mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
Split up and rename var/flags (#17794)
* Split up and rename `var/flags` * Various fixes * CL * Don't rename Phoron Guard phoron preset --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
This commit is contained in:
@@ -27,7 +27,7 @@ Contains helper procs for airflow, handled in /connection_group.
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/mob/living/carbon/human/airflow_stun()
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if(shoes)
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if(shoes.item_flags & NOSLIP) return 0
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if(shoes.item_flags & ITEM_FLAG_NO_SLIP) return 0
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..()
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/atom/movable/proc/check_airflow_movable(n)
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@@ -74,7 +74,7 @@ Contains helper procs for airflow, handled in /connection_group.
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if(buckled_to)
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return 0
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var/obj/item/shoes = get_equipped_item(slot_shoes)
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if(istype(shoes) && (shoes.item_flags & NOSLIP))
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if(istype(shoes) && (shoes.item_flags & ITEM_FLAG_NO_SLIP))
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return 0
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return 1
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@@ -41,7 +41,7 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
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/obj/var/contaminated = 0
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/obj/item/proc/can_contaminate()
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if(flags & PHORONGUARD)
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if(item_flags & ITEM_FLAG_PHORON_GUARD)
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return FALSE
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return TRUE
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@@ -99,15 +99,15 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
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var/burn_eyes = 1
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//Check for protective glasses
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if(glasses && (glasses.body_parts_covered & EYES) && (glasses.item_flags & AIRTIGHT))
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if(glasses && (glasses.body_parts_covered & EYES) && (glasses.item_flags & ITEM_FLAG_AIRTIGHT))
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burn_eyes = 0
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//Check for protective maskwear
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if(burn_eyes && wear_mask && (wear_mask.body_parts_covered & EYES) && (wear_mask.item_flags & AIRTIGHT))
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if(burn_eyes && wear_mask && (wear_mask.body_parts_covered & EYES) && (wear_mask.item_flags & ITEM_FLAG_AIRTIGHT))
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burn_eyes = 0
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//Check for protective helmets
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if(burn_eyes && head && (head.body_parts_covered & EYES) && (head.item_flags & AIRTIGHT))
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if(burn_eyes && head && (head.body_parts_covered & EYES) && (head.item_flags & ITEM_FLAG_AIRTIGHT))
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burn_eyes = 0
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//If we still need to, burn their eyes
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@@ -141,7 +141,7 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
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//Checks if the head is adequately sealed.
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if(head)
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if(vsc.plc.PHORONGUARD_ONLY)
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if(head.flags & PHORONGUARD)
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if(head.item_flags & ITEM_FLAG_PHORON_GUARD)
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return 1
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else if(head.body_parts_covered & EYES)
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return 1
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@@ -153,7 +153,7 @@ var/image/contamination_overlay = image('icons/effects/contamination.dmi')
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for(var/obj/item/protection in list(wear_suit, gloves, shoes))
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if(!protection)
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continue
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if(vsc.plc.PHORONGUARD_ONLY && !(protection.flags & PHORONGUARD))
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if(vsc.plc.PHORONGUARD_ONLY && !(protection.item_flags & ITEM_FLAG_PHORON_GUARD))
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return 0
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coverage |= protection.body_parts_covered
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@@ -1,7 +1,3 @@
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// Movable flags.
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#define MOVABLE_FLAG_EFFECTMOVE 1 //Is this an effect that should move?
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#define MOVABLE_FLAG_DEL_SHUTTLE 2 //Shuttle transition will delete this.
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var/global/list/bitflags = list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768)
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#define TURF_IS_MIMICING(T) (isturf(T) && (T:z_flags & ZM_MIMIC_BELOW))
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@@ -27,3 +23,69 @@ var/list/mimic_defines = list(
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"ZM_MIMIC_NO_AO",
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"ZM_NO_OCCLUDE"
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)
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// Flags bitmask
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/// If a dense atom (potentially) only blocks movements from a given direction, i.e. window panes
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#define ATOM_FLAG_CHECKS_BORDER FLAG(1)
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/// Used for atoms if they don't want to get a blood overlay.
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#define ATOM_FLAG_NO_BLOOD FLAG(2)
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/// Reagents do not react in this containers
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#define ATOM_FLAG_NO_REACT FLAG(3)
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/// Is an open container for chemistry purposes
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#define ATOM_FLAG_OPEN_CONTAINER FLAG(4)
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/// Reagent container that can pour its contents with a lid on. only used for syrup bottles for now
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#define ATOM_FLAG_POUR_CONTAINER FLAG(5)
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/// Should we use the initial icon for display? Mostly used by overlay only objects
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#define ATOM_FLAG_HTML_USE_INITIAL_ICON FLAG(6)
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// Movable flags.
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/// Does this object require proximity checking in Enter()?
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#define MOVABLE_FLAG_PROXMOVE FLAG(1)
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///Is this an effect that should move?
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#define MOVABLE_FLAG_EFFECTMOVE FLAG(2)
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///Shuttle transition will delete this.
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#define MOVABLE_FLAG_DEL_SHUTTLE FLAG(3)
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// Obj flags
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/// Can this object be rotated?
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#define OBJ_FLAG_ROTATABLE FLAG(0)
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/// This object can be rotated even while anchored
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#define OBJ_FLAG_ROTATABLE_ANCHORED FLAG(1)
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/// Can this take a signaler? only in use for machinery
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#define OBJ_FLAG_SIGNALER FLAG(2)
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/// Will prevent mobs from falling
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#define OBJ_FLAG_NOFALL FLAG(3)
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/// Object moves with shuttle transition even if turf below is a background turf.
