byond - Modules - TypesDefine Details

code/__DEFINES/equipment.dm

PASS_LOW_STRUCTUREPass low objects like tables or windowframes
PASS_GLASSlasers and the like can pass unobstructed
PASS_GRILLEPass grilles
PASS_MOBPass mobs
PASS_DEFENSIVE_STRUCTUREPass defensive structures like barricades
PASS_FIREAllows Mobs to pass fire without ignition
PASS_XENOPass xenos
PASS_THROWyou can throw past
PASS_PROJECTILEprojectiles can pass
PASS_AIRnon-airtight, gas/fire can pass
PASS_WALKOVERMobs can walk freely between turfs with walkover flagged objects
PASS_TANKwhen jumping, mobs can pass onto tanks
AI_BLOCKEDPrevent ai from going onto this turf
NOINTERACTYou can't interact with it, at all. Useful when doing certain animations.
CONDUCTconducts electricity (metal etc.)
ON_BORDER'border object'. item has priority to check when entering or leaving
NOBLOODYDon't want a blood overlay on this one.
DIRLOCKmovable atom won't change direction when Moving()ing. Useful for items that have several dir states.
INITIALIZEDWhether /atom/Initialize() has already run for the object
PREVENT_CLICK_UNDERPrevent clicking things below it on the same turf
CRITICAL_ATOMUse when this shouldn't be obscured by large icons.
PREVENT_CONTENTS_EXPLOSIONDoes not cascade explosions to its contents.
ADMIN_SPAWNEDwas this spawned by an admin? used for stat tracking stuff.
BUMP_ATTACKABLECan this atom be bumped attack
SHUTTLE_IMMUNEThis atom will not be qdeled when a shuttle lands on it; it will just move onto the shuttle tile. It will stay on the ground when the shuttle takes off
HTML_USE_INITAL_ICON_1Should we use the initial icon for display? Mostly used by overlay only objects
NOBLUDGEONwhen an item has this it produces no "X [Z.attack_verb] Y with their Z!" message with the default handler
DELONDROPDeletes on drop instead of falling on the floor.
TWOHANDEDThe item is twohanded.
WIELDEDThe item is wielded with both hands.
ITEM_ABSTRACTThe item is abstract (grab, powerloader_clamp, etc)
DOES_NOT_NEED_HANDSDont need hands to use it
SYNTH_RESTRICTEDPrevents synths from wearing items with this flag
IMPEDE_JETPACKReduce the range of jetpack
CAN_BUMP_ATTACKItem triggers bump attack
IS_DEPLOYABLEItem can be deployed into a machine
DEPLOY_ON_INITIALIZEItem deploys on initialize
IS_DEPLOYEDIf this is on an item, said item is currently deployed
DEPLOYED_NO_PICKUPDisables deployed item pickup
DEPLOYED_NO_ROTATEDisables deployed item rotation abilities to rotate.
DEPLOYED_NO_ROTATE_ANCHOREDDisables deployed item rotation if anchored.
DEPLOYED_WRENCH_DISASSEMBLEIf this is on an item, the item can only be disassembled using a wrench once deployed.
DEPLOYED_ANCHORED_FIRING_ONLYDisables firing deployable if it is not anchored.
FULLY_WIELDEDIf the item is properly wielded. Used for guns
HAS_UNDERLAYIf a holster has underlay sprites
IN_INVENTORYis this item equipped into an inventory slot or hand of a mob?
AUTOBALANCE_CHECKThis item is used for autobalance calculations or excluded, such as valhalla items
IN_STORAGEThis item is in any storage
CAN_REFILLIf an item can be restocked/refilled in a vendor, despite not being infinite supply
BYPASS_VENDOR_CHECKIf a storage container can be restocked into a vendor
CAN_BUY_LOADOUTIf you can get buy a loadout
USED_GHMMEIf you have used the GHMME
SLOT_DRAW_ORDEREach slot you can draw from, used and messed with in your preferences.
VALID_EQUIP_SLOTSA list of equip slots that are valid for quick equip preferences

Define Details

ADMIN_SPAWNED

was this spawned by an admin? used for stat tracking stuff.

