code/__DEFINES/equipment.dm
NOINTERACT | You can't interact with it, at all. Useful when doing certain animations. |
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FPRINT | takes a fingerprint |
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. |
NOREACT | Reagents dont' react inside this container. |
OPENCONTAINER | is an open container for chemistry purposes |
RELAY_CLICK | This is used for /obj/ that relay your clicks via handle_click(), mostly for MGs ~Art |
ITEM_UNCATCHABLE | The item can't be caught out of the air. |
NO_NAME_OVERRIDE | Used for nonstandard marine clothing to ignore 'specialty' var. |
NO_SNOW_TYPE | Used for armors or uniforms that don't have a snow icon state. |
CAN_BE_SYRINGED | syringes can inject or drain reagents in this even if it isn't an OPENCONTAINER |
CAN_BE_DISPENSED_INTO | Chem dispenser can dispense in this even if it isn't an OPENCONTAINER |
INITIALIZED | Initialized by SSatoms. |
ATOM_DECORATED | Has run Decorate() as part of subsystem init |
USES_HEARING | Whether or not the object uses hearing |
NODROP | Cannot be dropped/unequipped at all, only deleted. |
NOBLUDGEON | when an item has this it produces no "X has been hit by Y with Z" message with the default handler |
NOSHIELD | weapon not affected by shield (does nothing currently) |
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) |
ITEM_PREDATOR | Specific predator item interactions. |
MOB_LOCK_ON_EQUIP | Lock this item to the mob that equips it up until permadeath |
NO_CRYO_STORE | This item deletes itself when put in cryo storage |
ITEM_OVERRIDE_NORTHFACE | For backpacks if they should have unique layering functions |
CAN_DIG_SHRAPNEL | whether activating it digs shrapnel out of the user and striking others with medical skills can dig shapnel out of other people. |
ANIMATED_SURGICAL_TOOL | whether it has an animated icon state of "[icon_state]_on" to be used during surgeries. |
NOTABLEMERGE | The item goes on top of tables, instead of into them with the overlay system |
HIDEEARS | (ears means headsets and such) |
HIDEEYES | (eyes means glasses) |
HIDELOWHAIR | temporarily removes the user's facial hair overlay. |
HIDETOPHAIR | temporarily removes the user's hair overlay. Leaves facial hair. |
HIDEALLHAIR | temporarily removes the user's hair, facial and otherwise. |
HIDEFACE | Dictates whether we appear as unknown. |
COVEREYES | Covers the eyes/protects them. |
COVERMOUTH | Covers the mouth. |
ALLOWINTERNALS | mask allows internals |
ALLOWREBREATH | Mask allows to breath in really hot or really cold air. |
BLOCKGASEFFECT | blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets |
ALLOWCPR | Allows CPR even though the face is covered by a mask |
BLOCKSHARPOBJ | From /tg: prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. |
NOPRESSUREDMAGE | This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. |
BLOCK_KNOCKDOWN | Suits only. Wearing this will stop you from being pushed over. |
SMARTGUN_HARNESS | Whether wearing this suit grants you the ability to fire a smartgun |
VISION_IMPAIR_NONE | No visual impairment |
VISION_IMPAIR_MIN | 1 tile of partial impairment |
VISION_IMPAIR_WEAK | 2 tiles of partial impairment |
VISION_IMPAIR_MED | 3 tiles of partial impairment |
VISION_IMPAIR_HIGH | 1 tile of full and 2 of partial impairment |
VISION_IMPAIR_STRONG | 2 tiles of full and 2 of partial impairment |
VISION_IMPAIR_MAX | 3 tiles of full and 2 of partial impairment (original one) |
UNIFORM_SLEEVE_ROLLABLE | can we roll the sleeves on this uniform? |
UNIFORM_SLEEVE_CUTTABLE | can the sleeves be cut? |
UNIFORM_JACKET_REMOVABLE | can the jacket be removed? |
UNIFORM_DO_NOT_HIDE_ACCESSORIES | are accessories never hidden by sleeve/jacket state? (meant for snow uniform which rolls collar instead of sleeves) |
SPACE_HELMET_MIN_COLD_PROT | what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0. |
SPACE_SUIT_MIN_COLD_PROT | what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0. |
SPACE_SUIT_MAX_HEAT_PROT | These need better heat protect, but not as good heat protect as firesuits. |
FIRESUIT_MAX_HEAT_PROT | what max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0. |
FIRE_HELMET_MAX_HEAT_PROT | for fire helmet quality items (red and white hardhats) |
HELMET_MIN_COLD_PROT | For normal helmets |
HELMET_MAX_HEAT_PROT | For normal helmets |
ARMOR_MIN_COLD_PROT | For armor |
ARMOR_MAX_HEAT_PROT | For armor |
GLOVES_MIN_COLD_PROT | For some gloves (black and) |
GLOVES_MAX_HEAT_PROT | For some gloves |
SHOE_MIN_COLD_PROT | For shoes |
SHOE_MAX_HEAT_PROT | For shoes |
ICE_PLANET_MIN_COLD_PROT | For the ice planet map protection from the elements. |
ACCESSORY_SLOT_ARMOR_C | Used for uniform armour inserts. |
Define Details
ACCESSORY_SLOT_ARMOR_C
Used for uniform armour inserts.
