// Flags for the obj_flags var on /obj /// Object has been affected by a cryptographic sequencer (EMAG) disabling it or causing other malicious effects #define EMAGGED (1<<0) /// Can this be bludgeoned by items #define CAN_BE_HIT (1<<1) /// Admin possession yes/no #define DANGEROUS_POSSESSION (1<<2) /// Can you customize the description/name of the thing #define UNIQUE_RENAME (1<<3) /// If it can be renamed, is its description excluded #define RENAME_NO_DESC (1<<4) /// Should this object block z falling from loc #define BLOCK_Z_OUT_DOWN (1<<5) /// Should this object block z uprise from loc #define BLOCK_Z_OUT_UP (1<<6) /// Should this object block z falling from above #define BLOCK_Z_IN_DOWN (1<<7) /// Should this object block z uprise from below #define BLOCK_Z_IN_UP (1<<8) /// Does this object prevent things from being built on it #define BLOCKS_CONSTRUCTION (1<<9) /// Does this object prevent same-direction things from being built on it #define BLOCKS_CONSTRUCTION_DIR (1<<10) /// Can we ignore density when building on this object (for example, directional windows and grilles) #define IGNORE_DENSITY (1<<11) /// Can this object conduct electricity #define CONDUCTS_ELECTRICITY (1<<12) /// Atoms don't spawn anything when deconstructed (they just vanish) #define NO_DEBRIS_AFTER_DECONSTRUCTION (1<<13) /// Flag which tells an object to hang onto an support atom on late initialize. Usefull only during mapload and supported by some atoms only #define MOUNT_ON_LATE_INITIALIZE (1<<14) /// Flags for specifically what kind of items to get in get_equipped_items #define INCLUDE_POCKETS (1<<0) #define INCLUDE_ACCESSORIES (1<<1) #define INCLUDE_HELD (1<<2) /// Include prosthetic item limbs (which are not flavoured as being equipped items) #define INCLUDE_PROSTHETICS (1<<3) /// Include items that are not "real" items, such as hand items #define INCLUDE_ABSTRACT (1<<4)