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#define OBJ_FLAG_MOVES_UNSUPPORTED FLAG(4)
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#define OBJ_FLAG_CONDUCTABLE FLAG(5)
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// Item flags
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/// When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
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#define ITEM_FLAG_NO_BLUDGEON FLAG(0)
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/// Does not get contaminated by phoron.
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#define ITEM_FLAG_PHORON_GUARD FLAG(1)
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/// Prevents syringes, parapens and hyposprays if equiped to slot_suit or slot_head.
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#define ITEM_FLAG_THICK_MATERIAL FLAG(2)
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/// Functions with internals
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#define ITEM_FLAG_AIRTIGHT FLAG(3)
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///Prevents from slipping on wet floors, in space, etc.
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#define ITEM_FLAG_NO_SLIP FLAG(4)
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/// Blocks the effect that chemical clouds would have on a mob -- glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
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#define ITEM_FLAG_BLOCK_GAS_SMOKE_EFFECT FLAG(5)
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/// At the moment, masks with this flag will not prevent eating even if they are covering your face.
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#define ITEM_FLAG_FLEXIBLE_MATERIAL FLAG(6)
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/// Allows syringes and hyposprays to inject, even if the material is thick
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#define ITEM_FLAG_INJECTION_PORT FLAG(7)
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/// When applied to footwear, this makes it so that they don't trigger things like landmines and mouse traps
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#define ITEM_FLAG_LIGHT_STEP FLAG(8)
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/// whether wearing this item will protect you from loud noises such as flashbangs | this only works for ear slots or the head slot
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#define ITEM_FLAG_SOUND_PROTECTION FLAG(9)
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/// won't block flavourtext when worn on equipment slot
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#define ITEM_FLAG_SHOW_FLAVOR_TEXT FLAG(10)
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/// Uses the special held maptext system, which sets a specific maptext if the item is in possession of a mob.
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#define ITEM_FLAG_HELD_MAP_TEXT FLAG(11)
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/// Cannot be moved from its current inventory slot. Mostly for augments, modules, and other "attached" items.
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#define ITEM_FLAG_NO_MOVE FLAG(12)
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@@ -21,31 +21,6 @@
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#define SLOT_WRISTS BITFLAG(15)
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#define SLOT_S_STORE BITFLAG(16)
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// Flags bitmasks.
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#define NOBLUDGEON 0x1 // When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
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#define CONDUCT 0x2 // Conducts electricity. (metal etc.)
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#define ON_BORDER 0x4 // Item has priority to check when entering or leaving.
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#define NOBLOODY 0x8 // Used for items if they don't want to get a blood overlay.
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#define OPENCONTAINER 0x10 // Is an open container for chemistry purposes.
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#define PHORONGUARD 0x20 // Does not get contaminated by phoron.
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#define NOREACT 0x40 // Reagents don't react inside this container.
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#define PROXMOVE 0x80 // Does this object require proximity checking in Enter()?
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#define HELDMAPTEXT 0x100 // Uses the special held maptext system, which sets a specific maptext if the item is in possession of a mob.
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#define NOMOVE 0x200 // Cannot be moved from its current inventory slot. Mostly for augments, modules, and other "attached" items.
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#define HTML_USE_INITAL_ICON 0x400 // Should we use the initial icon for display? Mostly used by overlay only objects
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#define POURCONTAINER 0x800 // reagent container that can pour its contents with a lid on. only used for syrup bottles for now
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//Flags for items (equipment)
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#define THICKMATERIAL BITFLAG(0) // Prevents syringes, parapens and hyposprays if equiped to slot_suit or slot_head.
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#define AIRTIGHT BITFLAG(1) // Functions with internals.
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#define NOSLIP BITFLAG(2) // Prevents from slipping on wet floors, in space, etc.
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#define BLOCK_GAS_SMOKE_EFFECT BITFLAG(3) // Blocks the effect that chemical clouds would have on a mob -- glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
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#define FLEXIBLEMATERIAL BITFLAG(4) // At the moment, masks with this flag will not prevent eating even if they are covering your face.
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#define SOUNDPROTECTION BITFLAG(5) // whether wearing this item will protect you from loud noises such as flashbangs | this only works for ear slots or the head slot
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#define LIGHTSTEP BITFLAG(6) // When applied to footwear, this makes it so that they don't trigger things like landmines and mouse traps
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#define INJECTIONPORT BITFLAG(7) // Allows syringes and hyposprays to inject, even if the material is thick
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#define SHOWFLAVORTEXT BITFLAG(8) // won't block flavourtext when worn on equipment slot
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// Flags for pass_flags.
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#define PASSTABLE 0x1
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#define PASSGLASS 0x2
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@@ -142,13 +142,13 @@
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#define DEFAULT_JOB_TYPE /datum/job/assistant
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//Area flags, possibly more to come
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#define RAD_SHIELDED BITFLAG(1) //shielded from radiation, clearly
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#define SPAWN_ROOF BITFLAG(2) // if we should attempt to spawn a roof above us.
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#define HIDE_FROM_HOLOMAP BITFLAG(3) // if we shouldn't be drawn on station holomaps
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#define FIRING_RANGE BITFLAG(4)
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#define NO_CREW_EXPECTED BITFLAG(5) // Areas where crew is not expected to ever be. Used to tell antag bases and such from crew-accessible areas on centcom level.
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#define PRISON BITFLAG(6) // Marks prison area for purposes of checking if brigged/imprisoned
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#define NO_GHOST_TELEPORT_ACCESS BITFLAG(7) // Marks whether ghosts should not have teleport access to this area
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#define AREA_FLAG_RAD_SHIELDED BITFLAG(1) //shielded from radiation, clearly
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#define AREA_FLAG_SPAWN_ROOF BITFLAG(2) // if we should attempt to spawn a roof above us.
