/* These defines are specific to the atom/flags_1 bitmask */ #define ALL ~0 //For convenience. #define NONE 0 GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768)) // for /datum/var/datum_flags #define DF_USE_TAG 1 #define DF_VAR_EDITED 2 //FLAGS BITMASK #define STOPSPRESSUREDMAGE_1 1 //This flag is used on the flags_1 variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere //To successfully stop you taking all pressure damage you must have both a suit and head item with this flag. #define NODROP_1 2 // 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. #define NOBLUDGEON_1 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby() #define MASKINTERNALS_1 8 // mask allows internals #define HEAR_1 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. #define CHECK_RICOCHET_1 32 // Projectiels will check ricochet on things impacted that have this. #define CONDUCT_1 64 // conducts electricity (metal etc.) #define ABSTRACT_1 128 // 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 #define NODECONSTRUCT_1 128 // For machines and structures that should not break into parts, eg, holodeck stuff #define OVERLAY_QUEUED_1 256 // atom queued to SSoverlay #define ON_BORDER_1 512 // item has priority to check when entering or leaving #define NOSLIP_1 1024 //prevents from slipping on wet floors, in space etc #define _UNUSED_1 2048 // BLOCK_GAS_SMOKE_EFFECT_1 only used in masks at the moment. #define BLOCK_GAS_SMOKE_EFFECT_1 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! #define THICKMATERIAL_1 8192 //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 DROPDEL_1 16384 // When dropped, it calls qdel on itself #define PREVENT_CLICK_UNDER_1 32768 //Prevent clicking things below it on the same turf eg. doors/ fulltile windows /* Secondary atom flags, for the flags_2 var, denoted with a _2 */ #define SLOWS_WHILE_IN_HAND_2 1 #define NO_EMP_WIRES_2 2 #define HOLOGRAM_2 4 #define FROZEN_2 8 #define STATIONLOVING_2 16 #define INFORM_ADMINS_ON_RELOCATE_2 32 #define BANG_PROTECT_2 64 // An item worn in the ear slot with HEALS_EARS will heal your ears each // Life() tick, even if normally your ears would be too damaged to heal. #define HEALS_EARS_2 128 // A mob with OMNITONGUE has no restriction in the ability to speak // languages that they know. So even if they wouldn't normally be able to // through mob or tongue restrictions, this flag allows them to ignore // those restrictions. #define OMNITONGUE_2 256 // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity #define TESLA_IGNORE_2 512 // Stops you from putting things like an RCD or other items into an ORM or protolathe for materials. #define NO_MAT_REDEMPTION_2 1024 //turf-only flags #define NOJAUNT_1 1 #define UNUSED_TRANSIT_TURF_1 2 #define CAN_BE_DIRTY_1 4 // If a turf can be made dirty at roundstart. This is also used in areas. #define NO_DEATHRATTLE_1 16 // Do not notify deadchat about any deaths that occur on this turf. #define NO_RUINS_1 32 //Blocks ruins spawning in the area //#define CHECK_RICOCHET_1 32 //Same thing as atom flag. /* These defines are used specifically with the atom/pass_flags bitmask the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example) */ //flags for pass_flags #define PASSTABLE 1 #define PASSGLASS 2 #define PASSGRILLE 4 #define PASSBLOB 8 #define PASSMOB 16 #define PASSCLOSEDTURF 32 #define LETPASSTHROW 64 //Movement Types #define IMMOBILE 0 #define GROUND 1 #define FLYING 2 // Flags for reagents #define REAGENT_NOREACT 1 //Fire and Acid stuff, for resistance_flags #define LAVA_PROOF 1 #define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat) #define FLAMMABLE 4 #define ON_FIRE 8 #define UNACIDABLE 16 //acid can't even appear on it, let alone melt it. #define ACID_PROOF 32 //acid stuck on it doesn't melt it. #define INDESTRUCTIBLE 64 //doesn't take damage #define FREEZE_PROOF 128 //can't be frozen