Update flags.dm
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@@ -16,18 +16,10 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define NODROP_1 (1<<1) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
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#define NOBLUDGEON_1 (1<<2) // 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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<<<<<<< HEAD
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#define MASKINTERNALS_1 (1<<3) // mask allows internals
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#define HEAR_1 (1<<4) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define CHECK_RICOCHET_1 (1<<5) // Projectiels will check ricochet on things impacted that have this.
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#define CONDUCT_1 (1<<6) // conducts electricity (metal etc.)
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#define ABSTRACT_1 (1<<7) // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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=======
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#define HEAR_1 (1<<3) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define CHECK_RICOCHET_1 (1<<4) // Projectiels will check ricochet on things impacted that have this.
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#define CONDUCT_1 (1<<5) // conducts electricity (metal etc.)
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#define ABSTRACT_1 (1<<6) // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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>>>>>>> fd4c753... replaces BANG_PROTECT_2 with a component, also kills OMNITONGUE_2 and flags_2 (#37597)
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#define NODECONSTRUCT_1 (1<<7) // For machines and structures that should not break into parts, eg, holodeck stuff
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#define OVERLAY_QUEUED_1 (1<<8) // atom queued to SSoverlay
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#define ON_BORDER_1 (1<<9) // item has priority to check when entering or leaving
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@@ -37,37 +29,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define HOLOGRAM_1 (1<<13)
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#define TESLA_IGNORE_1 (1<<14) // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
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<<<<<<< HEAD
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#define NOSLIP_1 (1<<10) //prevents from slipping on wet floors, in space etc
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// BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment.
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#define BLOCK_GAS_SMOKE_EFFECT_1 (1<<12) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define THICKMATERIAL_1 (1<<13) //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 DROPDEL_1 (1<<14) // When dropped, it calls qdel on itself
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#define PREVENT_CLICK_UNDER_1 (1<<15) //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
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/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
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#define SLOWS_WHILE_IN_HAND_2 (1<<0)
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#define NO_EMP_WIRES_2 (1<<1)
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#define HOLOGRAM_2 (1<<2)
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#define FROZEN_2 (1<<3)
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#define BANG_PROTECT_2 (1<<6)
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// An item worn in the ear slot with HEALS_EARS will heal your ears each
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// Life() tick, even if normally your ears would be too damaged to heal.
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#define HEALS_EARS_2 (1<<7)
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// A mob with OMNITONGUE has no restriction in the ability to speak
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// languages that they know. So even if they wouldn't normally be able to
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// through mob or tongue restrictions, this flag allows them to ignore
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// those restrictions.
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#define OMNITONGUE_2 (1<<8)
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// TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
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#define TESLA_IGNORE_2 (1<<9)
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=======
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>>>>>>> fd4c753... replaces BANG_PROTECT_2 with a component, also kills OMNITONGUE_2 and flags_2 (#37597)
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// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define NO_MAT_REDEMPTION_2 (1<<10)
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