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#define AREA_FLAG_HIDE_FROM_HOLOMAP BITFLAG(3) // if we shouldn't be drawn on station holomaps
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#define AREA_FLAG_FIRING_RANGE BITFLAG(4)
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#define AREA_FLAG_NO_CREW_EXPECTED BITFLAG(5) // Areas where crew is not expected to ever be. Used to tell antag bases and such from crew-accessible areas on centcom level.
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#define AREA_FLAG_PRISON BITFLAG(6) // Marks prison area for purposes of checking if brigged/imprisoned
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#define AREA_FLAG_NO_GHOST_TELEPORT_ACCESS BITFLAG(7) // Marks whether ghosts should not have teleport access to this area
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// Convoluted setup so defines can be supplied by Bay12 main server compile script.
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// Should still work fine for people jamming the icons into their repo.
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@@ -1,9 +1,3 @@
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#define OBJ_FLAG_ROTATABLE (1<<1) // Can this object be rotated?
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#define OBJ_FLAG_ROTATABLE_ANCHORED (1<<2) // This object can be rotated even while anchored
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#define OBJ_FLAG_SIGNALER (1<<3) // Can this take a signaler? only in use for machinery
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#define OBJ_FLAG_NOFALL (1<<4) // Will prevent mobs from falling
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#define OBJ_FLAG_MOVES_UNSUPPORTED (1<<5) // Object moves with shuttle transition even if turf below is a background turf.
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/obj/proc/issurgerycompatible() // set to false for things that are too unwieldy for surgery
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return TRUE
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@@ -189,7 +189,7 @@
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return
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if(QDELETED(A))
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return
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A.flags |= HTML_USE_INITAL_ICON
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A.atom_flags |= ATOM_FLAG_HTML_USE_INITIAL_ICON
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if((A.smoothing_flags & SMOOTH_TRUE) || (A.smoothing_flags & SMOOTH_MORE))
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var/adjacencies = A.calculate_adjacencies()
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@@ -1146,7 +1146,7 @@ lighting determines lighting capturing (optional), suppress_errors suppreses err
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if (isnull(icon_state))
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icon_state = thing.icon_state
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//Despite casting to atom, this code path supports mutable appearances, so let's be nice to them
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if(isnull(icon_state) || (isatom(thing) && thing.flags & HTML_USE_INITAL_ICON))
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if(isnull(icon_state) || (isatom(thing) && thing.atom_flags & ATOM_FLAG_HTML_USE_INITIAL_ICON))
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icon_state = initial(thing.icon_state)
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if (isnull(dir))
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dir = initial(thing.dir)
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@@ -116,7 +116,7 @@ Quick adjacency (to turf):
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/*
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This checks if you there is uninterrupted airspace between that turf and this one.
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This is defined as any dense ON_BORDER object, or any dense object without throwpass.
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This is defined as any dense ATOM_FLAG_CHECKS_BORDER object, or any dense object without throwpass.
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The border_only flag allows you to not objects (for source and destination squares)
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*/
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/turf/proc/ClickCross(var/target_dir, var/border_only, var/target_atom = null)
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@@ -124,7 +124,7 @@ Quick adjacency (to turf):
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if(!O.density || O == target_atom || O.throwpass)
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continue // throwpass is used for anything you can click through
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if(O.flags & ON_BORDER) // windows have throwpass but are on border, check them first
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if(O.atom_flags & ATOM_FLAG_CHECKS_BORDER) // windows have throwpass but are on border, check them first
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if(O.dir & target_dir || O.dir & (O.dir - 1)) // full tile windows are just diagonals mechanically
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if(istype(target_atom, /obj/structure/window))
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var/obj/structure/window/W = target_atom
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@@ -345,7 +345,7 @@
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var/dy = A.y - y
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var/direction
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if (loc == A.loc && A.flags & ON_BORDER)
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if (loc == A.loc && A.atom_flags & ATOM_FLAG_CHECKS_BORDER)
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direction = A.dir
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else if (!dx && !dy)
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return
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@@ -149,8 +149,8 @@
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user.internal = null
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/obj/screen/internals/proc/has_internals_mask(var/mob/living/carbon/human/user)
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if(user.wear_mask && HAS_FLAG(user.wear_mask.item_flags, AIRTIGHT))
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if(user.wear_mask && HAS_FLAG(user.wear_mask.item_flags, ITEM_FLAG_AIRTIGHT))
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return TRUE
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if(user.head && HAS_FLAG(user.head.item_flags, AIRTIGHT))
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if(user.head && HAS_FLAG(user.head.item_flags, ITEM_FLAG_AIRTIGHT))
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return TRUE
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return FALSE
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@@ -33,7 +33,7 @@ avoid code duplication. This includes items that may sometimes act as a standard
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return
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/atom/movable/attackby(obj/item/W, mob/user)
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if(!(W.flags & NOBLUDGEON))
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if(!(W.item_flags & ITEM_FLAG_NO_BLUDGEON))
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visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
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/mob/living/attackby(obj/item/I, mob/user)
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@@ -86,7 +86,7 @@ avoid code duplication. This includes items that may sometimes act as a standard
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//I would prefer to rename this attack_as_weapon(), but that would involve touching hundreds of files.
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/obj/item/proc/attack(mob/living/M, mob/living/user, var/target_zone = BP_CHEST)
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if(flags & NOBLUDGEON)
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if(item_flags & ITEM_FLAG_NO_BLUDGEON)
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return 0
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if(M == user && user.a_intent != I_HURT)
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@@ -63,7 +63,7 @@ SUBSYSTEM_DEF(holomap)
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A = T.loc
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Ttype = T.type
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if (A.flags & HIDE_FROM_HOLOMAP)
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if (A.area_flags & AREA_FLAG_HIDE_FROM_HOLOMAP)
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continue
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if (rock_tcache[Ttype])
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continue
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@@ -8,7 +8,7 @@ SUBSYSTEM_DEF(misc_late)
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/datum/controller/subsystem/misc_late/Initialize(timeofday)
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// Setup the teleport locs.