ALLOWCPR
Allows CPR even though the face is covered by a mask
ALLOWINTERNALS
mask allows internals
ALLOWREBREATH
Mask allows to breath in really hot or really cold air.
ANIMATED_SURGICAL_TOOL
whether it has an animated icon state of "[icon_state]_on" to be used during surgeries.
ARMOR_MAX_HEAT_PROT
For armor
ARMOR_MIN_COLD_PROT
For armor
ATOM_DECORATED
Has run Decorate() as part of subsystem init
BLOCKGASEFFECT
blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets
BLOCKSHARPOBJ
From /tg: prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
BLOCK_KNOCKDOWN
Suits only. Wearing this will stop you from being pushed over.
CAN_BE_DISPENSED_INTO
Chem dispenser can dispense in this even if it isn't an OPENCONTAINER
CAN_BE_SYRINGED
syringes can inject or drain reagents in this even if it isn't an OPENCONTAINER
CAN_DIG_SHRAPNEL
whether activating it digs shrapnel out of the user and striking others with medical skills can dig shapnel out of other people.
CONDUCT
conducts electricity (metal etc.)
COVEREYES
Covers the eyes/protects them.
COVERMOUTH
Covers the mouth.
DELONDROP
Deletes on drop instead of falling on the floor.
DIRLOCK
movable atom won't change direction when Moving()ing. Useful for items that have several dir states.
FIRESUIT_MAX_HEAT_PROT
what max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0.
FIRE_HELMET_MAX_HEAT_PROT
for fire helmet quality items (red and white hardhats)
FPRINT
takes a fingerprint
GLOVES_MAX_HEAT_PROT
For some gloves
GLOVES_MIN_COLD_PROT
For some gloves (black and)
HELMET_MAX_HEAT_PROT
For normal helmets
HELMET_MIN_COLD_PROT
For normal helmets
HIDEALLHAIR
temporarily removes the user's hair, facial and otherwise.
HIDEEARS
(ears means headsets and such)
HIDEEYES
(eyes means glasses)
HIDEFACE
Dictates whether we appear as unknown.
HIDELOWHAIR
temporarily removes the user's facial hair overlay.
HIDETOPHAIR
temporarily removes the user's hair overlay. Leaves facial hair.
ICE_PLANET_MIN_COLD_PROT
For the ice planet map protection from the elements.
INITIALIZED
Initialized by SSatoms.
ITEM_ABSTRACT
The item is abstract (grab, powerloader_clamp, etc)
ITEM_OVERRIDE_NORTHFACE
For backpacks if they should have unique layering functions
ITEM_PREDATOR
Specific predator item interactions.
ITEM_UNCATCHABLE
The item can't be caught out of the air.
MOB_LOCK_ON_EQUIP
Lock this item to the mob that equips it up until permadeath
NOBLOODY
Don't want a blood overlay on this one.
NOBLUDGEON
when an item has this it produces no "X has been hit by Y with Z" message with the default handler
NODROP
Cannot be dropped/unequipped at all, only deleted.
NOINTERACT
You can't interact with it, at all. Useful when doing certain animations.
NOPRESSUREDMAGE
This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage.
NOREACT
Reagents dont' react inside this container.
NOSHIELD
weapon not affected by shield (does nothing currently)
NOTABLEMERGE
The item goes on top of tables, instead of into them with the overlay system
NO_CRYO_STORE
This item deletes itself when put in cryo storage
NO_NAME_OVERRIDE
Used for nonstandard marine clothing to ignore 'specialty' var.
NO_SNOW_TYPE
Used for armors or uniforms that don't have a snow icon state.
ON_BORDER
'border object'. item has priority to check when entering or leaving
OPENCONTAINER
is an open container for chemistry purposes
RELAY_CLICK
This is used for /obj/ that relay your clicks via handle_click(), mostly for MGs ~Art
SHOE_MAX_HEAT_PROT
For shoes
SHOE_MIN_COLD_PROT
For shoes
SMARTGUN_HARNESS
Whether wearing this suit grants you the ability to fire a smartgun
SPACE_HELMET_MIN_COLD_PROT
what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
SPACE_SUIT_MAX_HEAT_PROT
These need better heat protect, but not as good heat protect as firesuits.
SPACE_SUIT_MIN_COLD_PROT
what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
TWOHANDED
The item is twohanded.
UNIFORM_DO_NOT_HIDE_ACCESSORIES
are accessories never hidden by sleeve/jacket state? (meant for snow uniform which rolls collar instead of sleeves)
UNIFORM_JACKET_REMOVABLE
can the jacket be removed?
UNIFORM_SLEEVE_CUTTABLE
can the sleeves be cut?
UNIFORM_SLEEVE_ROLLABLE
can we roll the sleeves on this uniform?
USES_HEARING
Whether or not the object uses hearing
VISION_IMPAIR_HIGH
1 tile of full and 2 of partial impairment
VISION_IMPAIR_MAX
3 tiles of full and 2 of partial impairment (original one)
VISION_IMPAIR_MED
3 tiles of partial impairment
VISION_IMPAIR_MIN
1 tile of partial impairment
VISION_IMPAIR_NONE
No visual impairment
VISION_IMPAIR_STRONG
2 tiles of full and 2 of partial impairment
VISION_IMPAIR_WEAK
2 tiles of partial impairment
WIELDED
The item is wielded with both hands.