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Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
126 lines
7.2 KiB
Plaintext
126 lines
7.2 KiB
Plaintext
// Flags for the obj_flags var on /obj
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#define EMAGGED (1<<0)
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#define CAN_BE_HIT (1<<1) //can this be bludgeoned by items?
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#define DANGEROUS_POSSESSION (1<<2) //Admin possession yes/no
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#define UNIQUE_RENAME (1<<3) // can you customize the description/name of the thing?
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#define RENAME_NO_DESC (1<<4) // if it can be renamed, is its description excluded?
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#define BLOCK_Z_OUT_DOWN (1<<5) // Should this object block z falling from loc?
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#define BLOCK_Z_OUT_UP (1<<6) // Should this object block z uprise from loc?
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#define BLOCK_Z_IN_DOWN (1<<7) // Should this object block z falling from above?
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#define BLOCK_Z_IN_UP (1<<8) // Should this object block z uprise from below?
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#define BLOCKS_CONSTRUCTION (1<<9) //! Does this object prevent things from being built on it?
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#define BLOCKS_CONSTRUCTION_DIR (1<<10) //! Does this object prevent same-direction things from being built on it?
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#define IGNORE_DENSITY (1<<11) //! Can we ignore density when building on this object? (for example, directional windows and grilles)
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#define INFINITE_RESKIN (1<<12) // We can reskin this item infinitely
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#define CONDUCTS_ELECTRICITY (1<<13) //! Can this object conduct electricity?
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#define NO_DEBRIS_AFTER_DECONSTRUCTION (1<<14) //! Atoms don't spawn anything when deconstructed. They just vanish
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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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///Used by security bots to determine if this item is safe for public use.
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#define NEEDS_PERMIT (1<<3)
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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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/**
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* for all things that are technically items but don't want to be treated as such, given on a case-by-case basis
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* examples of use are hand items, omni-toolsets, non-limb limbs (hand eater, mounted chainsaw, many null rods), borg modules, bodyparts, organs, etc.
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* This is used for general exclusion, such as preventing insertions into other items
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* Basically, these aren't "real" items. <= wow thanks for the fucking insight sherlock
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*/
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#define ABSTRACT (1<<9)
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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 CRUEL_IMPLEMENT (1<<13) //This object, when used for surgery, causes a lot more pain for the patient, and is more efficient in a morbid users hands
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#define HAND_ITEM (1<<14) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
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#define XENOMORPH_HOLDABLE (1<<15) // A Xenomorph can hold this item.
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#define NO_PIXEL_RANDOM_DROP (1<<16) //if dropped, it wont have a randomized pixel_x/pixel_y
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///Can be equipped on digitigrade legs.
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#define IGNORE_DIGITIGRADE (1<<17)
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/// Has contextual screentips when HOVERING OVER OTHER objects
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#define ITEM_HAS_CONTEXTUAL_SCREENTIPS (1 << 18)
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/// No blood overlay is allowed to appear on this item, and it cannot gain blood DNA forensics
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#define NO_BLOOD_ON_ITEM (1 << 19)
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/// Whether this item should skip the /datum/component/fantasy applied on spawn on the RPG event. Used on things like stacks
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#define SKIP_FANTASY_ON_SPAWN (1<<20)
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/// If an item has had its /datum/element/weapon_description initialized or not.
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#define WEAPON_DESCRIPTION_INITIALIZED (1<<21)
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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 this flag.
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#define STOPSPRESSUREDAMAGE (1<<1)
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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<<2)
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/// mask allows internals
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#define MASKINTERNALS (1<<3)
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/// mask filters toxins and other harmful gases
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#define GAS_FILTERING (1<<4)
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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<<5)
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/// The voicebox in this clothing can be toggled.
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#define VOICEBOX_TOGGLABLE (1<<6)
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/// The voicebox is currently turned off.
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#define VOICEBOX_DISABLED (1<<7)
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/// Prevents knock-off from things like hat-throwing.
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#define SNUG_FIT (1<<8)
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/// Hats with negative effects when worn (i.e the tinfoil hat).
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#define ANTI_TINFOIL_MANEUVER (1<<9)
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/// Clothes that cause a larger notification when placed on a person.
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#define DANGEROUS_OBJECT (1<<10)
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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<<11)
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/// prevents from placing on plasmaman helmet or modsuit hat holder
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#define STACKABLE_HELMET_EXEMPT (1<<12)
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/// Prevents plasmamen from igniting when wearing this
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#define PLASMAMAN_PREVENT_IGNITION (1<<13)
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/// Usable as casting clothes by wizards (matters for suits, glasses and headwear)
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#define CASTING_CLOTHES (1<<14)
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///Moths can't eat the clothing that has this flag.
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#define INEDIBLE_CLOTHING (1<<15)
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/// Headgear/helmet allows internals
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#define HEADINTERNALS (1<<16)
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/// Prevents masks from getting adjusted from enabling internals
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#define INTERNALS_ADJUST_EXEMPT (1<<17)
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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 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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/// Flags for the gun_flags var for firearms
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#define TOY_FIREARM_OVERLAY (1<<0) // If update_overlay would add some indicator that the gun is a toy, like a plastic cap on a pistol
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/// Currently used to identify valid guns to steal
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#define NOT_A_REAL_GUN (1<<1)
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/// This gun shouldn't be allowed to go in a turret (it probably causes a bug/exploit)
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#define TURRET_INCOMPATIBLE (1<<2)
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/// Flags for sharpness in obj/item
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#define SHARP_EDGED (1<<0)
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#define SHARP_POINTY (1<<1)
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/// Flags for specifically what kind of items to get in get_equipped_items
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#define INCLUDE_POCKETS (1<<0)
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#define INCLUDE_ACCESSORIES (1<<1)
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#define INCLUDE_HELD (1<<2)
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/// Include prosthetic item limbs (which are not flavoured as being equipped items)
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#define INCLUDE_PROSTHETICS (1<<3)
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/// Include items that are not "real" items, such as hand items
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#define INCLUDE_ABSTRACT (1<<4)
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