code/__DEFINES/flags.dm
ALL_CARDINALS | All the cardinal direction bitflags. |
---|---|
CONDUCT_1 | conducts electricity (metal etc.) |
NODECONSTRUCT_1 | For machines and structures that should not break into parts, eg, holodeck stuff |
OVERLAY_QUEUED_1 | atom queued to SSoverlay |
ON_BORDER_1 | item has priority to check when entering or leaving |
PREVENT_CLICK_UNDER_1 | Prevent clicking things below it on the same turf eg. doors/ fulltile windows |
SHOCKED_1 | Prevents mobs from getting chainshocked by teslas and the supermatter |
INITIALIZED_1 | Whether /atom/Initialize() has already run for the object |
ADMIN_SPAWNED_1 | was this spawned by an admin? used for stat tracking stuff. |
PREVENT_CONTENTS_EXPLOSION_1 | should not get harmed if this gets caught by an explosion? |
RAD_PROTECT_CONTENTS_1 | should the contents of this atom be acted upon |
RAD_NO_CONTAMINATE_1 | should this object be allowed to be contaminated |
SHOW_BEHIND_LARGE_ICONS_1 | Use when this shouldn't be obscured by large icons, like trees. |
HTML_USE_INITAL_ICON_1 | Should we use the initial icon for display? Mostly used by overlay only objects |
UPDATE_NAME | Update the atom's name |
UPDATE_DESC | Update the atom's desc |
UPDATE_ICON_STATE | Update the atom's icon state |
UPDATE_OVERLAYS | Update the atom's overlays |
UPDATE_GREYSCALE | Update the atom's greyscaling |
UPDATE_SMOOTHING | Update the atom's smoothing. (More accurately, queue it for an update) |
UPDATE_ICON | Update the atom's icon |
CAN_BE_DIRTY_1 | If a turf can be made dirty at roundstart. This is also used in areas. |
NO_LAVA_GEN_1 | Blocks lava rivers being generated on the turf |
NO_RUINS_1 | Blocks ruins spawning on the turf |
RICOCHET_SHINY | If the thing can reflect light (lasers/energy) |
RICOCHET_HARD | If the thing can reflect matter (bullets/bomb shrapnel) |
VALID_TERRITORY | /////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn |
CAVES_ALLOWED | If mining tunnel generation is allowed in this area |
FLORA_ALLOWED | If flora are allowed to spawn in this area randomly through tunnel generation |
MOB_SPAWN_ALLOWED | If mobs can be spawned by natural random generation |
NOTELEPORT | Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter) |
HIDDEN_AREA | Hides area from player Teleport function. |
UNIQUE_AREA | If false, loading multiple maps with this area type will create multiple instances. |
LETPASSTHROW | Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self! |
PHASING | When moving, will Cross()/Uncross() everything, but won't stop or Bump() anything. |
FIRE_PROOF | 100% immune to fire damage (but not necessarily to lava or heat) |
UNACIDABLE | acid can't even appear on it, let alone melt it. |
ACID_PROOF | acid stuck on it doesn't melt it. |
INDESTRUCTIBLE | doesn't take damage |
FREEZE_PROOF | can't be frozen |
LANDING_PROOF | Should this object not be destroyed when a shuttle lands on it? |
HYPERSPACE_PROOF | Should this object be able to be in hyperspace without being deleted? |
MOBILITY_MOVE | can move |
MOBILITY_STAND | can, and is, standing up |
MOBILITY_PICKUP | can pickup items |
MOBILITY_USE | can hold and use items |
MOBILITY_UI | can use interfaces like machinery |
MOBILITY_STORAGE | can use storage item |
MOBILITY_PULL | can pull things |
ISDIAGONALDIR | Returns true if the dir is diagonal, false otherwise |
NSCOMPONENT | True if the dir is north or south, false therwise |
EWCOMPONENT | True if the dir is east/west, false otherwise |
NSDIRFLIP | Flips the dir for north/south directions |
EWDIRFLIP | Flips the dir for east/west directions |
DIRFLIP | Turns the dir by 180 degrees |
MAX_BITFLAG_DIGITS | 33554431 (2^24 - 1) is the maximum value our bitflags can reach. |
Define Details
ACID_PROOF
acid stuck on it doesn't melt it.
