code/__DEFINES/_flags/_flags.dm
HEAR_1 | This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. |
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DEFAULT_RICOCHET_1 | Projectiles will use default chance-based ricochet handling on things with this. |
CONDUCT_1 | Conducts electricity (metal etc.). |
NODECONSTRUCT_1 | For machines and structures that should not break into parts, eg, holodeck stuff. |
OVERLAY_QUEUED_1 | Atom queued to SSoverlay. |
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. |
SHOCKED_1 | Prevents mobs from getting chainshocked by teslas and the supermatter. |
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? |
BLOCK_FACE_ATOM_1 | Early returns mob.face_atom() |
CAN_BE_DIRTY_1 | If a turf can be made dirty at roundstart. This is also used in areas. |
NO_LAVA_GEN_1 | Blocks lava rivers being generated on the turf |
NO_RUINS_1 | Blocks ruins spawning on the turf |
EXCITED_CLEANUP_1 | Should this tile be cleaned up and reinserted into an excited group? |
HAS_CONTEXTUAL_SCREENTIPS_1 | Whether or not this atom has contextual screentips when hovered OVER |
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 | 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. |
CULTMAGIC_BYPASS | If cultists can use abilities in this area but the area is not on station. |
LETPASSTHROW | Let thrown things past us. ONLY MEANINGFUL ON pass_flags_self! |
PHASING | When moving, will Bump()/Cross()/Uncross() everything, but won't stop or Bump() anything. |
CRAWLING | Applied if you're crawling around on the ground/resting. |
CHECK_MOBILITY | any flag |
MOBILITY_MOVE | can move |
MOBILITY_STAND | can, and is, standing up. |
MOBILITY_PICKUP | can pickup items |
MOBILITY_USE | can use items and interact with world objects like opening closets/etc |
MOBILITY_UI | can use interfaces like consoles |
MOBILITY_STORAGE | can use storage item |
MOBILITY_PULL | can pull things |
MOBILITY_HOLD | can hold non-nodropped items voluntarily |
MOBILITY_RESIST | Can resist out of buckling, grabs, cuffs, etc, in the usual order (buckle --> cuffs --> grab) |
RICOCHET_SHINY | If the thing can reflect light (lasers/energy) |
RICOCHET_HARD | If the thing can reflect matter (bullets/bomb shrapnel) |
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. |
Define Details
ABDUCTOR_PROOF
If Abductors are unable to teleport in with their observation console
ADMIN_SPAWNED_1
was this spawned by an admin? used for stat tracking stuff.
BLOBS_ALLOWED
If blobs can spawn there and if it counts towards their score.
BLOCK_FACE_ATOM_1
Early returns mob.face_atom()
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
CHECK_MOBILITY
any flag
CONDUCT_1
Conducts electricity (metal etc.).
CRAWLING
Applied if you're crawling around on the ground/resting.
CULTMAGIC_BYPASS
If cultists can use abilities in this area but the area is not on station.
CULT_PERMITTED
If blood cultists can draw runes or build structures on this AREA.
DEFAULT_RICOCHET_1
Projectiles will use default chance-based ricochet handling on things with this.
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
EXCITED_CLEANUP_1
Should this tile be cleaned up and reinserted into an excited group?
FLORA_ALLOWED
If flora are allowed to spawn in this area randomly through tunnel generation
HAS_CONTEXTUAL_SCREENTIPS_1
Whether or not this atom has contextual screentips when hovered OVER
HEAR_1
This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
HIDDEN_AREA
Hides area from player Teleport function.
INITIALIZED_1
Whether /atom/Initialize() has already run for the object.
ISDIAGONALDIR
Returns true if the dir is diagonal, false otherwise
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_HOLD
can hold non-nodropped items voluntarily
MOBILITY_MOVE
can move
MOBILITY_PICKUP
can pickup items
MOBILITY_PULL
can pull things
MOBILITY_RESIST
Can resist out of buckling, grabs, cuffs, etc, in the usual order (buckle --> cuffs --> grab)
MOBILITY_STAND
can, and is, standing up.
MOBILITY_STORAGE
can use storage item
MOBILITY_UI
can use interfaces like consoles
MOBILITY_USE
can use items and interact with world objects like opening closets/etc
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.
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_1
Blocks lava rivers being generated on the turf
NO_RUINS_1
Blocks ruins spawning on the turf
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.
OVERLAY_QUEUED_1
Atom queued to SSoverlay.
PHASING
When moving, will Bump()/Cross()/Uncross() 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)
SHOCKED_1
Prevents mobs from getting chainshocked by teslas and the supermatter.
UNIQUE_AREA
If false, loading multiple maps with this area type will create multiple instances.
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?