code/__DEFINES/_flags.dm 
ALL_CARDINALS | All the cardinal direction bitflags. |
---|---|
DF_STATIC_OBJECT | Placed on datums that have a static, constant reference. Primarily only used for turfs. |
ATMOS_IS_PROCESSING_1 | Is this object currently processing in the atmos object list? |
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 isn't real |
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? |
ALLOW_DARK_PAINTS_1 | Should this object be paintable with very dark colors? |
UNPAINTABLE_1 | Should this object be unpaintable? |
IS_ONTOP_1 | Is this atom on top of another atom, and as such has click priority? |
SUPERMATTER_IGNORES_1 | Is this atom immune to being dusted by the supermatter? |
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 |
HAS_DISASSOCIATED_STORAGE_1 | Whether or not this atom is storing contents for a disassociated storage object |
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 reason 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 |
IGNORE_TURF_PIXEL_OFFSET_1 | This atom always returns its turf in get_turf_pixel instead of the turf from its offsets |
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 can't be jaunted through. |
UNUSED_RESERVATION_TURF | If a turf is an unused 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. |
TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES | This atom is a pseudo-floor that blocks map generation's checkPlaceAtom() from placing things like trees ontop of it. |
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 |
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) |
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 | If set, this area will be innately traversable by Xenobiology camera consoles. |
CULT_PERMITTED | If blood cultists can draw runes or build structures on this AREA. |
PERSISTENT_ENGRAVINGS | If engravings are persistent in this area |
NO_DEATH_MESSAGE | Mobs that die in this area don't produce a dead chat message |
EVENT_PROTECTED | This area should have extra shielding from certain event effects |
QUIET_LOGS | This Area Doesn't have Flood or Bomb Admin Messages, but will still log |
VIRTUAL_SAFE_AREA | This area does not allow virtual entities to enter. |
BINARY_JAMMING | This area does not allow the Binary channel |
NO_BOH | This area prevents Bag of Holding rifts from being opened. |
UNLIMITED_FISHING | This area prevents fishing from removing unique/limited loot from sources that're also used outside of it. |
NO_GRAVITY | This area is prevented from having gravity (ie. space, nearstation, or outside solars) |
LOCAL_TELEPORT | This area can be teleported in, but -only- to locations within that same area. |
PASSTABLE | Allows you to pass over tables. |
PASSGLASS | Allows you to pass over glass(this generally includes anything see-through that's glass-adjacent, ie. windows, windoors, airlocks with glass, etc.) |
PASSGRILLE | Allows you to pass over grilles. |
PASSBLOB | Allows you to pass over blob tiles. |
PASSMOB | Allows you to pass over mobs. |
PASSCLOSEDTURF | Allows you to pass over closed turfs, ie. walls. |
LETPASSTHROW | Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self! |
PASSMACHINE | Allows you to pass over machinery, ie. vending machines, computers, protolathes, etc. |
PASSSTRUCTURE | Allows you to pass over structures, ie. racks, tables(if you don't already have PASSTABLE), etc. |
PASSFLAPS | Allows you to pass over plastic flaps, often found at cargo or MULE dropoffs. |
PASSDOORS | Allows you to pass over airlocks and mineral doors. |
PASSVEHICLE | Allows you to pass over vehicles, ie. mecha, secways, the pimpin' ride, etc. |
PASSITEM | Allows you to pass over dense items. |
LETPASSCLICKS | Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. ONLY MEANINGFUL ON pass_flags_self! |
PASSWINDOW | Allows you to pass over windows and window-adjacent stuff, like windows and windoors. Does not include airlocks with glass in them. |
PHASING | When moving, will Cross() everything, but won't stop or Bump() anything. |
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) |
FLAMMABLE | atom is flammable and can have the burning component |
ON_FIRE | currently burning |
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 |
SHUTTLE_CRUSH_PROOF | can't be shuttle crushed. |
ZAP_LOW_POWER_GEN | Zaps with this flag will generate less power through tesla coils |
EMP_PROTECT_SELF | EMP will protect itself. |
EMP_PROTECT_CONTENTS | EMP will protect the contents from also being EMPed. |
EMP_PROTECT_WIRES | EMP will protect the wires. |
EMP_PROTECT_ALL | Protects against all EMP types. |
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 |
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 |
SPACEVINE_HEAT_RESISTANT | Is the spacevine / flower bud heat resistant |
SPACEVINE_COLD_RESISTANT | Is the spacevine / flower bud cold resistant |
EMOTE_AUDIBLE | Is the emote audible |
EMOTE_VISIBLE | Is the emote visible |
EMOTE_IMPORTANT | Is it an emote that should be shown regardless of blindness/deafness |
EMOTE_RUNECHAT | Emote only prints to runechat, not to the chat window |
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.
ALLOW_DARK_PAINTS_1 
Should this object be paintable with very dark colors?
ALL_CARDINALS 
All the cardinal direction bitflags.
ATMOS_IS_PROCESSING_1 
Is this object currently processing in the atmos object list?
BINARY_JAMMING 
This area does not allow the Binary channel
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
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 reason 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
DF_STATIC_OBJECT 
Placed on datums that have a static, constant reference. Primarily only used for turfs.
