Files
Paradise/code/__DEFINES/flags.dm
Crazy Lemon 0e42e416b6 Merge pull request #6176 from Fox-McCloud/reagents-noreact-refactor
Makes Reagents Holder Process and Refactors NOREACT
2017-01-26 03:47:30 -08:00

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//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)
//Reagent flags
#define REAGENT_NOREACT 1
//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 RADIMMUNE 1024
#define ALL_RPARTS 2048
#define NOGUNS 4096
#define NOTRANSSTING 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