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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/__DEFINES/_flags/_flags.dm - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="code/__DEFINES/_flags/_flags.html#define">Define Details</a></header><main><h1>code/__DEFINES/_flags/_flags.dm <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm0"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm0"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/HEAR_1">HEAR_1</a></th><td>This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/DEFAULT_RICOCHET_1">DEFAULT_RICOCHET_1</a></th><td>Projectiles will use default chance-based ricochet handling on things with this.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/CONDUCT_1">CONDUCT_1</a></th><td>Conducts electricity (metal etc.).</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NODECONSTRUCT_1">NODECONSTRUCT_1</a></th><td>For machines and structures that should not break into parts, eg, holodeck stuff.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/ON_BORDER_1">ON_BORDER_1</a></th><td>Item has priority to check when entering or leaving.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NO_SCREENTIPS_1">NO_SCREENTIPS_1</a></th><td>Whether or not this atom shows screentips when hovered over</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/PREVENT_CLICK_UNDER_1">PREVENT_CLICK_UNDER_1</a></th><td>Prevent clicking things below it on the same turf eg. doors/ fulltile windows.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/SHOCKED_1">SHOCKED_1</a></th><td>Prevents mobs from getting chainshocked by teslas and the supermatter.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/INITIALIZED_1">INITIALIZED_1</a></th><td>Whether /atom/Initialize() has already run for the object.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/ADMIN_SPAWNED_1">ADMIN_SPAWNED_1</a></th><td>was this spawned by an admin? used for stat tracking stuff.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/PREVENT_CONTENTS_EXPLOSION_1">PREVENT_CONTENTS_EXPLOSION_1</a></th><td>should not get harmed if this gets caught by an explosion?</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/BLOCK_FACE_ATOM_1">BLOCK_FACE_ATOM_1</a></th><td>Early returns mob.face_atom()</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/CAN_BE_DIRTY_1">CAN_BE_DIRTY_1</a></th><td>If a turf can be made dirty at roundstart. This is also used in areas.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NO_LAVA_GEN_1">NO_LAVA_GEN_1</a></th><td>Blocks lava rivers being generated on the turf</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NO_RUINS_1">NO_RUINS_1</a></th><td>Blocks ruins spawning on the turf</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/EXCITED_CLEANUP_1">EXCITED_CLEANUP_1</a></th><td>Should this tile be cleaned up and reinserted into an excited group?</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/HAS_CONTEXTUAL_SCREENTIPS_1">HAS_CONTEXTUAL_SCREENTIPS_1</a></th><td>Whether or not this atom has contextual screentips when hovered OVER</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/VALID_TERRITORY">VALID_TERRITORY</a></th><td>/////////////Area flags\\\\\\\
If it's a valid territory for cult summoning or the CRAB-17 phone to spawn</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/BLOBS_ALLOWED">BLOBS_ALLOWED</a></th><td>If blobs can spawn there and if it counts towards their score.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/CAVES_ALLOWED">CAVES_ALLOWED</a></th><td>If mining tunnel generation is allowed in this area</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/FLORA_ALLOWED">FLORA_ALLOWED</a></th><td>If flora are allowed to spawn in this area randomly through tunnel generation</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOB_SPAWN_ALLOWED">MOB_SPAWN_ALLOWED</a></th><td>If mobs can be spawned by natural random generation</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MEGAFAUNA_SPAWN_ALLOWED">MEGAFAUNA_SPAWN_ALLOWED</a></th><td>If megafauna can be spawned by natural random generation</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NOTELEPORT">NOTELEPORT</a></th><td>Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/HIDDEN_AREA">HIDDEN_AREA</a></th><td>Hides area from player Teleport function.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/UNIQUE_AREA">UNIQUE_AREA</a></th><td>If false, loading multiple maps with this area type will create multiple instances.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/BLOCK_SUICIDE">BLOCK_SUICIDE</a></th><td>If people are allowed to suicide in it. Mostly for OOC stuff like minigames</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/XENOBIOLOGY_COMPATIBLE">XENOBIOLOGY_COMPATIBLE</a></th><td>Can the Xenobio management console transverse this area by default?</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/ABDUCTOR_PROOF">ABDUCTOR_PROOF</a></th><td>If Abductors are unable to teleport in with their observation console</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NO_ALERTS">NO_ALERTS</a></th><td>If an area should be hidden from power consoles, power/atmosphere alerts, etc.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/CULT_PERMITTED">CULT_PERMITTED</a></th><td>If blood cultists can draw runes or build structures on this AREA.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/LETPASSTHROW">LETPASSTHROW</a></th><td>Let thrown things past us. <strong>ONLY MEANINGFUL ON pass_flags_self!</strong></td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/PHASING">PHASING</a></th><td>When moving, will Bump()/Cross()/Uncross() everything, but won't stop or Bump() anything.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/CRAWLING">CRAWLING</a></th><td>Applied if you're crawling around on the ground/resting.