EMOTE_AUDIBLE 
Is the emote audible
EMOTE_IMPORTANT 
Is it an emote that should be shown regardless of blindness/deafness
EMOTE_RUNECHAT 
Emote only prints to runechat, not to the chat window
EMOTE_VISIBLE 
Is the emote visible
EMP_PROTECT_ALL 
Protects against all EMP types.
EMP_PROTECT_CONTENTS 
EMP will protect the contents from also being EMPed.
EMP_PROTECT_SELF 
EMP will protect itself.
EMP_PROTECT_WIRES 
EMP will protect the wires.
EVENT_PROTECTED 
This area should have extra shielding from certain event effects
FIRE_PROOF 
100% immune to fire damage (but not necessarily to lava or heat)
FLAMMABLE 
atom is flammable and can have the burning component
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
HAS_DISASSOCIATED_STORAGE_1 
Whether or not this atom is storing contents for a disassociated storage object
HIDDEN_AREA 
Hides area from player Teleport function.
HOLOGRAM_1 
specifies that this atom is a hologram that isn't 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_TURF_PIXEL_OFFSET_1 
This atom always returns its turf in get_turf_pixel instead of the turf from its offsets
IGNORE_USER_LOC_CHANGE 
Can do the action even if mob moves location
INDESTRUCTIBLE 
doesn't take damage
INITIALIZED_1 
Whether /atom/Initialize() has already run for the object
IS_ONTOP_1 
Is this atom on top of another atom, and as such has click priority?
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
LETPASSCLICKS 
Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. ONLY MEANINGFUL ON pass_flags_self!
LETPASSTHROW 
Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self!
LOCAL_TELEPORT 
This area can be teleported in, but -only- to locations within that same area.
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_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
MOVETYPES_NOT_TOUCHING_GROUND 
Combination flag for movetypes which, for all intents and purposes, mean the mob is not touching the ground
NOJAUNT 
If a turf can't be jaunted through.
NOTELEPORT 
Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
NO_BOH 
This area prevents Bag of Holding rifts from being opened.
NO_CLEARING 
This turf will never be cleared away by other objects on Initialize.
NO_DEATH_MESSAGE 
Mobs that die in this area don't produce a dead chat message
NO_GRAVITY 
This area is prevented from having gravity (ie. space, nearstation, or outside solars)
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
ON_BORDER_1 
item has priority to check when entering or leaving
ON_FIRE 
currently burning
PASSBLOB 
Allows you to pass over blob tiles.
PASSCLOSEDTURF 
Allows you to pass over closed turfs, ie. walls.
PASSDOORS 
Allows you to pass over airlocks and mineral doors.
PASSFLAPS 
Allows you to pass over plastic flaps, often found at cargo or MULE dropoffs.
PASSGLASS 
Allows you to pass over glass(this generally includes anything see-through that's glass-adjacent, ie. windows, windoors, airlocks with glass, etc.)
PASSGRILLE 
Allows you to pass over grilles.
PASSITEM 
Allows you to pass over dense items.
PASSMACHINE 
Allows you to pass over machinery, ie. vending machines, computers, protolathes, etc.
PASSMOB 
Allows you to pass over mobs.
PASSSTRUCTURE 
Allows you to pass over structures, ie. racks, tables(if you don't already have PASSTABLE), etc.
PASSTABLE 
Allows you to pass over tables.
PASSVEHICLE 
Allows you to pass over vehicles, ie. mecha, secways, the pimpin' ride, etc.
PASSWINDOW 
Allows you to pass over windows and window-adjacent stuff, like windows and windoors. Does not include airlocks with glass in them.
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?
QUIET_LOGS 
This Area Doesn't have Flood or Bomb Admin Messages, but will still log
RESERVATION_TURF 
If a turf is a reserved turf
RICOCHET_HARD 
If the thing can reflect matter (bullets/bomb shrapnel)
RICOCHET_SHINY 
If the thing can reflect light (lasers/energy)
SHUTTLE_CRUSH_PROOF 
can't be shuttle crushed.
SPACEVINE_COLD_RESISTANT 
Is the spacevine / flower bud cold resistant
SPACEVINE_HEAT_RESISTANT 
Is the spacevine / flower bud heat resistant
SUPERMATTER_IGNORES_1 
Is this atom immune to being dusted by the supermatter?
TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES 
This atom is a pseudo-floor that blocks map generation's checkPlaceAtom() from placing things like trees ontop of it.
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.
UNLIMITED_FISHING 
This area prevents fishing from removing unique/limited loot from sources that're also used outside of it.
UNPAINTABLE_1 
Should this object be unpaintable?
UNUSED_RESERVATION_TURF 
If a turf is an unused 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.
VALID_TERRITORY 
/////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn
VIRTUAL_SAFE_AREA 
This area does not allow virtual entities to enter.
XENOBIOLOGY_COMPATIBLE 
If set, this area will be innately traversable by Xenobiology camera consoles.
ZAP_LOW_POWER_GEN 
Zaps with this flag will generate less power through tesla coils