// Flags for the item_flags var on /obj/item #define BEING_REMOVED (1<<0) ///is this item equipped into an inventory slot or hand of a mob? used for tooltips #define IN_INVENTORY (1<<1) ///used for tooltips #define FORCE_STRING_OVERRIDE (1<<2) ///Used by security bots to determine if this item is safe for public use. #define NEEDS_PERMIT (1<<3) #define SLOWS_WHILE_IN_HAND (1<<4) ///Stops you from putting things like an RCD or other items into an ORM or protolathe for materials. #define NO_MAT_REDEMPTION (1<<5) ///When dropped, it calls qdel on itself #define DROPDEL (1<<6) ///when an item has this it produces no "X has been hit by Y with Z" message in the default attackby() #define NOBLUDGEON (1<<7) ///for all things that are technically items but used for various different stuff #define ABSTRACT (1<<8) ///When players should not be able to change the slowdown of the item (Speed potions, ect) #define IMMUTABLE_SLOW (1<<9) ///Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes) #define SURGICAL_TOOL (1<<10) ///Can be worn on certain slots (currently belt and id) that would otherwise require an uniform. #define NO_UNIFORM_REQUIRED (1<<11) /// This item can be used to parry. Only a basic check used to determine if we should proceed with parry chain at all. #define ITEM_CAN_PARRY (1<<12) /// This item can be used in the directional blocking system. Only a basic check used to determine if we should proceed with directional block handling at all. #define ITEM_CAN_BLOCK (1<<13) // Flags for the clothing_flags var on /obj/item/clothing #define LAVAPROTECT (1<<0) #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. #define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! #define ALLOWINTERNALS (1<<3) //mask allows internals #define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc #define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors #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. #define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled. #define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off. #define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat). #define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents. // Flags for the organ_flags var on /obj/item/organ #define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal #define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate #define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed #define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change. #define ORGAN_VITAL (1<<4) //Currently only the brain #define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances #define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment. #define ORGAN_EDIBLE (1<<7) //is a snack? :D #define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time.