ADMIN_SPAWNED_1
was this spawned by an admin? used for stat tracking stuff.
ALL_CARDINALS
All the cardinal direction bitflags.
CAN_BE_DIRTY_1
If a turf can be made dirty at roundstart. This is also used in areas.
CAVES_ALLOWED
If mining tunnel generation is allowed in this area
CONDUCT_1
conducts electricity (metal etc.)
DIRFLIP
Turns the dir by 180 degrees
EWCOMPONENT
True if the dir is east/west, false otherwise
EWDIRFLIP
Flips the dir for east/west directions
FIRE_PROOF
100% immune to fire damage (but not necessarily to lava or heat)
FLORA_ALLOWED
If flora are allowed to spawn in this area randomly through tunnel generation
FREEZE_PROOF
can't be frozen
HIDDEN_AREA
Hides area from player Teleport function.
HTML_USE_INITAL_ICON_1
Should we use the initial icon for display? Mostly used by overlay only objects
HYPERSPACE_PROOF
Should this object be able to be in hyperspace without being deleted?
INDESTRUCTIBLE
doesn't take damage
INITIALIZED_1
Whether /atom/Initialize() has already run for the object
ISDIAGONALDIR
Returns true if the dir is diagonal, false otherwise
LANDING_PROOF
Should this object not be destroyed when a shuttle lands on it?
LETPASSTHROW
Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self!
MAX_BITFLAG_DIGITS
33554431 (2^24 - 1) is the maximum value our bitflags can reach.
MOBILITY_MOVE
can move
MOBILITY_PICKUP
can pickup items
MOBILITY_PULL
can pull things
MOBILITY_STAND
can, and is, standing up
MOBILITY_STORAGE
can use storage item
MOBILITY_UI
can use interfaces like machinery
MOBILITY_USE
can hold and use items
MOB_SPAWN_ALLOWED
If mobs can be spawned by natural random generation
NODECONSTRUCT_1
For machines and structures that should not break into parts, eg, holodeck stuff
NOTELEPORT
Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
NO_LAVA_GEN_1
Blocks lava rivers being generated on the turf
NO_RUINS_1
Blocks ruins spawning on the turf
NSCOMPONENT
True if the dir is north or south, false therwise
NSDIRFLIP
Flips the dir for north/south directions
ON_BORDER_1
item has priority to check when entering or leaving
OVERLAY_QUEUED_1
atom queued to SSoverlay
PHASING
When moving, will Cross()/Uncross() everything, but won't stop or Bump() anything.
PREVENT_CLICK_UNDER_1
Prevent clicking things below it on the same turf eg. doors/ fulltile windows
PREVENT_CONTENTS_EXPLOSION_1
should not get harmed if this gets caught by an explosion?
RAD_NO_CONTAMINATE_1
should this object be allowed to be contaminated
RAD_PROTECT_CONTENTS_1
should the contents of this atom be acted upon
RICOCHET_HARD
If the thing can reflect matter (bullets/bomb shrapnel)
RICOCHET_SHINY
If the thing can reflect light (lasers/energy)
SHOCKED_1
Prevents mobs from getting chainshocked by teslas and the supermatter
SHOW_BEHIND_LARGE_ICONS_1
Use when this shouldn't be obscured by large icons, like trees.
UNACIDABLE
acid can't even appear on it, let alone melt it.
UNIQUE_AREA
If false, loading multiple maps with this area type will create multiple instances.
UPDATE_DESC
Update the atom's desc
UPDATE_GREYSCALE
Update the atom's greyscaling
UPDATE_ICON
Update the atom's icon
UPDATE_ICON_STATE
Update the atom's icon state
UPDATE_NAME
Update the atom's name
UPDATE_OVERLAYS
Update the atom's overlays
UPDATE_SMOOTHING
Update the atom's smoothing. (More accurately, queue it for an update)
VALID_TERRITORY
/////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn