/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/flags.dm

HEAR_1This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
CHECK_RICOCHET_1Projectiels will check ricochet on things impacted that have this.
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?
CAN_BE_DIRTY_1If a turf can be made dirty at roundstart. This is also used in areas.
CULT_PERMITTED_1If blood cultists can draw runes or build structures on this turf
NO_LAVA_GEN_1Blocks lava rivers being generated on the turf
NO_RUINS_1Blocks ruins spawning on the turf
UNSTOPPABLEWhen moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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
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

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.

CAN_BE_DIRTY_1

If a turf can be made dirty at roundstart. This is also used in areas.

CHECK_RICOCHET_1

Projectiels will check ricochet on things impacted that have this.

CONDUCT_1

conducts electricity (metal etc.)

CULT_PERMITTED_1

If blood cultists can draw runes or build structures on this turf

FIRE_PROOF

100% immune to fire damage (but not necessarily to lava or heat)

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.

INDESTRUCTIBLE

doesn't take damage

INITIALIZED_1

Whether /atom/Initialize() has already run for the object

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

NODECONSTRUCT_1

For machines and structures that should not break into parts, eg, holodeck stuff

NO_LAVA_GEN_1

Blocks lava rivers being generated on the turf

NO_RUINS_1

Blocks ruins spawning on the turf

ON_BORDER_1

item has priority to check when entering or leaving

OVERLAY_QUEUED_1

atom queued to SSoverlay

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?

SHOCKED_1

Prevents mobs from getting chainshocked by teslas and the supermatter

UNACIDABLE

acid can't even appear on it, let alone melt it.

UNSTOPPABLE

When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.