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* TGU
* fulp code maintaining
* Update jobs.dm
* All the fulp overwrites
* the dme
* caught it
* wow modular!
* deletes ui icons
* adds new ui icons
* Helio TGU
* Heliostation TGU (#1)
* lets try again
* try
* ai displays
* evac displays
* fire alarms
* wild hearts
plant wild seeds
aaaand wild miiiinds
have wild neeeeeeeeeeeds
extinguisher cabinet
* A lot of stuff
All directionals I think except door buttons because fuck you they're 75 and I need to put IDs in all of them I already spent 30+ minutes on the requests consoles
Oh yeah also adds the cargo stuff
* Selene
Adds cargo stuff, fixes conflicts
This does NOT add directionals
Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>
* Create changelog.html
* Delete changelog.html
* Create changelog.html
* Delete changelog.html
* Config
* Helio cargo shuttle
* > deletes your cryopod
* Revert "> deletes your cryopod"
This reverts commit fd92bbf7d0.
Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>
86 lines
5.9 KiB
Plaintext
86 lines
5.9 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 BEING_SHOCKED (1<<3) // Whether this thing is currently (already) being shocked by a tesla
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#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
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#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
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#define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing?
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#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
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#define FROZEN (1<<8)
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#define BLOCK_Z_OUT_DOWN (1<<9) // Should this object block z falling from loc?
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#define BLOCK_Z_OUT_UP (1<<10) // Should this object block z uprise from loc?
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#define BLOCK_Z_IN_DOWN (1<<11) // Should this object block z falling from above?
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#define BLOCK_Z_IN_UP (1<<12) // Should this object block z uprise from below?
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#define NO_BUILD (1<<13) // Can we build on this object?
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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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#define ABSTRACT (1<<9) // for all things that are technically items but used for various different stuff <= wow thanks for the fucking insight sherlock
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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 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 EXAMINE_SKIP (1<<15) // Makes the Examine proc not read out this item.
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#define XENOMORPH_HOLDABLE (1<<16) // A Xenomorph can hold this item.
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#define NO_PIXEL_RANDOM_DROP (1<<17) //if dropped, it wont have a randomized pixel_x/pixel_y
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// Flags for the clothing_flags var on /obj/item/clothing
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#define LAVAPROTECT (1<<0)
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#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.
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#define BLOCK_GAS_SMOKE_EFFECT (1<<2) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define MASKINTERNALS (1<<3) // mask allows internals
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#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
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#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
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#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.
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#define VOICEBOX_TOGGLABLE (1<<7) // The voicebox in this clothing can be toggled.
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#define VOICEBOX_DISABLED (1<<8) // The voicebox is currently turned off.
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#define SCAN_REAGENTS (1<<9) // Allows helmets, masks and glasses to scan reagents.
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#define BLOCKS_SHOVE_KNOCKDOWN (1<<10) // Prevents shovies against a dense object from knocking the wearer down.
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#define SNUG_FIT (1<<11) //Prevents knock-off from things like hat-throwing.
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#define ANTI_TINFOIL_MANEUVER (1<<12) //Hats with negative effects when worn (i.e the tinfoil hat).
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#define DANGEROUS_OBJECT (1<<13) //Clothes that cause a larger notification when placed on a person.
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#define LARGE_WORN_ICON (1<<14) //Clothes that use large icons, for applying the proper overlays like blood
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/// Clothes that block speech (i.e the muzzle). Can be applied to any clothing piece.
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#define BLOCKS_SPEECH (1<<15)
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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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#define ORGAN_EDIBLE (1<<5) //is a snack? :D
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#define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time.
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#define ORGAN_UNREMOVABLE (1<<7) //Can't be removed using surgery
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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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/// 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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