AI_BLOCKED

Prevent ai from going onto this turf

AUTOBALANCE_CHECK

This item is used for autobalance calculations or excluded, such as valhalla items

BUMP_ATTACKABLE

Can this atom be bumped attack

BYPASS_VENDOR_CHECK

If a storage container can be restocked into a vendor

CAN_BUMP_ATTACK

Item triggers bump attack

CAN_BUY_LOADOUT

If you can get buy a loadout

CAN_REFILL

If an item can be restocked/refilled in a vendor, despite not being infinite supply

CONDUCT

conducts electricity (metal etc.)

CRITICAL_ATOM

Use when this shouldn't be obscured by large icons.

DELONDROP

Deletes on drop instead of falling on the floor.

DEPLOYED_ANCHORED_FIRING_ONLY

Disables firing deployable if it is not anchored.

DEPLOYED_NO_PICKUP

Disables deployed item pickup

DEPLOYED_NO_ROTATE

Disables deployed item rotation abilities to rotate.

DEPLOYED_NO_ROTATE_ANCHORED

Disables deployed item rotation if anchored.

DEPLOYED_WRENCH_DISASSEMBLE

If this is on an item, the item can only be disassembled using a wrench once deployed.

DEPLOY_ON_INITIALIZE

Item deploys on initialize

DIRLOCK

movable atom won't change direction when Moving()ing. Useful for items that have several dir states.

DOES_NOT_NEED_HANDS

Dont need hands to use it

FULLY_WIELDED

If the item is properly wielded. Used for guns

HAS_UNDERLAY

If a holster has underlay sprites

HTML_USE_INITAL_ICON_1

Should we use the initial icon for display? Mostly used by overlay only objects

IMPEDE_JETPACK

Reduce the range of jetpack

INITIALIZED

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

IN_INVENTORY

is this item equipped into an inventory slot or hand of a mob?

IN_STORAGE

This item is in any storage

IS_DEPLOYABLE

Item can be deployed into a machine

IS_DEPLOYED

If this is on an item, said item is currently deployed

ITEM_ABSTRACT

The item is abstract (grab, powerloader_clamp, etc)

NOBLOODY

Don't want a blood overlay on this one.

NOBLUDGEON

when an item has this it produces no "X [Z.attack_verb] Y with their Z!" message with the default handler

NOINTERACT

You can't interact with it, at all. Useful when doing certain animations.

ON_BORDER

'border object'. item has priority to check when entering or leaving

PASS_AIR

non-airtight, gas/fire can pass

PASS_DEFENSIVE_STRUCTURE

Pass defensive structures like barricades

PASS_FIRE

Allows Mobs to pass fire without ignition

PASS_GLASS

lasers and the like can pass unobstructed

PASS_GRILLE

Pass grilles

PASS_LOW_STRUCTURE

Pass low objects like tables or windowframes

PASS_MOB

Pass mobs

PASS_PROJECTILE

projectiles can pass

PASS_TANK

when jumping, mobs can pass onto tanks

PASS_THROW

you can throw past

PASS_WALKOVER

Mobs can walk freely between turfs with walkover flagged objects

PASS_XENO

Pass xenos

PREVENT_CLICK_UNDER

Prevent clicking things below it on the same turf

PREVENT_CONTENTS_EXPLOSION

Does not cascade explosions to its contents.

SHUTTLE_IMMUNE

This atom will not be qdeled when a shuttle lands on it; it will just move onto the shuttle tile. It will stay on the ground when the shuttle takes off

SLOT_DRAW_ORDER

Each slot you can draw from, used and messed with in your preferences.

SYNTH_RESTRICTED

Prevents synths from wearing items with this flag

TWOHANDED

The item is twohanded.

USED_GHMME

If you have used the GHMME

VALID_EQUIP_SLOTS

A list of equip slots that are valid for quick equip preferences

WIELDED

The item is wielded with both hands.