code/__DEFINES/flags.dm
ALL_CARDINALS | All the cardinal direction bitflags. |
---|---|
ON_BORDER_1 | item has priority to check when entering or leaving |
HEAR_1 | This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. |
CHECK_RICOCHET_1 | Projectiels will check ricochet on things impacted that have this. |
HOLOGRAM_1 | specifies that this atom is a hologram that isnt real |
INITIALIZED_1 | Whether /atom/Initialize(mapload) has already run for the object |
ADMIN_SPAWNED_1 | was this spawned by an admin? used for stat tracking stuff. |
NODECONSTRUCT_1 | For machines and structures that should not break into parts, eg, holodeck stuff |
PREVENT_CLICK_UNDER_1 | Prevent clicking things below it on the same turf eg. doors/ fulltile windows |
IS_PLAYER_COLORABLE_1 | Can players recolor this in-game via vendors (and maybe more if support is added)? |
TESLA_IGNORE_1 | TESLA_IGNORE grants immunity from being targeted by tesla-style electricity |
CAN_BE_DIRTY_1 | If a turf can be made dirty at roundstart. This is also used in areas. |
HTML_USE_INITAL_ICON_1 | Should we use the initial icon for display? Mostly used by overlay only objects |
CONDUCT_1 | conducts electricity (metal etc.) |
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 |
RAD_CONTAIN_CONTENTS | Prevents most radiation on this turf from leaving it |
IS_SPINNING_1 | Is the thing currently spinning? |
DECAL_INIT_UPDATE_EXPERIENCED_1 | If this atom has experienced a decal element "init finished" sourced appearance update We use this to ensure stacked decals don't double up appearance updates for no rasin Flag as an optimization, don't make this a trait without profiling Yes I know this is a stupid flag, no you can't take him from me |
NOJAUNT | If a turf cant be jaunted through. |
UNUSED_RESERVATION_TURF | If a turf is an usused reservation turf awaiting assignment |
RESERVATION_TURF | If a turf is a reserved turf |
NO_LAVA_GEN | Blocks lava rivers being generated on the turf |
NO_RUINS | Blocks ruins spawning on the turf |
NO_RUST | Blocks this turf from being rusted |
IS_SOLID | Is this turf is "solid". Space and lava aren't for instance |
NO_CLEARING | This turf will never be cleared away by other objects on Initialize. |
BLOBS_ALLOWED | If blobs can spawn there and if it counts towards their score. |
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 |
MEGAFAUNA_SPAWN_ALLOWED | If megafauna can be spawned by natural random generation |
NOTELEPORT | Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter) |
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 |
PHASING | When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped. |
UPSIDE_DOWN | The mob is walking on the ceiling. Or is generally just, upside down. |
MOVETYPES_NOT_TOUCHING_GROUND | Combination flag for movetypes which, for all intents and purposes, mean the mob is not touching the ground |
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 |
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. |
IGNORE_USER_LOC_CHANGE | Can do the action even if mob moves location |
IGNORE_TARGET_LOC_CHANGE | Can do the action even if the target moves location |
IGNORE_HELD_ITEM | Can do the action even if the item is no longer being held |
IGNORE_INCAPACITATED | Can do the action even if the mob is incapacitated (ex. handcuffed) |
IGNORE_SLOWDOWNS | Used to prevent important slowdowns from being abused by drugs like kronkaine |
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
CHECK_RICOCHET_1
Projectiels will check ricochet on things impacted that have this.
CONDUCT_1
conducts electricity (metal etc.)
DECAL_INIT_UPDATE_EXPERIENCED_1
If this atom has experienced a decal element "init finished" sourced appearance update We use this to ensure stacked decals don't double up appearance updates for no rasin Flag as an optimization, don't make this a trait without profiling Yes I know this is a stupid flag, no you can't take him from me
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
HEAR_1
This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
HOLOGRAM_1
specifies that this atom is a hologram that isnt real
HTML_USE_INITAL_ICON_1
Should we use the initial icon for display? Mostly used by overlay only objects
IGNORE_HELD_ITEM
Can do the action even if the item is no longer being held
IGNORE_INCAPACITATED
Can do the action even if the mob is incapacitated (ex. handcuffed)
IGNORE_SLOWDOWNS
Used to prevent important slowdowns from being abused by drugs like kronkaine
IGNORE_TARGET_LOC_CHANGE
Can do the action even if the target moves location
IGNORE_USER_LOC_CHANGE
Can do the action even if mob moves location
INDESTRUCTIBLE
doesn't take damage
INITIALIZED_1
Whether /atom/Initialize(mapload) has already run for the object
ISDIAGONALDIR
Returns true if the dir is diagonal, false otherwise
IS_PLAYER_COLORABLE_1
Can players recolor this in-game via vendors (and maybe more if support is added)?
IS_SOLID
Is this turf is "solid". Space and lava aren't for instance
IS_SPINNING_1
Is the thing currently spinning?
MAX_BITFLAG_DIGITS
33554431 (2^24 - 1) is the maximum value our bitflags can reach.
MEGAFAUNA_SPAWN_ALLOWED
If megafauna can be spawned by natural random generation
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
MOVETYPES_NOT_TOUCHING_GROUND
Combination flag for movetypes which, for all intents and purposes, mean the mob is not touching the ground
NODECONSTRUCT_1
For machines and structures that should not break into parts, eg, holodeck stuff
NOJAUNT
If a turf cant be jaunted through.
NOTELEPORT
Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
NO_CLEARING
This turf will never be cleared away by other objects on Initialize.
NO_LAVA_GEN
Blocks lava rivers being generated on the turf
NO_RUINS
Blocks ruins spawning on the turf
NO_RUST
Blocks this turf from being rusted
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
PHASING
When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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_CONTAIN_CONTENTS
Prevents most radiation on this turf from leaving it
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
RESERVATION_TURF
If a turf is a reserved turf
TESLA_IGNORE_1
TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
UNACIDABLE
acid can't even appear on it, let alone melt it.
UNUSED_RESERVATION_TURF
If a turf is an usused reservation turf awaiting assignment
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)
UPSIDE_DOWN
The mob is walking on the ceiling. Or is generally just, upside down.