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/CHECK_MOBILITY">CHECK_MOBILITY</a></th><td>any flag</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_MOVE">MOBILITY_MOVE</a></th><td>can move</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_STAND">MOBILITY_STAND</a></th><td>can, and is, standing up.</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_PICKUP">MOBILITY_PICKUP</a></th><td>can pickup items</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_USE">MOBILITY_USE</a></th><td>can use items and interact with world objects like opening closets/etc</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_UI">MOBILITY_UI</a></th><td>can use interfaces like consoles</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_STORAGE">MOBILITY_STORAGE</a></th><td>can use storage item</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_PULL">MOBILITY_PULL</a></th><td>can pull things</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_HOLD">MOBILITY_HOLD</a></th><td>can hold non-nodropped items voluntarily</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MOBILITY_RESIST">MOBILITY_RESIST</a></th><td>Can resist out of buckling, grabs, cuffs, etc, in the usual order (buckle --&gt; cuffs --&gt; grab)</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/RICOCHET_SHINY">RICOCHET_SHINY</a></th><td>If the thing can reflect light (lasers/energy)</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/RICOCHET_HARD">RICOCHET_HARD</a></th><td>If the thing can reflect matter (bullets/bomb shrapnel)</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/ISDIAGONALDIR">ISDIAGONALDIR</a></th><td>Returns true if the dir is diagonal, false otherwise</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NSCOMPONENT">NSCOMPONENT</a></th><td>True if the dir is north or south, false therwise</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/EWCOMPONENT">EWCOMPONENT</a></th><td>True if the dir is east/west, false otherwise</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/NSDIRFLIP">NSDIRFLIP</a></th><td>Flips the dir for north/south directions</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/EWDIRFLIP">EWDIRFLIP</a></th><td>Flips the dir for east/west directions</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/DIRFLIP">DIRFLIP</a></th><td>Turns the dir by 180 degrees</td></tr><tr><th><a href="code/__DEFINES/_flags/_flags.html#define/MAX_BITFLAG_DIGITS">MAX_BITFLAG_DIGITS</a></th><td>33554431 (2^24 - 1) is the maximum value our bitflags can reach.</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/ABDUCTOR_PROOF"><aside class="declaration">#define </aside>ABDUCTOR_PROOF <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L92"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 92"></a></h3><p>If Abductors are unable to teleport in with their observation console</p><h3 id="define/ADMIN_SPAWNED_1"><aside class="declaration">#define </aside>ADMIN_SPAWNED_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L48"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 48"></a></h3><p>was this spawned by an admin? used for stat tracking stuff.</p><h3 id="define/BLOBS_ALLOWED"><aside class="declaration">#define </aside>BLOBS_ALLOWED <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L72"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 72"></a></h3><p>If blobs can spawn there and if it counts towards their score.</p><h3 id="define/BLOCK_FACE_ATOM_1"><aside class="declaration">#define </aside>BLOCK_FACE_ATOM_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L52"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 52"></a></h3><p>Early returns mob.face_atom()</p><h3 id="define/BLOCK_SUICIDE"><aside class="declaration">#define </aside>BLOCK_SUICIDE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L88"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 88"></a></h3><p>If people are allowed to suicide in it. Mostly for OOC stuff like minigames</p><h3 id="define/CAN_BE_DIRTY_1"><aside class="declaration">#define </aside>CAN_BE_DIRTY_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L58"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 58"></a></h3><p>If a turf can be made dirty at roundstart. This is also used in areas.</p><h3 id="define/CAVES_ALLOWED"><aside class="declaration">#define </aside>CAVES_ALLOWED <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L74"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 74"></a></h3><p>If mining tunnel generation is allowed in this area</p><h3 id="define/CHECK_MOBILITY"><aside class="declaration">#define </aside>CHECK_MOBILITY<aside>(target, flags)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L158"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 158"></a></h3><p>any flag</p><h3 id="define/CONDUCT_1"><aside class="declaration">#define </aside>CONDUCT_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L33"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 33"></a></h3><p>Conducts electricity (metal etc.).</p><h3 id="define/CRAWLING"><aside class="declaration">#define </aside>CRAWLING <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L122"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 122"></a></h3><p>Applied if you're crawling around on the ground/resting.</p><h3 id="define/CULT_PERMITTED"><aside class="declaration">#define </aside>CULT_PERMITTED <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L96"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 96"></a></h3><p>If blood cultists can draw runes or build structures on this AREA.</p><h3 id="define/DEFAULT_RICOCHET_1"><aside class="declaration">#define </aside>DEFAULT_RICOCHET_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L31"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 31"></a></h3><p>Projectiles will use default chance-based ricochet handling on things with this.