* ports all the tg junk for icemoon, not yet changed to make it all compile * fixes * fixes * fixes * fixes * fixes * new stuff * whew * fixes * it compiles, now to fix the maps * fixes the maps * fixes solars + removes the space tiles in the toxins burn chamber * nukes the SpawnTerrain proc used for tg geysers * linter fix * fix * fixes the non matching turf atmos (hopefully) * more mapping fixes * dmm2tgm * unfucks changeturf for the more_caves * fixes the volanic subtypes of the other thing * fixes the stupid fucking tile placing list * some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life * fixes a bunch of mismatch atmos in ruins * fixes wendigo cave having no air * backwards couch backwards couch * fixes the SM up * wendigos can't runtime when butchering if you can't butcher them 😎 * makes the wendigo fight have the same atmos as the surrounding icemoon * Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work * makes the wendigo screech shake not completely aids * fixes snowlegion portals dropping proper legions instead of skeles * brings the engioutpost ruin over as well * whoopps * empty commit to reroll bots * Fixes pirates, ops, the mining base, and gives pirates and ops drills * fixes lone ops and ninjas * fixes the snowed plating getting fucked when tiles are placed on it * removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again) * more bug fixes * empty commit to reroll bots * hopefully finally kills the active turfs on the library ruin Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
57 lines
4.4 KiB
Plaintext
57 lines
4.4 KiB
Plaintext
// Flags for the obj_flags var on /obj
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#define EMAGGED (1<<0)
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#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!
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#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
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#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
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#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
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#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
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#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
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#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
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#define FROZEN (1<<8)
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#define SHOVABLE_ONTO (1<<9) //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.
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#define BLOCK_Z_FALL (1<<10)
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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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// Flags for the item_flags var on /obj/item
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#define BEING_REMOVED (1<<0)
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#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
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#define FORCE_STRING_OVERRIDE (1<<2) //used for tooltips
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#define NEEDS_PERMIT (1<<3) //Used by security bots to determine if this item is safe for public use.
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#define SLOWS_WHILE_IN_HAND (1<<4)
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#define NO_MAT_REDEMPTION (1<<5) //Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
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#define DROPDEL (1<<6) //When dropped, it calls qdel on itself
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#define NOBLUDGEON (1<<7) //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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#define ABSTRACT (1<<8) //for all things that are technically items but used for various different stuff
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#define IMMUTABLE_SLOW (1<<9) //When players should not be able to change the slowdown of the item (Speed potions, ect)
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#define SURGICAL_TOOL (1<<10) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
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#define NO_UNIFORM_REQUIRED (1<<11) //Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
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#define NO_ATTACK_CHAIN_SOFT_STAMCRIT (1<<12) //Entirely blocks melee_attack_chain() if user is soft stamcritted. Uses getStaminaLoss() to check at this point in time. THIS DOES NOT BLOCK RANGED AFTERATTACK()S, ONLY MELEE RANGE AFTERATTACK()S.
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// Flags for the clothing_flags var on /obj/item/clothing
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#define LAVAPROTECT (1<<0)
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#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.
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#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
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#define ALLOWINTERNALS (1<<3) //mask allows internals
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#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
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#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
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#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.
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#define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled.
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#define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off.
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#define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
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#define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents.
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// Flags for the organ_flags var on /obj/item/organ
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#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
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#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
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#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
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#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
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#define ORGAN_VITAL (1<<4) //Currently only the brain
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#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
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#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
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