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116 lines
4.1 KiB
Plaintext
116 lines
4.1 KiB
Plaintext
//FLAGS BITMASK
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#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.
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#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.
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#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
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#define AIRTIGHT 8 // mask allows internals
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#define HANDSLOW 16 // If an item has this flag, it will slow you to carry it
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#define CONDUCT 32 // conducts electricity (metal etc.)
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#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
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#define ON_BORDER 128 // item has priority to check when entering or leaving
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#define GLASSESCOVERSEYES 1024
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#define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags
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#define HEADCOVERSEYES 1024 // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH 2048
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#define HEADBANGPROTECT 4096
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#define EARBANGPROTECT 1024
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#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
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#define OPENCONTAINER 4096 // is an open container for chemistry purposes
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#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#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)
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//Reagent flags
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#define REAGENT_NOREACT 1
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//Species flags.
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#define NO_BLOOD 1
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#define NO_BREATHE 2
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#define NO_DNA 4
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#define NO_SCAN 8
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#define NO_PAIN 16
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#define IS_WHITELISTED 32
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#define HAS_LIPS 64
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#define IS_PLANT 128
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#define CAN_BE_FAT 256
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#define NO_INTORGANS 512
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#define RADIMMUNE 1024
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#define ALL_RPARTS 2048
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#define NOGUNS 4096
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#define NOTRANSSTING 8192
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//Species clothing flags
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#define HAS_UNDERWEAR 1
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#define HAS_UNDERSHIRT 2
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#define HAS_SOCKS 4
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//Species Body Flags
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#define FEET_CLAWS 1
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#define FEET_PADDED 2
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#define FEET_NOSLIP 4
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#define HAS_HEAD_ACCESSORY 8
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#define HAS_TAIL 16
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#define TAIL_OVERLAPPED 32
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#define HAS_SKIN_TONE 64
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#define HAS_ICON_SKIN_TONE 128
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#define HAS_SKIN_COLOR 256
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#define HAS_HEAD_MARKINGS 512
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#define HAS_BODY_MARKINGS 1024
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#define HAS_TAIL_MARKINGS 2048
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#define HAS_MARKINGS HAS_HEAD_MARKINGS|HAS_BODY_MARKINGS|HAS_TAIL_MARKINGS
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#define TAIL_WAGGING 4096
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#define NO_EYES 8192
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#define HAS_FUR 16384
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#define HAS_ALT_HEADS 32768
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//Species Diet Flags
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#define DIET_CARN 1
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#define DIET_OMNI 2
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#define DIET_HERB 4
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//bitflags for door switches.
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#define OPEN 1
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#define IDSCAN 2
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#define BOLTS 4
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#define SHOCK 8
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#define SAFE 16
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//flags for pass_flags
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#define PASSTABLE 1
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#define PASSGLASS 2
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#define PASSGRILLE 4
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#define PASSBLOB 8
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#define PASSMOB 16
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//turf-only flags
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#define NOJAUNT 1
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//ITEM INVENTORY SLOT BITMASKS
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#define SLOT_OCLOTHING 1
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#define SLOT_ICLOTHING 2
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#define SLOT_GLOVES 4
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#define SLOT_EYES 8
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#define SLOT_EARS 16
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#define SLOT_MASK 32
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#define SLOT_HEAD 64
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#define SLOT_FEET 128
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#define SLOT_ID 256
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#define SLOT_BELT 512
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#define SLOT_BACK 1024
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#define SLOT_POCKET 2048 //this is to allow items with a w_class of 3 or 4 to fit in pockets.
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#define SLOT_DENYPOCKET 4096 //this is to deny items with a w_class of 2 or 1 to fit in pockets.
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#define SLOT_TWOEARS 8192
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#define SLOT_PDA 16384
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#define SLOT_TIE 32768
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//ORGAN TYPE FLAGS
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#define AFFECT_ROBOTIC_ORGAN 1
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#define AFFECT_ORGANIC_ORGAN 2
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#define AFFECT_ALL_ORGANS 3
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