</p><h3 id="define/DIRFLIP"><aside class="declaration">#define </aside>DIRFLIP<aside>(d)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L215"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 215"></a></h3><p>Turns the dir by 180 degrees</p><h3 id="define/EWCOMPONENT"><aside class="declaration">#define </aside>EWCOMPONENT<aside>(d)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L209"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 209"></a></h3><p>True if the dir is east/west, false otherwise</p><h3 id="define/EWDIRFLIP"><aside class="declaration">#define </aside>EWDIRFLIP<aside>(d)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L213"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 213"></a></h3><p>Flips the dir for east/west directions</p><h3 id="define/EXCITED_CLEANUP_1"><aside class="declaration">#define </aside>EXCITED_CLEANUP_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L64"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 64"></a></h3><p>Should this tile be cleaned up and reinserted into an excited group?</p><h3 id="define/FLORA_ALLOWED"><aside class="declaration">#define </aside>FLORA_ALLOWED <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L76"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 76"></a></h3><p>If flora are allowed to spawn in this area randomly through tunnel generation</p><h3 id="define/HAS_CONTEXTUAL_SCREENTIPS_1"><aside class="declaration">#define </aside>HAS_CONTEXTUAL_SCREENTIPS_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L66"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 66"></a></h3><p>Whether or not this atom has contextual screentips when hovered OVER</p><h3 id="define/HEAR_1"><aside class="declaration">#define </aside>HEAR_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L29"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 29"></a></h3><p>This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.</p><h3 id="define/HIDDEN_AREA"><aside class="declaration">#define </aside>HIDDEN_AREA <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L84"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 84"></a></h3><p>Hides area from player Teleport function.</p><h3 id="define/INITIALIZED_1"><aside class="declaration">#define </aside>INITIALIZED_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L46"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 46"></a></h3><p>Whether /atom/Initialize() has already run for the object.</p><h3 id="define/ISDIAGONALDIR"><aside class="declaration">#define </aside>ISDIAGONALDIR<aside>(d)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L205"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 205"></a></h3><p>Returns true if the dir is diagonal, false otherwise</p><h3 id="define/LETPASSTHROW"><aside class="declaration">#define </aside>LETPASSTHROW <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L110"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 110"></a></h3><p>Let thrown things past us. <strong>ONLY MEANINGFUL ON pass_flags_self!</strong></p><h3 id="define/MAX_BITFLAG_DIGITS"><aside class="declaration">#define </aside>MAX_BITFLAG_DIGITS <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L218"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 218"></a></h3><p>33554431 (2^24 - 1) is the maximum value our bitflags can reach.</p><h3 id="define/MEGAFAUNA_SPAWN_ALLOWED"><aside class="declaration">#define </aside>MEGAFAUNA_SPAWN_ALLOWED <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L80"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 80"></a></h3><p>If megafauna can be spawned by natural random generation</p><h3 id="define/MOBILITY_HOLD"><aside class="declaration">#define </aside>MOBILITY_HOLD <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L176"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 176"></a></h3><p>can hold non-nodropped items voluntarily</p><h3 id="define/MOBILITY_MOVE"><aside class="declaration">#define </aside>MOBILITY_MOVE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L162"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 162"></a></h3><p>can move</p><h3 id="define/MOBILITY_PICKUP"><aside class="declaration">#define </aside>MOBILITY_PICKUP <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L166"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 166"></a></h3><p>can pickup items</p><h3 id="define/MOBILITY_PULL"><aside class="declaration">#define </aside>MOBILITY_PULL <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L174"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 174"></a></h3><p>can pull things</p><h3 id="define/MOBILITY_RESIST"><aside class="declaration">#define </aside>MOBILITY_RESIST <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L178"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 178"></a></h3><p>Can resist out of buckling, grabs, cuffs, etc, in the usual order (buckle --&gt; cuffs --&gt; grab)</p><h3 id="define/MOBILITY_STAND"><aside class="declaration">#define </aside>MOBILITY_STAND <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L164"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 164"></a></h3><p>can, and is, standing up.