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flags.dm
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/*
These defines are specific to the atom/flags bitmask
*/
#define ALL ~0 //For convenience.
#define NONE 0
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags 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 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 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 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 128 // For machines and structures that should not break into parts, eg, holodeck stuff
#define FPRINT 256 // takes a fingerprint
#define ON_BORDER 512 // item has priority to check when entering or leaving
#define HEADBANGPROTECT 4096
#define EARBANGPROTECT 1024
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
#define THICKMATERIAL 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. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
#define NOREACT 16384 //Reagents dont' react inside this container.
#define BLOCKHAIR 32768 // temporarily removes the user's hair icon
//turf-only flags
#define NOJAUNT 1
/*
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 LETPASSTHROW 32
//flags for species
#define MUTCOLORS 1
#define HAIR 2
#define FACEHAIR 4
#define EYECOLOR 8
#define LIPS 16
#define COLDRES 32
#define HEATRES 64
#define RADIMMUNE 128
#define NOBREATH 256
#define NOGUNS 512
#define NOBLOOD 1024
#define NOFIRE 2048
#define VIRUSIMMUNE 4096
#define PIERCEIMMUNE 8192
#define NOTRANSSTING 16384
#define MUTCOLORS_PARTSONLY 32768 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
/*
These defines are used specifically with the atom/movable/languages bitmask.
They are used in atom/movable/Hear() and atom/movable/say() to determine whether hearers can understand a message.
*/
#define HUMAN 1
#define MONKEY 2
#define ALIEN 4
#define ROBOT 8
#define SLIME 16
#define DRONE 32
#define SWARMER 64