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for(var/area/AR as anything in the_station_areas)
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if(AR.flags & NO_GHOST_TELEPORT_ACCESS)
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if(AR.area_flags & AREA_FLAG_NO_GHOST_TELEPORT_ACCESS)
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continue
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var/list/area_turfs = AR.contents
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if (area_turfs.len) // Check the area is mapped
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@@ -71,7 +71,7 @@ SUBSYSTEM_DEF(radiation)
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continue // Radiation is not multi-z
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if(source.respect_maint)
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var/area/A = T.loc
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if(A.flags & RAD_SHIELDED)
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if(A.area_flags & AREA_FLAG_RAD_SHIELDED)
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continue // In shielded area
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var/dist = get_dist(source.source_turf, T)
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@@ -166,7 +166,7 @@
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else
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for(var/atom/movable/A in destturf)
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if(A != teleatom && A.density && A.anchored && !istype(A, /obj/effect/portal))
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if(A.flags & ON_BORDER)
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if(A.atom_flags & ATOM_FLAG_CHECKS_BORDER)
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if(prob(10))
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impediment = A
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break
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@@ -12,7 +12,7 @@
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density = 0
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unacidable = 1//Just to be sure.
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var/def_zone
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flags = PROXMOVE
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movable_flags = MOVABLE_FLAG_PROXMOVE
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pass_flags = PASSTABLE | PASSRAILING
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/var/list/acting_rank_prefixes = list("acting", "temporary", "interim", "provisional")
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@@ -47,7 +47,7 @@
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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drop_sound = 'sound/items/drop/rubber.ogg'
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pickup_sound = 'sound/items/pickup/rubber.ogg'
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@@ -3,7 +3,7 @@
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desc = "Should anything ever go wrong..."
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icon = 'icons/obj/radio.dmi'
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icon_state = "red_phone"
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flags = CONDUCT
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obj_flags = OBJ_FLAG_CONDUCTABLE
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force = 3.0
|
||||
throwforce = 2.0
|
||||
throw_speed = 1
|
||||
@@ -50,7 +50,7 @@
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "cane"
|
||||
item_state = "stick"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 10
|
||||
throwforce = 7.0
|
||||
w_class = ITEMSIZE_LARGE
|
||||
@@ -383,7 +383,7 @@
|
||||
var/selfdestruct = 0.0
|
||||
var/traitor_frequency = 0.0
|
||||
var/obj/item/device/radio/origradio = null
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "radio"
|
||||
throwforce = 5
|
||||
@@ -435,7 +435,7 @@
|
||||
icon_state = "std_mod"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
item_state = "electronic"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
usesound = 'sound/items/Deconstruct.ogg'
|
||||
var/mtype = 1 // 1=electronic 2=hardware
|
||||
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
/area
|
||||
var/global/global_uid = 0
|
||||
var/uid
|
||||
///Bitflag (Any of `AREA_FLAG_*`). See `code\__defines\misc.dm`.
|
||||
var/area_flags
|
||||
var/holomap_color // Color of this area on the holomap. Must be a hex color (as string) or null.
|
||||
var/fire = null
|
||||
var/atmosalm = 0
|
||||
@@ -105,10 +107,10 @@
|
||||
. = ..()
|
||||
|
||||
/area/proc/is_prison()
|
||||
return flags & PRISON
|
||||
return area_flags & AREA_FLAG_PRISON
|
||||
|
||||
/area/proc/is_no_crew_expected()
|
||||
return flags & NO_CREW_EXPECTED
|
||||
return area_flags & AREA_FLAG_NO_CREW_EXPECTED
|
||||
|
||||
/area/proc/set_lightswitch(var/state) // Set lights in area. TRUE for on, FALSE for off, NULL for initial state.
|
||||
if(isnull(state))
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/atom
|
||||
layer = 2
|
||||
var/level = 2
|
||||
var/flags = 0
|
||||
var/atom_flags = 0
|
||||
var/init_flags = 0
|
||||
var/list/fingerprints
|
||||
var/list/fingerprintshidden
|
||||
@@ -107,15 +107,15 @@
|
||||
// Convenience proc to see if a container is open for chemistry handling.
|
||||
// Returns true if open, false if closed.
|
||||
/atom/proc/is_open_container()
|
||||
return flags & OPENCONTAINER
|
||||
return atom_flags & ATOM_FLAG_OPEN_CONTAINER
|
||||
|
||||
/atom/proc/is_pour_container()
|
||||
return flags & POURCONTAINER
|
||||
return atom_flags & ATOM_FLAG_POUR_CONTAINER
|
||||
|
||||
/atom/proc/CheckExit()
|
||||
return 1
|
||||
|
||||
// If you want to use this, the atom must have the PROXMOVE flag and the moving atom must also have the PROXMOVE flag currently to help with lag. -ComicIronic
|
||||
// If you want to use this, the atom must have the MOVABLE_FLAG_PROXMOVE flag and the moving atom must also have the MOVABLE_FLAG_PROXMOVE flag currently to help with lag. -ComicIronic
|
||||
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
|
||||
return
|
||||
|
||||
@@ -528,7 +528,7 @@
|
||||
// Returns 1 if made bloody, returns 0 otherwise.
|
||||
/atom/proc/add_blood(mob/living/carbon/human/M)
|
||||
|
||||
if(flags & NOBLOODY)
|
||||
if(atom_flags & ATOM_FLAG_NO_BLOOD)
|
||||
return 0
|
||||
|
||||
if(!blood_DNA || !istype(blood_DNA, /list)) // If our list of DNA doesn't exist yet (or isn't a list), initialise it.