</p><h3 id="define/MOBILITY_STORAGE"><aside class="declaration">#define </aside>MOBILITY_STORAGE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L172"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 172"></a></h3><p>can use storage item</p><h3 id="define/MOBILITY_UI"><aside class="declaration">#define </aside>MOBILITY_UI <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L170"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 170"></a></h3><p>can use interfaces like consoles</p><h3 id="define/MOBILITY_USE"><aside class="declaration">#define </aside>MOBILITY_USE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L168"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 168"></a></h3><p>can use items and interact with world objects like opening closets/etc</p><h3 id="define/MOB_SPAWN_ALLOWED"><aside class="declaration">#define </aside>MOB_SPAWN_ALLOWED <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L78"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 78"></a></h3><p>If mobs can be spawned by natural random generation</p><h3 id="define/NODECONSTRUCT_1"><aside class="declaration">#define </aside>NODECONSTRUCT_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L35"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 35"></a></h3><p>For machines and structures that should not break into parts, eg, holodeck stuff.</p><h3 id="define/NOTELEPORT"><aside class="declaration">#define </aside>NOTELEPORT <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L82"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 82"></a></h3><p>Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)</p><h3 id="define/NO_ALERTS"><aside class="declaration">#define </aside>NO_ALERTS <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L94"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 94"></a></h3><p>If an area should be hidden from power consoles, power/atmosphere alerts, etc.</p><h3 id="define/NO_LAVA_GEN_1"><aside class="declaration">#define </aside>NO_LAVA_GEN_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L60"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 60"></a></h3><p>Blocks lava rivers being generated on the turf</p><h3 id="define/NO_RUINS_1"><aside class="declaration">#define </aside>NO_RUINS_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L62"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 62"></a></h3><p>Blocks ruins spawning on the turf</p><h3 id="define/NO_SCREENTIPS_1"><aside class="declaration">#define </aside>NO_SCREENTIPS_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L39"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 39"></a></h3><p>Whether or not this atom shows screentips when hovered over</p><h3 id="define/NSCOMPONENT"><aside class="declaration">#define </aside>NSCOMPONENT<aside>(d)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L207"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 207"></a></h3><p>True if the dir is north or south, false therwise</p><h3 id="define/NSDIRFLIP"><aside class="declaration">#define </aside>NSDIRFLIP<aside>(d)</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L211"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 211"></a></h3><p>Flips the dir for north/south directions</p><h3 id="define/ON_BORDER_1"><aside class="declaration">#define </aside>ON_BORDER_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L37"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 37"></a></h3><p>Item has priority to check when entering or leaving.</p><h3 id="define/PHASING"><aside class="declaration">#define </aside>PHASING <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L120"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 120"></a></h3><p>When moving, will Bump()/Cross()/Uncross() everything, but won't stop or Bump() anything.</p><h3 id="define/PREVENT_CLICK_UNDER_1"><aside class="declaration">#define </aside>PREVENT_CLICK_UNDER_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L41"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 41"></a></h3><p>Prevent clicking things below it on the same turf eg. doors/ fulltile windows.</p><h3 id="define/PREVENT_CONTENTS_EXPLOSION_1"><aside class="declaration">#define </aside>PREVENT_CONTENTS_EXPLOSION_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L50"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 50"></a></h3><p>should not get harmed if this gets caught by an explosion?</p><h3 id="define/RICOCHET_HARD"><aside class="declaration">#define </aside>RICOCHET_HARD <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L186"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 186"></a></h3><p>If the thing can reflect matter (bullets/bomb shrapnel)</p><h3 id="define/RICOCHET_SHINY"><aside class="declaration">#define </aside>RICOCHET_SHINY <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L184"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 184"></a></h3><p>If the thing can reflect light (lasers/energy)</p><h3 id="define/SHOCKED_1"><aside class="declaration">#define </aside>SHOCKED_1 <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L44"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 44"></a></h3><p>Prevents mobs from getting chainshocked by teslas and the supermatter.</p><h3 id="define/UNIQUE_AREA"><aside class="declaration">#define </aside>UNIQUE_AREA <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L86"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 86"></a></h3><p>If false, loading multiple maps with this area type will create multiple instances.</p><h3 id="define/VALID_TERRITORY"><aside class="declaration">#define </aside>VALID_TERRITORY <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L70"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 70"></a></h3><p>/////////////Area flags\\\\\\\
If it's a valid territory for cult summoning or the CRAB-17 phone to spawn</p><h3 id="define/XENOBIOLOGY_COMPATIBLE"><aside class="declaration">#define </aside>XENOBIOLOGY_COMPATIBLE <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/__DEFINES/_flags/_flags.dm#L90"><img src="git.png" width="16" height="16" title="code/__DEFINES/_flags/_flags.dm 90"></a></h3><p>Can the Xenobio management console transverse this area by default?</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>