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S.P.L.U.R.T-Station-13/code/__DEFINES/_flags/item_flags.dm
Timothy Teakettle e71686d8ac fixes
2022-08-09 11:59:10 +01:00

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// Flags for the item_flags var on /obj/item
#define BEING_REMOVED (1<<0)
///is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define IN_INVENTORY (1<<1)
///used for tooltips
#define FORCE_STRING_OVERRIDE (1<<2)
///Used by security bots to determine if this item is safe for public use.
#define NEEDS_PERMIT (1<<3)
#define SLOWS_WHILE_IN_HAND (1<<4)
///Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION (1<<5)
///When dropped, it calls qdel on itself
#define DROPDEL (1<<6)
///when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define NOBLUDGEON (1<<7)
///for all things that are technically items but used for various different stuff
#define ABSTRACT (1<<8)
///When players should not be able to change the slowdown of the item (Speed potions, ect)
#define IMMUTABLE_SLOW (1<<9)
///Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
#define SURGICAL_TOOL (1<<10)
///Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
#define NO_UNIFORM_REQUIRED (1<<11)
/// This item can be used to parry. Only a basic check used to determine if we should proceed with parry chain at all.
#define ITEM_CAN_PARRY (1<<12)
/// This item can be used in the directional blocking system. Only a basic check used to determine if we should proceed with directional block handling at all.
#define ITEM_CAN_BLOCK (1<<13)
// Flags for the clothing_flags var on /obj/item/clothing
#define LAVAPROTECT (1<<0)
#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define ALLOWINTERNALS (1<<3) //mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
#define THICKMATERIAL (1<<6) //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.
#define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off.
#define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
#define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents.
// Flags for the organ_flags var on /obj/item/organ
#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
#define ORGAN_EDIBLE (1<<7) //is a snack? :D
#define ORGAN_SYNTHETIC_EMP (1<<8) //Synthetic organ affected by an EMP. Deteriorates over time.