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "pinpointer"
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "pinoff"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = ITEMSIZE_SMALL
|
||||
item_state = "electronic"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/obj/item/clothing/shoes/combat/speed
|
||||
name = "boots of speed"
|
||||
desc = "The latest in sure footing technology."
|
||||
item_flags = NOSLIP
|
||||
item_flags = ITEM_FLAG_NO_SLIP
|
||||
siemens_coefficient = 0.6
|
||||
slowdown = -1
|
||||
armor = null
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
)
|
||||
throwforce = 0
|
||||
force = 0
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
var/mob/living/carbon/human/owner
|
||||
var/obj/item/technomancer_core/core
|
||||
var/cast_methods = null // Controls how the spell is casted.
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
//IPCs leak oil
|
||||
to_chat(src, SPAN_WARNING("[T] is not a creature you can drain useful blood from."))
|
||||
return
|
||||
if(T.head && (T.head.item_flags & AIRTIGHT))
|
||||
if(T.head && (T.head.item_flags & ITEM_FLAG_AIRTIGHT))
|
||||
to_chat(src, SPAN_WARNING("[T]'s headgear is blocking the way to the neck."))
|
||||
return
|
||||
var/obj/item/blocked = check_mouth_coverage()
|
||||
|
||||
@@ -10,8 +10,7 @@
|
||||
icon_state = "yellow"
|
||||
density = 1
|
||||
var/health = 100.0
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_SIGNALER
|
||||
obj_flags = OBJ_FLAG_SIGNALER | OBJ_FLAG_CONDUCTABLE
|
||||
w_class = ITEMSIZE_HUGE
|
||||
|
||||
var/valve_open = 0
|
||||
@@ -354,7 +353,7 @@ update_flag
|
||||
if(istype(W, /obj/item/mecha_equipment/clamp))
|
||||
return
|
||||
if(!W.iswrench() && !is_type_in_list(W, list(/obj/item/tank, /obj/item/device/analyzer, /obj/item/modular_computer)) && !issignaler(W) && !(W.iswirecutter() && signaler))
|
||||
if(W.flags & NOBLUDGEON)
|
||||
if(W.item_flags & ITEM_FLAG_NO_BLUDGEON)
|
||||
return TRUE
|
||||
visible_message(SPAN_WARNING("\The [user] hits \the [src] with \the [W]!"), SPAN_NOTICE("You hit \the [src] with \the [W]."))
|
||||
user.do_attack_animation(src, W)
|
||||
|
||||
@@ -201,7 +201,7 @@
|
||||
return 1
|
||||
|
||||
for(var/obj/O in B)
|
||||
if(O.density && !istype(O, /obj/machinery/door) && !(O.flags & ON_BORDER))
|
||||
if(O.density && !istype(O, /obj/machinery/door) && !(O.atom_flags & ATOM_FLAG_CHECKS_BORDER))
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
var/detectTime = 0
|
||||
var/area/ai_monitored/area_motion = null
|
||||
var/alarm_delay = 100 // Don't forget, there's another 10 seconds in queueAlarm()
|
||||
flags = PROXMOVE
|
||||
movable_flags = MOVABLE_FLAG_PROXMOVE
|
||||
|
||||
/obj/machinery/camera/internal_process()
|
||||
// motion camera event loop
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
maxhealth = 150 //If you change this, consiter changing ../door/window/brigdoor/ health at the bottom of this .dm file
|
||||
health = 150
|
||||
visible = 0.0
|
||||
flags = ON_BORDER
|
||||
atom_flags = ATOM_FLAG_CHECKS_BORDER
|
||||
opacity = 0
|
||||
var/obj/item/airlock_electronics/electronics = null
|
||||
explosion_resistance = 5
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
var/base_state = "mflash"
|
||||
anchored = 1
|
||||
idle_power_usage = 2
|
||||
flags = PROXMOVE
|
||||
movable_flags = MOVABLE_FLAG_PROXMOVE
|
||||
var/_wifi_id
|
||||
var/datum/wifi/receiver/button/flasher/wifi_receiver
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "Used for building machines."
|
||||
icon = 'icons/obj/monitors.dmi'
|
||||
icon_state = "fire_bitem"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
var/build_machine_type
|
||||
var/refund_amt = 2
|
||||
var/refund_type = /obj/item/stack/material/steel
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
/obj/machinery/iv_drip/Crossed(var/mob/H)
|
||||
if(ishuman(H))
|
||||
var/mob/living/carbon/human/M = H
|
||||
if(M.shoes?.item_flags & LIGHTSTEP)
|
||||
if(M.shoes?.item_flags & ITEM_FLAG_LIGHT_STEP)
|
||||
return
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
@@ -169,7 +169,7 @@
|
||||
center = locate(x+center_x, y+center_y, z)
|
||||
if(center)
|
||||
for(var/obj/M in orange(magnetic_field, center))
|
||||
if(!M.anchored && (M.flags & CONDUCT))
|
||||
if(!M.anchored && (M.obj_flags & OBJ_FLAG_CONDUCTABLE))
|
||||
step_towards(M, center)
|
||||
|
||||
for(var/mob/living/silicon/S in orange(magnetic_field, center))
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "Used for building machines."
