Shiptest 13 - Modules - TypesDefine Details

code/__DEFINES/flags.dm

ALL_CARDINALSAll the cardinal direction bitflags.
CONDUCT_1conducts electricity (metal etc.)
NODECONSTRUCT_1For machines and structures that should not break into parts, eg, holodeck stuff
OVERLAY_QUEUED_1atom queued to SSoverlay
ON_BORDER_1item has priority to check when entering or leaving
PREVENT_CLICK_UNDER_1Prevent clicking things below it on the same turf eg. doors/ fulltile windows
SHOCKED_1Prevents mobs from getting chainshocked by teslas and the supermatter
INITIALIZED_1Whether /atom/Initialize() has already run for the object
ADMIN_SPAWNED_1was this spawned by an admin? used for stat tracking stuff.
PREVENT_CONTENTS_EXPLOSION_1should not get harmed if this gets caught by an explosion?
RAD_PROTECT_CONTENTS_1should the contents of this atom be acted upon
RAD_NO_CONTAMINATE_1should this object be allowed to be contaminated
SHOW_BEHIND_LARGE_ICONS_1Use when this shouldn't be obscured by large icons, like trees.
HTML_USE_INITAL_ICON_1Should we use the initial icon for display? Mostly used by overlay only objects
UPDATE_NAMEUpdate the atom's name
UPDATE_DESCUpdate the atom's desc
UPDATE_ICON_STATEUpdate the atom's icon state
UPDATE_OVERLAYSUpdate the atom's overlays
UPDATE_GREYSCALEUpdate the atom's greyscaling
UPDATE_SMOOTHINGUpdate the atom's smoothing. (More accurately, queue it for an update)
UPDATE_ICONUpdate the atom's icon
CAN_BE_DIRTY_1If a turf can be made dirty at roundstart. This is also used in areas.
NO_LAVA_GEN_1Blocks lava rivers being generated on the turf
NO_RUINS_1Blocks ruins spawning on the turf
RICOCHET_SHINYIf the thing can reflect light (lasers/energy)
RICOCHET_HARDIf 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
BLOBS_ALLOWEDIf blobs can spawn there and if it counts towards their score.
CAVES_ALLOWEDIf mining tunnel generation is allowed in this area
FLORA_ALLOWEDIf flora are allowed to spawn in this area randomly through tunnel generation
MOB_SPAWN_ALLOWEDIf mobs can be spawned by natural random generation
NOTELEPORTAre you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
HIDDEN_AREAHides area from player Teleport function.
UNIQUE_AREAIf false, loading multiple maps with this area type will create multiple instances.
XENOBIOLOGY_COMPATIBLECan the Xenobio management console transverse this area by default?
LETPASSTHROWLet thrown things past us. ONLY MEANINGFUL ON pass_flags_self!
PHASINGWhen moving, will Cross()/Uncross() everything, but won't stop or Bump() anything.
FIRE_PROOF100% immune to fire damage (but not necessarily to lava or heat)
UNACIDABLEacid can't even appear on it, let alone melt it.
ACID_PROOFacid stuck on it doesn't melt it.
INDESTRUCTIBLEdoesn't take damage
FREEZE_PROOFcan't be frozen
LANDING_PROOFShould this object not be destroyed when a shuttle lands on it?
HYPERSPACE_PROOFShould this object be able to be in hyperspace without being deleted?
MOBILITY_MOVEcan move
MOBILITY_STANDcan, and is, standing up
MOBILITY_PICKUPcan pickup items
MOBILITY_USEcan hold and use items
MOBILITY_UIcan use interfaces like machinery
MOBILITY_STORAGEcan use storage item
MOBILITY_PULLcan pull things
ISDIAGONALDIRReturns true if the dir is diagonal, false otherwise
NSCOMPONENTTrue if the dir is north or south, false therwise
EWCOMPONENTTrue if the dir is east/west, false otherwise
NSDIRFLIPFlips the dir for north/south directions
EWDIRFLIPFlips the dir for east/west directions
DIRFLIPTurns the dir by 180 degrees
MAX_BITFLAG_DIGITS33554431 (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.

BLOBS_ALLOWED

If blobs can spawn there and if it counts towards their score.

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

XENOBIOLOGY_COMPATIBLE

Can the Xenobio management console transverse this area by default?