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Cameron Lennox d8c1932cb9 Flammable Items, Abstractness, and hypnosis (#19267)
* Laser Eyes

* Update dna.dm

* Mecha

* Update positive_genes.dm

* These

* These 2

* yeh

* Rest of these

* Update turf.dm

* Update food.dm

* Some moar

* mooove

* Update vorestation.dme

* Update burning.dm

* firesuit

* flags

* HYPNOCOLOR

* xd

* no filter

* dc

* Update ore_bag.dm

* Update misc.dm

* Update misc.dm
2026-04-13 00:30:02 -04:00

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/// 33554431 (2^24 - 1) is the maximum value our bitflags can reach.
#define MAX_BITFLAG_DIGITS 8
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF (1<<0)
/// 100% immune to fire damage (but not necessarily to lava or heat)
#define FIRE_PROOF (1<<1)
/// atom is flammable and can have the burning component
#define FLAMMABLE (1<<2)
/// currently burning
#define ON_FIRE (1<<3)
/// acid can't even appear on it, let alone melt it.
#define UNACIDABLE (1<<4)
/// acid stuck on it doesn't melt it.
#define ACID_PROOF (1<<5)
/// doesn't take damage
#define INDESTRUCTIBLE (1<<6)
/// can't be frozen
#define FREEZE_PROOF (1<<7)
/// can't be shuttle crushed.
#define SHUTTLE_CRUSH_PROOF (1<<8)
/// can't be destroyed by bombs
#define BOMB_PROOF (1<<9)
///Object will protect itself.
#define EMP_PROTECT_SELF (1<<0)
///Object will protect its contents from being EMPed.
#define EMP_PROTECT_CONTENTS (1<<1)
///Object will protect its wiring from being EMPed.
#define EMP_PROTECT_WIRES (1<<2)
///Protects against all EMP types.
#define EMP_PROTECT_ALL (EMP_PROTECT_SELF | EMP_PROTECT_CONTENTS | EMP_PROTECT_WIRES)