|
||||
icon = 'icons/obj/monitors.dmi'
|
||||
icon_state = "fire_bitem"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
var/build_machine_type
|
||||
var/refund_amt = 2
|
||||
var/refund_type = /obj/item/stack/material/steel
|
||||
|
||||
@@ -96,7 +96,7 @@
|
||||
if(perp.shoes && !perp.buckled_to)//Adding blood to shoes
|
||||
var/obj/item/clothing/shoes/S = perp.shoes
|
||||
if(istype(S))
|
||||
if(S.item_flags & LIGHTSTEP)
|
||||
if(S.item_flags & ITEM_FLAG_LIGHT_STEP)
|
||||
return
|
||||
S.blood_color = basecolor
|
||||
S.track_footprint = max(amount, S.track_footprint)
|
||||
|
||||
@@ -128,11 +128,11 @@ steam.start() -- spawns the effect
|
||||
if (istype(M))
|
||||
return 0
|
||||
if (M.internal != null)
|
||||
if(M.wear_mask && (M.wear_mask.item_flags & AIRTIGHT))
|
||||
if(M.wear_mask && (M.wear_mask.item_flags & ITEM_FLAG_AIRTIGHT))
|
||||
return 0
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.head && (H.head.item_flags & AIRTIGHT))
|
||||
if(H.head && (H.head.item_flags & ITEM_FLAG_AIRTIGHT))
|
||||
return 0
|
||||
return 0
|
||||
return 1
|
||||
|
||||
@@ -234,7 +234,7 @@
|
||||
if(armor[type])
|
||||
AddComponent(/datum/component/armor, armor)
|
||||
break
|
||||
if(flags & HELDMAPTEXT)
|
||||
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
|
||||
set_initial_maptext()
|
||||
check_maptext()
|
||||
|
||||
@@ -520,7 +520,7 @@
|
||||
/obj/item/proc/pickup(mob/user)
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
if(flags & HELDMAPTEXT)
|
||||
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
|
||||
addtimer(CALLBACK(src, PROC_REF(check_maptext)), 1) // invoke async does not work here
|
||||
do_pickup_animation(user)
|
||||
|
||||
@@ -710,7 +710,7 @@ var/list/global/slot_flags_enumeration = list(
|
||||
|
||||
// override for give shenanigans
|
||||
/obj/item/proc/on_give(var/mob/giver, var/mob/receiver)
|
||||
if(flags & HELDMAPTEXT)
|
||||
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
|
||||
check_maptext()
|
||||
|
||||
//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
|
||||
@@ -784,7 +784,7 @@ var/list/global/slot_flags_enumeration = list(
|
||||
M.eye_blurry += rand(3,4)
|
||||
|
||||
/obj/item/proc/protects_eyestab(var/obj/stab_item, var/stabbed = FALSE) // if stabbed is set to true if we're being stabbed and not just checking
|
||||
if((item_flags & THICKMATERIAL) && (body_parts_covered & EYES))
|
||||
if((item_flags & ITEM_FLAG_THICK_MATERIAL) && (body_parts_covered & EYES))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
@@ -1177,12 +1177,12 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
|
||||
|
||||
/obj/item/throw_at()
|
||||
..()
|
||||
if(flags & HELDMAPTEXT)
|
||||
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
|
||||
check_maptext()
|
||||
|
||||
/obj/item/dropped(var/mob/user)
|
||||
..()
|
||||
if(flags & HELDMAPTEXT)
|
||||
if(item_flags & ITEM_FLAG_HELD_MAP_TEXT)
|
||||
check_maptext()
|
||||
|
||||
// used to check whether the item is capable of popping things like balloons, inflatable barriers, or cutting police tape.
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "Used for repairing or building APCs"
|
||||
icon = 'icons/obj/apc_repair.dmi'
|
||||
icon_state = "apc_frame"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
|
||||
/obj/item/frame/apc/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (W.iswrench())
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
starts_with = list(/obj/item/reagent_containers/pill/skrell_nootropic = 7)
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/random
|
||||
flags = 0
|
||||
atom_flags = 0
|
||||
var/list/random_reagent_list = list(list(/singleton/reagent/water = 15) = 1, list(/singleton/reagent/spacecleaner = 15) = 1)
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/random/toxin
|
||||
@@ -65,7 +65,7 @@
|
||||
/obj/item/reagent_containers/glass/beaker/vial/random/Initialize()
|
||||
. = ..()
|
||||
if(is_open_container())
|
||||
flags ^= OPENCONTAINER
|
||||
atom_flags ^= ATOM_FLAG_OPEN_CONTAINER
|
||||
|
||||
var/list/picked_reagents = pickweight(random_reagent_list)
|
||||
for(var/reagent in picked_reagents)
|
||||
@@ -81,34 +81,34 @@
|
||||
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/venenum
|
||||
flags = 0
|
||||
atom_flags = 0
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/venenum/Initialize()
|
||||
. = ..()
|
||||
if(is_open_container())
|
||||
flags ^= OPENCONTAINER
|
||||
atom_flags ^= ATOM_FLAG_OPEN_CONTAINER
|
||||
reagents.add_reagent(/singleton/reagent/venenum,volume)
|
||||
desc = "Contains venenum."
|
||||
update_icon()
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/nerveworm_eggs
|
||||
flags = 0
|
||||
atom_flags = 0
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/nerveworm_eggs/Initialize()
|
||||
. = ..()
|
||||
if(is_open_container())
|
||||
flags ^= OPENCONTAINER
|
||||
atom_flags ^= ATOM_FLAG_OPEN_CONTAINER
|
||||
reagents.add_reagent(/singleton/reagent/toxin/nerveworm_eggs, 2)
|
||||
desc = "<b>BIOHAZARDOUS! - Nerve Fluke eggs.</b> Purchased from <i>SciSupply Eridani</i>, recently incorporated into <i>Zeng-Hu Pharmaceuticals' Keiretsu</i>!"
