code/__DEFINES/equipment.dm

PASS_LOW_STRUCTURE | Pass low objects like tables or windowframes |
---|---|
PASS_GLASS | lasers and the like can pass unobstructed |
PASS_GRILLE | Pass grilles |
PASS_MOB | Pass mobs |
PASS_DEFENSIVE_STRUCTURE | Pass defensive structures like barricades |
PASS_FIRE | Allows Mobs to pass fire without ignition |
PASS_XENO | Pass xenos |
PASS_THROW | you can throw past |
PASS_PROJECTILE | projectiles can pass |
PASS_AIR | non-airtight, gas/fire can pass |
PASS_WALKOVER | Mobs can walk freely between turfs with walkover flagged objects |
PASS_TANK | when jumping, mobs can pass onto tanks |
AI_BLOCKED | Prevent ai from going onto this turf |
NOINTERACT | You can't interact with it, at all. Useful when doing certain animations. |
CONDUCT | conducts electricity (metal etc.) |
ON_BORDER | 'border object'. item has priority to check when entering or leaving |
NOBLOODY | Don't want a blood overlay on this one. |
DIRLOCK | movable atom won't change direction when Moving()ing. Useful for items that have several dir states. |
INITIALIZED | Whether /atom/Initialize() has already run for the object |
PREVENT_CLICK_UNDER | Prevent clicking things below it on the same turf |
CRITICAL_ATOM | Use when this shouldn't be obscured by large icons. |
PREVENT_CONTENTS_EXPLOSION | Does not cascade explosions to its contents. |
ADMIN_SPAWNED | was this spawned by an admin? used for stat tracking stuff. |
BUMP_ATTACKABLE | Can this atom be bumped attack |
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 |
HTML_USE_INITAL_ICON_1 | Should we use the initial icon for display? Mostly used by overlay only objects |
NOBLUDGEON | when an item has this it produces no "X [Z.attack_verb] Y with their Z!" message with the default handler |
DELONDROP | Deletes on drop instead of falling on the floor. |
TWOHANDED | The item is twohanded. |
WIELDED | The item is wielded with both hands. |
ITEM_ABSTRACT | The item is abstract (grab, powerloader_clamp, etc) |
DOES_NOT_NEED_HANDS | Dont need hands to use it |
SYNTH_RESTRICTED | Prevents synths from wearing items with this flag |
IMPEDE_JETPACK | Reduce the range of jetpack |
CAN_BUMP_ATTACK | Item triggers bump attack |
IS_DEPLOYABLE | Item can be deployed into a machine |
DEPLOY_ON_INITIALIZE | Item deploys on initialize |
IS_DEPLOYED | If this is on an item, said item is currently deployed |
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. |
DEPLOYED_ANCHORED_FIRING_ONLY | Disables firing deployable if it is not anchored. |
FULLY_WIELDED | If the item is properly wielded. Used for guns |
HAS_UNDERLAY | If a holster has underlay sprites |
IN_INVENTORY | is this item equipped into an inventory slot or hand of a mob? |
AUTOBALANCE_CHECK | This item is used for autobalance calculations or excluded, such as valhalla items |
IN_STORAGE | This item is in any storage |
CAN_REFILL | If an item can be restocked/refilled in a vendor, despite not being infinite supply |
BYPASS_VENDOR_CHECK | If a storage container can be restocked into a vendor |
CAN_BUY_LOADOUT | If you can get buy a loadout |
USED_GHMME | If you have used the GHMME |
SLOT_DRAW_ORDER | Each slot you can draw from, used and messed with in your preferences. |
VALID_EQUIP_SLOTS | A 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.