code/__DEFINES/flags.dm
ALL_CARDINALS | All the cardinal direction bitflags. |
---|---|
ATMOS_IS_PROCESSING_1 | Is this object currently processing in the atmos object list? |
CONDUCT_1 | conducts electricity (metal etc.) |
NODECONSTRUCT_1 | For machines and structures that should not break into parts, eg, holodeck stuff |
ON_BORDER_1 | item has priority to check when entering or leaving |
NO_SCREENTIPS_1 | Whether or not this atom shows screentips when hovered over |
PREVENT_CLICK_UNDER_1 | Prevent clicking things below it on the same turf eg. doors/ fulltile windows |
HOLOGRAM_1 | specifies that this atom is a hologram that isnt real |
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? |
ALLOW_DARK_PAINTS_1 | Should this object be paintable with very dark colors? |
UNPAINTABLE_1 | Should this object be unpaintable? |
IS_SPINNING_1 | Is the thing currently spinning? |
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 |
IS_PLAYER_COLORABLE_1 | Can players recolor this in-game via vendors (and maybe more if support is added)? |
HAS_CONTEXTUAL_SCREENTIPS_1 | Whether or not this atom has contextual screentips when hovered OVER |
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 ~LemonInTheDark |
CONTAMINATED_2 | Plasma Contamination |
ATMOS_SENSITIVE_2 | Uses atom temperature. Opt-in. |
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 |
RICOCHET_SHINY | If the thing can reflect light (lasers/energy) |
RICOCHET_HARD | If the thing can reflect matter (bullets/bomb shrapnel) |
NOJAUNT | If a turf cant be jaunted through. |
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 |
VALID_TERRITORY | /////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn |
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 |
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. |
BLOCK_SUICIDE | If people are allowed to suicide in it. Mostly for OOC stuff like minigames |
XENOBIOLOGY_COMPATIBLE | Can the Xenobio management console transverse this area by default? |
ABDUCTOR_PROOF | If Abductors are unable to teleport in with their observation console |
NO_ALERTS | If an area should be hidden from power consoles, power/atmosphere alerts, etc. |
CULT_PERMITTED | If blood cultists can draw runes or build structures on this AREA. |
AREA_USES_STARLIGHT | Whther this area is iluminated by starlight |
PERSISTENT_ENGRAVINGS | If engravings are persistent in this area |
LETPASSTHROW | Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self! |
LETPASSCLICKS | Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. |
PASSFLOCK | Pass through flock objects and mobs |
PHASING | When moving, will Cross() 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 |
ZAP_LOW_POWER_GEN | Zaps with this flag will generate less power through tesla coils |
TESLA_MOB_DAMAGE_COEFF | Convert a power value to mob damage |
TESLA_MOB_DAMAGE_TO_POWER | Convert a desired damage value into the required power amount |
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 |
MOBILITY_REST | can rest |
MOBILITY_LIEDOWN | can lie down |
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 |
DO_PUBLIC | Shown to all mobs not just the user |
SPACEVINE_HEAT_RESISTANT | Is the spacevine / flower bud heat resistant |
SPACEVINE_COLD_RESISTANT | Is the spacevine / flower bud cold resistant |
Z_ATMOS_IN_UP | Allows air to flow IN from higher Z levels |
Z_ATMOS_IN_DOWN | Allows air to flow IN from lower z levels |
Z_ATMOS_OUT_UP | Allows air to flow OUT to higher Z levels |
Z_ATMOS_OUT_DOWN | Allows air to flow OUT to LOWER z levels |
Z_MIMIC_BELOW | Should this turf mimic the below turf? |
Z_MIMIC_OVERWRITE | If this turf is mimicking, overwrite its appearance instead of using a mimic object. This is faster, but means the turf cannot have its own appearance. |
Z_MIMIC_NO_AO | Bypass turf AO and only apply Z-AO. You probably want this on visually-empty z-turfs (like openspace). |
Z_MIMIC_NO_OCCLUDE | If we're a non-OVERWRITE z-turf, allow clickthrough of this turf. |
Z_MIMIC_BASETURF | Fake-copy baseturf instead of below turf. |
ZMM_IGNORE | Do not copy this movable. Atoms with INVISIBILITY_ABSTRACT implicitly do not copy. |
ZMM_MANGLE_PLANES | Check this movable's overlays/underlays for explicit plane use and mangle for compatibility with Z-Mimic. If you're using emissive overlays, you probably should be using this flag. Expensive, only use if necessary. |
ZMM_LOOKAHEAD | Look one turf ahead and one turf back when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free. |
ZMM_LOOKBESIDE | Look one turf to the left and right when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free. |
ZMM_NO_CACHE_ROOT | When performing mangling, do not cache the root (depth=0) appearance. Set this on mangled types that change appearance frequently. |
Z_MIMIC_DEFAULTS | Common defaults for zturfs. |
ZMM_WIDE_LOAD | Atom is big and needs to scan one extra turf in both X and Y. This only extends the range by one turf. Cheap, but not free. |
Define Details
ABDUCTOR_PROOF
If Abductors are unable to teleport in with their observation console
ACID_PROOF
acid stuck on it doesn't melt it.
