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_GAMEMODE_SKIN | Used for armors or uniforms that don't have a snow/desert/etc icon state set via select_gamemode_skin. |
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 |
HTML_USE_INITAL_ICON | Should we use the initial icon for display? Mostly used by overlay only objects |
NO_ZFALL | If an object will fall through open space, use this when dashing \ jumping for example |
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. |
IGNITING_ITEM | Has heat source but isn't 'on fire' and thus can be stored |
FORCEDROP_CONDITIONAL | Overrides NODROP in some cases (stripping) |
SMARTGUNNER_BACKPACK_OVERRIDE | Overrides smartgunner not being able to wear backpacks |
ADJACENT_CLICK_DELAY | The item will incur click delay if an empty adjacent tile is clicked |
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 |
FULL_DECAP_PROTECTION | Helmet does not fall off when blocking a decapitation |
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_ULTRA | 3 tiles of full and 2 of partial impairment (original one) |
VISION_IMPAIR_MAX | Full blindness, 1 tile visibility |
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) |
SLOT_BLOCK_SUIT_STORE | Anything with this flag cannot be worn in suit storage, period. |
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_DEFAULT | Default accessory slot for non-accessory specific clothing, this should almost never be used for proper categorization |
STORAGE_ALLOW_EMPTY | Whether the storage object has the 'empty' verb, which dumps all the contents on the floor |
STORAGE_QUICK_EMPTY | Whether the storage object can quickly be emptied (no delay) |
STORAGE_QUICK_GATHER | Whether the storage object can quickly collect all items from a tile via the 'toggle mode' verb |
STORAGE_ALLOW_DRAWING_METHOD_TOGGLE | Whether this storage object can have its items drawn (pouches) |
STORAGE_USING_DRAWING_METHOD | Whether this storage object has its items drawn (versus just opening it) |
STORAGE_USING_FIFO_DRAWING | Wether the storage object can have items in it's leftmost slot be drawn |
STORAGE_CLICK_EMPTY | Whether you can click to empty an item |
STORAGE_CLICK_GATHER | Whether it is possible to use this storage object in an inverse way, so you can have the item in your hand and click items on the floor to pick them up |
STORAGE_SHOW_FULLNESS | Whether our storage object on hud changes color when full |
STORAGE_CONTENT_NUM_DISPLAY | Whether the storage object groups contents of the same type and displays them as a number. Only works for slot-based storage objects. |
STORAGE_GATHER_SIMULTAENOUSLY | Whether the storage object can pick up all the items in a tile |
STORAGE_ALLOW_QUICKDRAW | Whether the storage can be drawn with E or Holster verb |
STORAGE_DISABLE_USE_EMPTY | Whether using this item will try not to empty it if possible |
STORAGE_ALLOW_WHILE_HAULED | Whether the user can withdraw the items in storage while being hauled by a xeno |
/proc/slot_to_in_storage_slot | Get appropriate SLOT_IN_X for given slot |
Define Details
ACCESSORY_SLOT_DEFAULT 
Default accessory slot for non-accessory specific clothing, this should almost never be used for proper categorization
ADJACENT_CLICK_DELAY 
The item will incur click delay if an empty adjacent tile is clicked
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_GAMEMODE_SKIN 
Used for armors or uniforms that don't have a snow/desert/etc icon state set via select_gamemode_skin.
NO_NAME_OVERRIDE 
Used for nonstandard marine clothing to ignore 'specialty' var.
NO_ZFALL 
If an object will fall through open space, use this when dashing \ jumping for example
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.
STORAGE_ALLOW_DRAWING_METHOD_TOGGLE 
Whether this storage object can have its items drawn (pouches)
STORAGE_ALLOW_EMPTY 
Whether the storage object has the 'empty' verb, which dumps all the contents on the floor
STORAGE_ALLOW_QUICKDRAW 
Whether the storage can be drawn with E or Holster verb
STORAGE_ALLOW_WHILE_HAULED 
Whether the user can withdraw the items in storage while being hauled by a xeno
STORAGE_CLICK_EMPTY 
Whether you can click to empty an item
STORAGE_CLICK_GATHER 
Whether it is possible to use this storage object in an inverse way, so you can have the item in your hand and click items on the floor to pick them up
STORAGE_CONTENT_NUM_DISPLAY 
Whether the storage object groups contents of the same type and displays them as a number. Only works for slot-based storage objects.
STORAGE_DISABLE_USE_EMPTY 
Whether using this item will try not to empty it if possible
STORAGE_GATHER_SIMULTAENOUSLY 
Whether the storage object can pick up all the items in a tile
STORAGE_QUICK_EMPTY 
Whether the storage object can quickly be emptied (no delay)
STORAGE_QUICK_GATHER 
Whether the storage object can quickly collect all items from a tile via the 'toggle mode' verb
STORAGE_SHOW_FULLNESS 
Whether our storage object on hud changes color when full
STORAGE_USING_DRAWING_METHOD 
Whether this storage object has its items drawn (versus just opening it)
STORAGE_USING_FIFO_DRAWING 
Wether the storage object can have items in it's leftmost slot be drawn
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 
Full blindness, 1 tile visibility
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_ULTRA 
3 tiles of full and 2 of partial impairment (original one)
VISION_IMPAIR_WEAK 
2 tiles of partial impairment
WIELDED 
The item is wielded with both hands.