|
||||
update_icon()
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/heartworm_eggs
|
||||
flags = 0
|
||||
atom_flags = 0
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/vial/heartworm_eggs/Initialize()
|
||||
. = ..()
|
||||
if(is_open_container())
|
||||
flags ^= OPENCONTAINER
|
||||
atom_flags ^= ATOM_FLAG_OPEN_CONTAINER
|
||||
reagents.add_reagent(/singleton/reagent/toxin/heartworm_eggs, 2)
|
||||
desc = "<b>BIOHAZARDOUS! - Heart Fluke eggs.</b> Purchased from <i>SciSupply Eridani</i>, recently incorporated into <i>Zeng-Hu Pharmaceuticals' Keiretsu</i>!"
|
||||
update_icon()
|
||||
|
||||
@@ -324,7 +324,7 @@
|
||||
/obj/item/shockpaddles/proc/check_contact(mob/living/carbon/human/H)
|
||||
if(!combat)
|
||||
for(var/obj/item/clothing/cloth in list(H.wear_suit, H.w_uniform))
|
||||
if((cloth.body_parts_covered & UPPER_TORSO) && (cloth.item_flags & THICKMATERIAL))
|
||||
if((cloth.body_parts_covered & UPPER_TORSO) && (cloth.item_flags & ITEM_FLAG_THICK_MATERIAL))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
desc = "A pair of binoculars."
|
||||
icon_state = "binoculars"
|
||||
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5.0
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 5.0
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A strange device."
|
||||
desc_antag = "This device can let you disguise as common objects. Click on an object with this in your active hand to scan it, then activate it to use it in your hand."
|
||||
icon_state = "shield0"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "electronic"
|
||||
throwforce = 5
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
desc = "Used to debug electronic equipment."
|
||||
icon = 'icons/obj/hacktool.dmi'
|
||||
icon_state = "hacktool-g"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 5
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throw_speed = 4
|
||||
throw_range = 10
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
|
||||
|
||||
var/times_used = 0 //Number of times it's been used.
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throw_speed = 4
|
||||
throw_range = 10
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
var/list/storedwarrant = list() //All the warrants currently stored
|
||||
var/activename = null
|
||||
var/activecharges = null
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
icon_state = "flashlight"
|
||||
item_state = "flashlight"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
light_color = LIGHT_COLOR_HALOGEN
|
||||
uv_intensity = 50
|
||||
@@ -304,7 +304,7 @@
|
||||
item_state = "pen"
|
||||
drop_sound = 'sound/items/drop/accessory.ogg'
|
||||
pickup_sound = 'sound/items/pickup/accessory.ogg'
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_EARS
|
||||
brightness_on = 2
|
||||
w_class = ITEMSIZE_TINY
|
||||
@@ -315,7 +315,7 @@
|
||||
desc = "A miniature lamp, that might be used by small robots."
|
||||
icon_state = "penlight"
|
||||
item_state = ""
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
brightness_on = 2
|
||||
efficiency_modifier = 2
|
||||
w_class = ITEMSIZE_TINY
|
||||
@@ -375,7 +375,7 @@
|
||||
desc = "Some nifty lamps drawing from internal battery sources to produce a light, though a dim one."
|
||||
icon_state = "headlights"
|
||||
item_state = "headlights"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_HEAD | SLOT_EARS
|
||||
brightness_on = 2
|
||||
w_class = ITEMSIZE_TINY
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
brightness_on = 4
|
||||
flashlight_power = 1.0
|
||||
w_class = ITEMSIZE_HUGE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
uv_intensity = 100
|
||||
power_use = FALSE
|
||||
on = TRUE
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
icon_state = "locator"
|
||||
|
||||
// Copied from debugger.dm
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5.0
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 5.0
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
icon_state = "lightreplacer"
|
||||
item_state = "lightreplacer"
|
||||
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2)
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
item_state = "megaphone"
|
||||
contained_sprite = TRUE
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
|
||||
var/spamcheck = 0
|
||||
var/emagged = 0
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
item_state = "multitool"
|
||||
item_icons = null
|
||||
contained_sprite = TRUE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5.0
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 5.0
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "pin_extractor"
|
||||
item_state = "pin_extractor"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
action_button_name = "Toggle extractor"
|
||||
var/on = 0
|
||||
var/activation_sound = 'sound/effects/lighton.ogg'
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
icon_state = "powersink0"
|
||||
item_state = "powersink0"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
throwforce = 5
|
||||
throw_speed = 1
|
||||
throw_range = 2
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "Dance my monkeys! DANCE!!!"
|
||||
icon_state = "electropack0"
|
||||
item_state = "electropack"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = ITEMSIZE_HUGE
|
||||
|
||||
|
||||
@@ -202,7 +202,7 @@
|
||||
desc_info = "This radio doubles as a pair of earmuffs by providing sound protection."
