byond - Modules - TypesDefine Details

code/__DEFINES/equipment.dm

NOINTERACTYou can't interact with it, at all. Useful when doing certain animations.
FPRINTtakes a fingerprint
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.
NOREACTReagents dont' react inside this container.
OPENCONTAINERis an open container for chemistry purposes
RELAY_CLICKThis is used for /obj/ that relay your clicks via handle_click(), mostly for MGs ~Art
ITEM_UNCATCHABLEThe item can't be caught out of the air.
NO_NAME_OVERRIDEUsed for nonstandard marine clothing to ignore 'specialty' var.
NO_SNOW_TYPEUsed for armors or uniforms that don't have a snow/desert/etc icon state set via select_gamemode_skin (not all item types currently perform this test though).
CAN_BE_SYRINGEDsyringes can inject or drain reagents in this even if it isn't an OPENCONTAINER
CAN_BE_DISPENSED_INTOChem dispenser can dispense in this even if it isn't an OPENCONTAINER
INITIALIZEDInitialized by SSatoms.
ATOM_DECORATEDHas run Decorate() as part of subsystem init
USES_HEARINGWhether or not the object uses hearing
HTML_USE_INITAL_ICONShould we use the initial icon for display? Mostly used by overlay only objects
NODROPCannot be dropped/unequipped at all, only deleted.
NOBLUDGEONwhen an item has this it produces no "X has been hit by Y with Z" message with the default handler
NOSHIELDweapon not affected by shield (does nothing currently)
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)
ITEM_PREDATORSpecific predator item interactions.
MOB_LOCK_ON_EQUIPLock this item to the mob that equips it up until permadeath
NO_CRYO_STOREThis item deletes itself when put in cryo storage
ITEM_OVERRIDE_NORTHFACEFor backpacks if they should have unique layering functions
CAN_DIG_SHRAPNELwhether activating it digs shrapnel out of the user and striking others with medical skills can dig shapnel out of other people.
ANIMATED_SURGICAL_TOOLwhether it has an animated icon state of "[icon_state]_on" to be used during surgeries.
IGNITING_ITEMHas heat source but isn't 'on fire' and thus can be stored
FORCEDROP_CONDITIONALOverrides NODROP in some cases (stripping)
SMARTGUNNER_BACKPACK_OVERRIDEOverrides smartgunner not being able to wear backpacks
HIDEEARS(ears means headsets and such)
HIDEEYES(eyes means glasses)
HIDELOWHAIRtemporarily removes the user's facial hair overlay.
HIDETOPHAIRtemporarily removes the user's hair overlay. Leaves facial hair.
HIDEALLHAIRtemporarily removes the user's hair, facial and otherwise.
HIDEFACEDictates whether we appear as unknown.
COVEREYESCovers the eyes/protects them.
COVERMOUTHCovers the mouth.
ALLOWINTERNALSmask allows internals
ALLOWREBREATHMask allows to breath in really hot or really cold air.
BLOCKGASEFFECTblocks the effect that chemical clouds would have on a mob --glasses, mask and helmets
ALLOWCPRAllows CPR even though the face is covered by a mask
FULL_DECAP_PROTECTIONHelmet does not fall off when blocking a decapitation
BLOCKSHARPOBJFrom /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.
NOPRESSUREDMAGEThis flag is used on the flags variable for SUIT and HEAD items which stop pressure damage.
BLOCK_KNOCKDOWNSuits only. Wearing this will stop you from being pushed over.
SMARTGUN_HARNESSWhether wearing this suit grants you the ability to fire a smartgun
VISION_IMPAIR_NONENo visual impairment
VISION_IMPAIR_MIN1 tile of partial impairment
VISION_IMPAIR_WEAK2 tiles of partial impairment
VISION_IMPAIR_MED3 tiles of partial impairment
VISION_IMPAIR_HIGH1 tile of full and 2 of partial impairment
VISION_IMPAIR_STRONG2 tiles of full and 2 of partial impairment
VISION_IMPAIR_MAX3 tiles of full and 2 of partial impairment (original one)
UNIFORM_SLEEVE_ROLLABLEcan we roll the sleeves on this uniform?
UNIFORM_SLEEVE_CUTTABLEcan the sleeves be cut?
UNIFORM_JACKET_REMOVABLEcan the jacket be removed?
UNIFORM_DO_NOT_HIDE_ACCESSORIESare accessories never hidden by sleeve/jacket state? (meant for snow uniform which rolls collar instead of sleeves)
SLOT_BLOCK_SUIT_STOREAnything with this flag cannot be worn in suit storage, period.
SPACE_HELMET_MIN_COLD_PROTwhat min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
SPACE_SUIT_MIN_COLD_PROTwhat min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
SPACE_SUIT_MAX_HEAT_PROTThese need better heat protect, but not as good heat protect as firesuits.
FIRESUIT_MAX_HEAT_PROTwhat max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0.
FIRE_HELMET_MAX_HEAT_PROTfor fire helmet quality items (red and white hardhats)
HELMET_MIN_COLD_PROTFor normal helmets
HELMET_MAX_HEAT_PROTFor normal helmets
ARMOR_MIN_COLD_PROTFor armor
ARMOR_MAX_HEAT_PROTFor armor
GLOVES_MIN_COLD_PROTFor some gloves (black and)
GLOVES_MAX_HEAT_PROTFor some gloves
SHOE_MIN_COLD_PROTFor shoes
SHOE_MAX_HEAT_PROTFor shoes
ICE_PLANET_MIN_COLD_PROTFor the ice planet map protection from the elements.
ACCESSORY_SLOT_ARMOR_CUsed for uniform armor inserts.

Define Details

ACCESSORY_SLOT_ARMOR_C

Used for uniform armor 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)

FORCEDROP_CONDITIONAL

Overrides NODROP in some cases (stripping)

FPRINT

takes a fingerprint

FULL_DECAP_PROTECTION

Helmet does not fall off when blocking a decapitation

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.

HTML_USE_INITAL_ICON

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

ICE_PLANET_MIN_COLD_PROT

For the ice planet map protection from the elements.

IGNITING_ITEM

Has heat source but isn't 'on fire' and thus can be stored

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)

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/desert/etc icon state set via select_gamemode_skin (not all item types currently perform this test though).

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

SLOT_BLOCK_SUIT_STORE

Anything with this flag cannot be worn in suit storage, period.

SMARTGUNNER_BACKPACK_OVERRIDE

Overrides smartgunner not being able to wear backpacks

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.