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114 lines
6.7 KiB
Plaintext
114 lines
6.7 KiB
Plaintext
// Flags for the obj_flags var on /obj
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#define EMAGGED (1<<0)
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#define IN_USE (1<<1) // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
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#define DANGEROUS_POSSESSION (1<<3) //Admin possession yes/no
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#define BLOCK_Z_OUT_DOWN (1<<4) // Should this object block z falling from loc?
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#define BLOCK_Z_OUT_UP (1<<5) // Should this object block z uprise from loc?
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#define BLOCK_Z_IN_DOWN (1<<6) // Should this object block z falling from above?
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#define BLOCK_Z_IN_UP (1<<7) // Should this object block z uprise from below?
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#define BLOCKS_CONSTRUCTION (1<<8) //! Does this object prevent things from being built on it?
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#define BLOCKS_CONSTRUCTION_DIR (1<<9) //! Does this object prevent same-direction things from being built on it?
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#define IGNORE_DENSITY (1<<10) //! Can we ignore density when building on this object? (for example, directional windows and grilles)
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#define ON_BLUEPRINTS (1<<11) //Are we visible on the station blueprints at roundstart?
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#define UNIQUE_RENAME (1<<12) // can you customize the name of the thing?
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#define USES_TGUI (1<<13) //put on things that use tgui on ui_interact instead of custom/old UI.
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#define FROZEN (1<<14)
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#define UNIQUE_REDESC (1<<15) // can you customize the description of the thing?
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#define CMAGGED (1<<16)
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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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// Flags for the item_flags var on /obj/item
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#define BEING_REMOVED (1<<0)
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#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips
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#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
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#define SLOWS_WHILE_IN_HAND (1<<4)
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#define NO_MAT_REDEMPTION (1<<5) // Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define DROPDEL (1<<6) // When dropped, it calls qdel on itself
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#define NOBLUDGEON (1<<7) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define ABSTRACT (1<<9) // for all things that are technically items but used for various different stuff
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#define IMMUTABLE_SLOW (1<<10) // When players should not be able to change the slowdown of the item (Speed potions, etc)
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#define IN_STORAGE (1<<11) //is this item in the storage item, such as backpack? used for tooltips
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#define SURGICAL_TOOL (1<<12) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
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#define UNCATCHABLE (1<<13) // Makes any item uncatchable if it is thrown at them
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#define MEDRESIST (1<<14) // This item will block medical sprays when worn
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#define HAND_ITEM (1<<15) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
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#define AUTOLATHED (1<<16) // Autolathed item innit
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// Flags for the open_flags var on /obj/structure/closet
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#define ALLOW_OBJECTS (1<<0) //whether or not it can allow chameleon dummies
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#define ALLOW_DENSE (1<<1) //whether or not it can contain objects with density
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#define HORIZONTAL_HOLD (1<<2) //whether people need to be lying down to enter it
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#define HORIZONTAL_LID (1<<3) //whether people standing on it prevent opening and closing
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// Flags for the clothing_flags var on /obj/item/clothing
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/// SUIT and HEAD items which stop lava from hurting the wearer
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#define LAVAPROTECT (1<<0)
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/// SUIT and HEAD items which stop pressure damage.
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/// To stop you taking all pressure damage you must have both a suit and head item with these flags. First one is high pressure (fires), second one is low (space).
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#define STOPSHIGHPRESSURE (1<<1)
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#define STOPSLOWPRESSURE (1<<2)
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/// Blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define BLOCK_GAS_SMOKE_EFFECT (1<<3)
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/// Mask allows internals
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#define MASKINTERNALS (1<<4)
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/// Prevents from slipping on wet floors, in space etc
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#define NOSLIP (1<<5)
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/// Prevents from slipping on frozen floors
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#define NOSLIP_ICE (1<<6)
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/// Prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag.
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/// Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define THICKMATERIAL (1<<7)
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/// The voicebox in this clothing can be toggled.
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#define VOICEBOX_TOGGLABLE (1<<8)
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/// The voicebox is currently turned off.
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#define VOICEBOX_DISABLED (1<<9)
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/// Prevents you from feeling sad if you shower in them
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#define SHOWEROKAY (1<<10)
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/// Allows helmets and glasses to scan reagents.
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#define SCAN_REAGENTS (1<<11)
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//! For masks, allows you to breathe from internals on adjecent tiles
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#define MASKEXTENDRANGE (1<<12)
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/// Headgear/helmet allows internals
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#define HEADINTERNALS (1<<13)
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/// Clothes that use large icons, for applying the proper overlays like blood
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#define LARGE_WORN_ICON (1<<14)
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/// Clothes that cause a larger notification when placed on a person.
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#define DANGEROUS_OBJECT (1<<15)
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#define STOPSPRESSUREDAMAGE (STOPSHIGHPRESSURE | STOPSLOWPRESSURE) //covers both high and low pressure
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/// Flags for the organ_flags var on /obj/item/organ
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#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
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#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
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#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
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#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
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#define ORGAN_VITAL (1<<4) //Currently only the brain
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/// Flags for the pod_flags var on /obj/structure/closet/supplypod
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#define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode
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/// Integrity defines for clothing (not flags but close enough)
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#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped
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#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
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/// Flags for the upgrade_flags var on /obj/item/hypospray
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#define PIERCING (1<<0) //whether or not it can pierce thick clothing
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#define SPEED_UP (1<<1) //whether or not it's received a speed upgrade
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/// Wrapper for adding clothing based traits
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#define ADD_CLOTHING_TRAIT(mob, trait) ADD_TRAIT(mob, trait, "[CLOTHING_TRAIT]_[REF(src)]")
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/// Wrapper for removing clothing based traits
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#define REMOVE_CLOTHING_TRAIT(mob, trait) REMOVE_TRAIT(mob, trait, "[CLOTHING_TRAIT]_[REF(src)]")
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