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. |
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!
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_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