ADMIN_SPAWNED_1
was this spawned by an admin? used for stat tracking stuff.
ALLOW_DARK_PAINTS_1
Should this object be paintable with very dark colors?
ALL_CARDINALS
All the cardinal direction bitflags.
AREA_USES_STARLIGHT
Whther this area is iluminated by starlight
ATMOS_IS_PROCESSING_1
Is this object currently processing in the atmos object list?
ATMOS_SENSITIVE_2
Uses atom temperature. Opt-in.
BLOBS_ALLOWED
If blobs can spawn there and if it counts towards their score.
BLOCK_SUICIDE
If people are allowed to suicide in it. Mostly for OOC stuff like minigames
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.)
CONTAMINATED_2
Plasma Contamination
CULT_PERMITTED
If blood cultists can draw runes or build structures on this AREA.
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 ~LemonInTheDark
DIRFLIP
Turns the dir by 180 degrees
DO_PUBLIC
Shown to all mobs not just the user
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
HAS_CONTEXTUAL_SCREENTIPS_1
Whether or not this atom has contextual screentips when hovered OVER
HIDDEN_AREA
Hides area from player Teleport function.
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
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?
LETPASSCLICKS
Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross].
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_LIEDOWN
can lie down
MOBILITY_MOVE
can move
MOBILITY_PICKUP
can pickup items
MOBILITY_PULL
can pull things
MOBILITY_REST
can rest
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
NOJAUNT
If a turf cant be jaunted through.
NOTELEPORT
Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
NO_ALERTS
If an area should be hidden from power consoles, power/atmosphere alerts, etc.
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
NO_SCREENTIPS_1
Whether or not this atom shows screentips when hovered over
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
PASSFLOCK
Pass through flock objects and mobs
PERSISTENT_ENGRAVINGS
If engravings are persistent in this area
PHASING
When moving, will Cross() 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?
RICOCHET_HARD
If the thing can reflect matter (bullets/bomb shrapnel)
RICOCHET_SHINY
If the thing can reflect light (lasers/energy)
SPACEVINE_COLD_RESISTANT
Is the spacevine / flower bud cold resistant
SPACEVINE_HEAT_RESISTANT
Is the spacevine / flower bud heat resistant
TESLA_MOB_DAMAGE_COEFF
Convert a power value to mob damage
TESLA_MOB_DAMAGE_TO_POWER
Convert a desired damage value into the required power amount
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.
UNPAINTABLE_1
Should this object be unpaintable?
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?
ZAP_LOW_POWER_GEN
Zaps with this flag will generate less power through tesla coils
ZMM_IGNORE
Do not copy this movable. Atoms with INVISIBILITY_ABSTRACT implicitly do not copy.
ZMM_LOOKAHEAD
Look one turf ahead and one turf back when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free.
ZMM_LOOKBESIDE
Look one turf to the left and right when considering z-turfs that might be seeing this atom. Respects dir. Cheap, but not free.
ZMM_MANGLE_PLANES
Check this movable's overlays/underlays for explicit plane use and mangle for compatibility with Z-Mimic. If you're using emissive overlays, you probably should be using this flag. Expensive, only use if necessary.
ZMM_NO_CACHE_ROOT
When performing mangling, do not cache the root (depth=0) appearance. Set this on mangled types that change appearance frequently.
ZMM_WIDE_LOAD
Atom is big and needs to scan one extra turf in both X and Y. This only extends the range by one turf. Cheap, but not free.
Z_ATMOS_IN_DOWN
Allows air to flow IN from lower z levels
Z_ATMOS_IN_UP
Allows air to flow IN from higher Z levels
Z_ATMOS_OUT_DOWN
Allows air to flow OUT to LOWER z levels
Z_ATMOS_OUT_UP
Allows air to flow OUT to higher Z levels
Z_MIMIC_BASETURF
Fake-copy baseturf instead of below turf.
Z_MIMIC_BELOW
Should this turf mimic the below turf?
Z_MIMIC_DEFAULTS
Common defaults for zturfs.
Z_MIMIC_NO_AO
Bypass turf AO and only apply Z-AO. You probably want this on visually-empty z-turfs (like openspace).
Z_MIMIC_NO_OCCLUDE
If we're a non-OVERWRITE z-turf, allow clickthrough of this turf.
Z_MIMIC_OVERWRITE
If this turf is mimicking, overwrite its appearance instead of using a mimic object. This is faster, but means the turf cannot have its own appearance.