 (1<<1)
#define HOLOGRAM_2 (1<<2)
#define FROZEN_2 (1<<3)
#define STATIONLOVING_2 (1<<4)
#define INFORM_ADMINS_ON_RELOCATE_2 (1<<5)
#define BANG_PROTECT_2 (1<<6)
#define BLOCKS_LIGHT_2 (1<<7) // Light sources placed in anything with that flag will not emit light through them.
/// Whether a decal element's parent has already been initialized and thus has already had its decals attached.
/// see https://github.com/tgstation/tgstation/pull/71658 for a detailed explanation of the flag.
#define DECAL_INIT_UPDATE_EXPERIENCED_2 (1<<8)
// 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 (1<<8)
/// Prevents mobs from getting chainshocked by teslas and the supermatter
#define SHOCKED_2 (1<<9)
// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION_2 (1<<10)
// 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 (1<<11)
#define OVERLAY_QUEUED_2 (1<<12)
/// should the contents of this atom be acted upon
#define RAD_PROTECT_CONTENTS_2 (1<<14)
/// should this object be allowed to be contaminated
#define RAD_NO_CONTAMINATE_2 (1<<15)
/// 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)
/// Use when this shouldn't be obscured by large icons.
#define CRITICAL_ATOM_2 (1<<18)
/// Use this flag for items that can block randomly
#define RANDOM_BLOCKER_2 (1<<19)
/// This flag allows for wearing of a belt item, even if you're not wearing a jumpsuit
#define ALLOW_BELT_NO_JUMPSUIT_2 (1<<20)
// /atom ricochet flags
/// If the thing can reflect light (lasers/energy)
#define RICOCHET_SHINY (1<<0)
/// If the thing can reflect matter (bullets/bomb shrapnel)
#define RICOCHET_HARD (1<<1)
//Reagent flags
#define REAGENT_NOREACT 1
//Species clothing flags
#define HAS_UNDERWEAR (1<<0)
#define HAS_UNDERSHIRT (1<<1)
#define HAS_SOCKS (1<<2)
//Species Body Flags
#define HAS_HEAD_ACCESSORY (1<<0)
#define HAS_TAIL (1<<1)
#define TAIL_OVERLAPPED (1<<2)
#define HAS_SKIN_TONE (1<<3)
#define HAS_ICON_SKIN_TONE (1<<4)
#define HAS_SKIN_COLOR (1<<5)
#define HAS_HEAD_MARKINGS (1<<6)
#define HAS_BODY_MARKINGS (1<<7)
#define HAS_TAIL_MARKINGS (1<<8)
#define TAIL_WAGGING (1<<9)
#define NO_EYES (1<<10)
#define HAS_ALT_HEADS (1<<11)
#define HAS_WING (1<<12)
#define HAS_BODYACC_COLOR (1<<13)
#define BALD (1<<14)
#define ALL_RPARTS (1<<15)
#define SHAVED (1<<16)
#define HAS_BACK_SPINES (1<<17)
//Pre-baked combinations of the above body flags
#define HAS_BODY_ACCESSORY (HAS_TAIL | HAS_WING | HAS_BACK_SPINES)
#define HAS_MARKINGS (HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_TAIL_MARKINGS)
//Species Diet Flags
#define DIET_CARN (1<<0)
#define DIET_OMNI (1<<1)
#define DIET_HERB (1<<2)
//bitflags for door switches.
#define OPEN (1<<0)
#define IDSCAN (1<<1)
#define BOLTS (1<<2)
#define SHOCK (1<<3)
#define SAFE (1<<4)
//flags for pass_flags
#define PASSTABLE (1<<0)
#define PASSGLASS (1<<1)
#define PASSGRILLE (1<<2)
#define PASSBLOB (1<<3)
#define PASSMOB (1<<4)
#define LETPASSTHROW (1<<5)
#define PASSFENCE (1<<6)
#define PASSDOOR (1<<7)
#define PASSGIRDER (1<<8)
#define PASSTAKE (1<<9)
#define PASSBARRICADE (1<<10)
//turf-only flags, under the flags variable
#define BLESSED_TILE (1<<0)
#define NO_LAVA_GEN (1<<1) //Blocks lava rivers being generated on the turf
#define NO_RUINS (1<<2)
#define LAVA_BRIDGE (1<<3) //! This turf has already been reserved for a lavaland bridge placement.
// turf flags, under the turf_flags variable
/// If a turf is an unused reservation turf awaiting assignment
#define UNUSED_RESERVATION_TURF (1<<4)
/// If a turf is a reserved turf
#define RESERVATION_TURF (1<<5)
//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
//tesla_zap
#define ZAP_MACHINE_EXPLOSIVE (1<<0)
#define ZAP_ALLOW_DUPLICATES (1<<1)
#define ZAP_OBJ_DAMAGE (1<<2)
#define ZAP_MOB_DAMAGE (1<<3)
#define ZAP_MOB_STUN (1<<4)
#define ZAP_GENERATES_POWER (1<<5)
#define ZAP_DEFAULT_FLAGS (ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
#define ZAP_FUSION_FLAGS (ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN)
#define ZAP_SUPERMATTER_FLAGS (ZAP_GENERATES_POWER)
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
GLOBAL_LIST_INIT(more_bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536, 131072, 262144, 524288))
//Mob mobility var flags
/// can move
#define MOBILITY_MOVE (1<<0)
/// can, and is, standing up
#define MOBILITY_STAND (1<<1)
/// can pickup items
#define MOBILITY_PICKUP (1<<2)
/// can hold and use items
#define MOBILITY_USE (1<<3)
/// can pull things
#define MOBILITY_PULL (1<<4)
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_PULL)
// Scope component flags
/// Do we have the scope cancel on move?
#define SCOPE_MOVEMENT_CANCELS (1<<0)
/// Can we use scope from mechs, lockers, etc?
#define SCOPE_TURF_ONLY (1<<1)
/// Do we let the user scope and click on the middle of their screen?
#define SCOPE_CLICK_MIDDLE (1<<2)
/// Should the user hold the item in active hand to use it?
#define SCOPE_NEED_ACTIVE_HAND (1<<3)