// Flags for the obj_flags var on /obj #define EMAGGED (1<<0) #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! #define CAN_BE_HIT (1<<2) //can this be bludgeoned by items? #define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla #define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no #define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart? #define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing? #define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI. #define FROZEN (1<<8) #define BLOCK_Z_OUT_DOWN (1<<9) // Should this object block z falling from loc? #define BLOCK_Z_OUT_UP (1<<10) // Should this object block z uprise from loc? #define BLOCK_Z_IN_DOWN (1<<11) // Should this object block z falling from above? #define BLOCK_Z_IN_UP (1<<12) // Should this object block z uprise from below? #define SHOVABLE_ONTO (1<<13) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check. /// Integrity defines for clothing (not flags but close enough) #define CLOTHING_PRISTINE 0 // We have no damage on the clothing #define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped #define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first // If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support /// Flags for the pod_flags var on /obj/structure/closet/supplypod #define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode