/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/_flags.dm

ALL_CARDINALSAll the cardinal direction bitflags.
ATMOS_IS_PROCESSING_1Is this object currently processing in the atmos object list?
ON_BORDER_1item has priority to check when entering or leaving
NO_SCREENTIPS_1Whether or not this atom shows screentips when hovered over
PREVENT_CLICK_UNDER_1Prevent clicking things below it on the same turf eg. doors/ fulltile windows
HOLOGRAM_1specifies that this atom is a hologram that isnt real
INITIALIZED_1Whether /atom/Initialize() has already run for the object
ADMIN_SPAWNED_1was this spawned by an admin? used for stat tracking stuff.
PREVENT_CONTENTS_EXPLOSION_1should not get harmed if this gets caught by an explosion?
ALLOW_DARK_PAINTS_1Should this object be paintable with very dark colors?
UNPAINTABLE_1Should this object be unpaintable?
IS_ONTOP_1Is this atom on top of another atom, and as such has click priority?
SUPERMATTER_IGNORES_1Is this atom immune to being dusted by the supermatter?
CAN_BE_DIRTY_1If a turf can be made dirty at roundstart. This is also used in areas.
HTML_USE_INITAL_ICON_1Should we use the initial icon for display? Mostly used by overlay only objects
IS_PLAYER_COLORABLE_1Can players recolor this in-game via vendors (and maybe more if support is added)?
HAS_CONTEXTUAL_SCREENTIPS_1Whether or not this atom has contextual screentips when hovered OVER
HAS_DISASSOCIATED_STORAGE_1Whether or not this atom is storing contents for a disassociated storage object
DECAL_INIT_UPDATE_EXPERIENCED_1If 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 rasin 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
UPDATE_NAMEUpdate the atom's name
UPDATE_DESCUpdate the atom's desc
UPDATE_ICON_STATEUpdate the atom's icon state
UPDATE_OVERLAYSUpdate the atom's overlays
UPDATE_GREYSCALEUpdate the atom's greyscaling
UPDATE_SMOOTHINGUpdate the atom's smoothing. (More accurately, queue it for an update)
UPDATE_ICONUpdate the atom's icon
RICOCHET_SHINYIf the thing can reflect light (lasers/energy)
RICOCHET_HARDIf the thing can reflect matter (bullets/bomb shrapnel)
NOJAUNTIf a turf cant be jaunted through.
UNUSED_RESERVATION_TURFIf a turf is an usused reservation turf awaiting assignment
RESERVATION_TURFIf a turf is a reserved turf
NO_LAVA_GENBlocks lava rivers being generated on the turf.
NO_RUINSBlocks ruins spawning on the turf.
NO_RUSTBlocks this turf from being rusted
IS_SOLIDIs this turf is "solid". Space and lava aren't for instance
NO_CLEARINGThis turf will never be cleared away by other objects on Initialize.
VALID_TERRITORY/////////////Area flags\\\\\\\ If it's a valid territory for cult summoning or the CRAB-17 phone to spawn
BLOBS_ALLOWEDIf blobs can spawn there and if it counts towards their score.
CAVES_ALLOWEDIf mining tunnel generation is allowed in this area
FLORA_ALLOWEDIf flora are allowed to spawn in this area randomly through tunnel generation
MOB_SPAWN_ALLOWEDIf mobs can be spawned by natural random generation
MEGAFAUNA_SPAWN_ALLOWEDIf megafauna can be spawned by natural random generation
NOTELEPORTAre you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
HIDDEN_AREAHides area from player Teleport function.
UNIQUE_AREAIf false, loading multiple maps with this area type will create multiple instances.
BLOCK_SUICIDEIf people are allowed to suicide in it. Mostly for OOC stuff like minigames
XENOBIOLOGY_COMPATIBLECan the Xenobio management console transverse this area by default?
ABDUCTOR_PROOFIf Abductors are unable to teleport in with their observation console
CULT_PERMITTEDIf blood cultists can draw runes or build structures on this AREA.
PERSISTENT_ENGRAVINGSIf engravings are persistent in this area
NO_DEATH_MESSAGEMobs that die in this area don't produce a dead chat message
EVENT_PROTECTEDThis area should have extra shielding from certain event effects
LETPASSTHROWLet thrown things past us. ONLY MEANINGFUL ON pass_flags_self!
LETPASSCLICKSDo not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. ONLY MEANINGFUL ON pass_flags_self!
PHASINGWhen moving, will Cross() everything, but won't stop or Bump() anything.
UPSIDE_DOWNThe mob is walking on the ceiling. Or is generally just, upside down.
MOVETYPES_NOT_TOUCHING_GROUNDCombination flag for movetypes which, for all intents and purposes, mean the mob is not touching the ground
FIRE_PROOF100% immune to fire damage (but not necessarily to lava or heat)
FLAMMABLEatom is flammable and can have the burning component
ON_FIREcurrently burning
UNACIDABLEacid can't even appear on it, let alone melt it.
ACID_PROOFacid stuck on it doesn't melt it.
INDESTRUCTIBLEdoesn't take damage
FREEZE_PROOFcan't be frozen
ZAP_LOW_POWER_GENZaps with this flag will generate less power through tesla coils
MOBILITY_MOVEcan move
MOBILITY_STANDcan, and is, standing up
MOBILITY_PICKUPcan pickup items
MOBILITY_USEcan hold and use items
MOBILITY_UIcan use interfaces like machinery
MOBILITY_STORAGEcan use storage item
MOBILITY_PULLcan pull things
MOBILITY_RESTcan rest
MOBILITY_LIEDOWNcan lie down
MAX_BITFLAG_DIGITS33554431 (2^24 - 1) is the maximum value our bitflags can reach.
IGNORE_USER_LOC_CHANGECan do the action even if mob moves location
IGNORE_TARGET_LOC_CHANGECan do the action even if the target moves location
IGNORE_HELD_ITEMCan do the action even if the item is no longer being held
IGNORE_INCAPACITATEDCan do the action even if the mob is incapacitated (ex. handcuffed)
IGNORE_SLOWDOWNSUsed to prevent important slowdowns from being abused by drugs like kronkaine
SPACEVINE_HEAT_RESISTANTIs the spacevine / flower bud heat resistant
SPACEVINE_COLD_RESISTANTIs the spacevine / flower bud cold resistant
EMOTE_AUDIBLEIs the emote audible
EMOTE_VISIBLEIs the emote visible
EMOTE_IMPORTANTIs it an emote that should be shown regardless of blindness/deafness

Define Details

ABDUCTOR_PROOF

If Abductors are unable to teleport in with their observation console

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?

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 rasin 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

EMOTE_AUDIBLE

Is the emote audible

EMOTE_IMPORTANT

Is it an emote that should be shown regardless of blindness/deafness

EMOTE_VISIBLE

Is the emote visible

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 isnt 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_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 cant be jaunted through.

NOTELEPORT

Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)

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

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?

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)

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?

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.

UNPAINTABLE_1

Should this object be unpaintable?

UNUSED_RESERVATION_TURF

If a turf is an usused 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

XENOBIOLOGY_COMPATIBLE

Can the Xenobio management console transverse this area by default?

ZAP_LOW_POWER_GEN

Zaps with this flag will generate less power through tesla coils