|
||||
icon_state = "earset"
|
||||
item_state = "earset"
|
||||
item_flags = SOUNDPROTECTION
|
||||
item_flags = ITEM_FLAG_SOUND_PROTECTION
|
||||
slot_flags = SLOT_EARS | SLOT_TWOEARS
|
||||
|
||||
/obj/item/device/radio/headset/wrist
|
||||
@@ -652,7 +652,7 @@
|
||||
icon = 'icons/obj/clothing/ears/earmuffs.dmi'
|
||||
icon_state = "earmuffs"
|
||||
item_state = "earmuffs"
|
||||
item_flags = SOUNDPROTECTION
|
||||
item_flags = ITEM_FLAG_SOUND_PROTECTION
|
||||
slot_flags = SLOT_EARS | SLOT_TWOEARS
|
||||
|
||||
/obj/item/device/radio/headset/syndicate
|
||||
|
||||
@@ -27,8 +27,8 @@ pixel_x = 8;
|
||||
appearance_flags = TILE_BOUND // prevents people from viewing the overlay through a wall
|
||||
w_class = ITEMSIZE_LARGE
|
||||
canhear_range = 2
|
||||
flags = CONDUCT | NOBLOODY
|
||||
obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
|
||||
atom_flags = ATOM_FLAG_NO_BLOOD
|
||||
obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED | OBJ_FLAG_CONDUCTABLE
|
||||
var/number = 0
|
||||
var/obj/machinery/abstract/intercom_listener/power_interface
|
||||
var/global/list/screen_overlays
|
||||
|
||||
@@ -42,7 +42,7 @@ var/global/list/default_interrogation_channels = list(
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
icon_state = "walkietalkie"
|
||||
item_state = "radio"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throw_speed = 2
|
||||
throw_range = 9
|
||||
|
||||
@@ -12,7 +12,7 @@ BREATH ANALYZER
|
||||
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
|
||||
icon_state = "health"
|
||||
item_state = "healthanalyzer"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 3
|
||||
w_class = ITEMSIZE_SMALL
|
||||
@@ -373,7 +373,7 @@ BREATH ANALYZER
|
||||
item_state = "analyzer"
|
||||
contained_sprite = TRUE
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 5
|
||||
throw_speed = 4
|
||||
@@ -407,7 +407,8 @@ BREATH ANALYZER
|
||||
icon_state = "spectrometer"
|
||||
item_state = "analyzer"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT | OPENCONTAINER
|
||||
atom_flags = ATOM_FLAG_OPEN_CONTAINER
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 5
|
||||
throw_speed = 4
|
||||
@@ -480,7 +481,7 @@ BREATH ANALYZER
|
||||
icon_state = "reagent_scanner"
|
||||
item_state = "analyzer"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 5
|
||||
throw_speed = 4
|
||||
@@ -521,7 +522,7 @@ BREATH ANALYZER
|
||||
item_state = "analyzer"
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
throwforce = 0
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
@@ -562,7 +563,7 @@ BREATH ANALYZER
|
||||
name = "price scanner"
|
||||
desc = "Using an up-to-date database of various costs and prices, this device estimates the market price of an item up to 0.001% accuracy."
|
||||
icon_state = "price_scanner"
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 0
|
||||
@@ -584,7 +585,7 @@ BREATH ANALYZER
|
||||
icon_state = "breath_analyzer"
|
||||
item_state = "analyzer"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 0
|
||||
throw_speed = 3
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
item_state = "nothing"
|
||||
layer = TURF_LAYER+0.2
|
||||
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5.0
|
||||
w_class = ITEMSIZE_TINY
|
||||
slot_flags = SLOT_EARS
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
slot_flags = SLOT_BACK //you can carry it on your back if you want, but it won't do anything unless attached to suit storage
|
||||
|
||||
//copied from tank.dm
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5.0
|
||||
throwforce = 10.0
|
||||
throw_speed = 1
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
var/list/timestamp = list()
|
||||
var/can_print = TRUE
|
||||
var/obj/item/computer_hardware/hard_drive/portable/portable_drive
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
throwforce = 2
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
|
||||
@@ -22,7 +22,7 @@ effective or pretty fucking useless.
|
||||
w_class = ITEMSIZE_TINY
|
||||
throw_speed = 4
|
||||
throw_range = 10
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
item_state = "electronic"
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 3, TECH_ILLEGAL = 3)
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
var/mob/attacher = null
|
||||
var/valve_open = 0
|
||||
var/toggle = 1
|
||||
flags = PROXMOVE
|
||||
movable_flags = MOVABLE_FLAG_PROXMOVE
|
||||
|
||||
/obj/item/device/transfer_valve/proc/process_activation(var/obj/item/device/D)
|
||||
|
||||
|
||||
@@ -358,7 +358,7 @@ Then check if it's true, if true return. This will stop the normal menu appearin
|
||||
desc = "A small device used for access restricted sites in the remote corners of the Extranet."
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
icon_state = "radio"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
/obj/item/device/contract_uplink/Initialize(var/mapload, var/mind)
|
||||
@@ -403,7 +403,7 @@ Then check if it's true, if true return. This will stop the normal menu appearin
|
||||
desc_antag = "This is hidden uplink! Use it in-hand to access the uplink interface and spend telecrystals to beam in items. Make sure to do it in private, it could look suspicious!"
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
icon_state = "radio"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
///Amount of starting telecrystals. Defaults to default amount if not set.
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "voice0"
|
||||
item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
|
||||
w_class = ITEMSIZE_TINY
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
|
||||
var/use_message = "Halt! Security!"
|
||||
var/spamcheck = 0
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
matter = list(MATERIAL_GLASS = 200)
|
||||
recyclable = TRUE
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
var/contains = JAR_NOTHING // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling, 4 = gumballs, 5 = holder
|
||||
var/list/contained = list()
|
||||
drop_sound = 'sound/items/drop/glass.ogg'
|
||||
|
||||
@@ -22,7 +22,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list(
|
||||
Clicking on a floor without any tiles will reinforce the floor. You can make reinforced glass by combining rods and normal glass sheets."
|
||||
singular_name = "metal rod"
|
||||
icon_state = "rods"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
force = 9.0
|
||||
throwforce = 15.0
|
||||
@@ -141,7 +141,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list(
|
||||
|
||||
for(var/obj/O in user.loc) //Objects, we don't care about mobs. Turfs are checked elsewhere
|
||||
if(O.density)
|
||||
if(!(O.flags & ON_BORDER) || O.dir == user.dir)
|
||||
if(!(O.atom_flags & ATOM_FLAG_CHECKS_BORDER) || O.dir == user.dir)
|
||||
return
|
||||
|
||||
var/build_stack = amount
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
/obj/item/stack
|
||||
gender = PLURAL
|
||||
origin_tech = list(TECH_MATERIAL = 1)
|
||||
flags = HELDMAPTEXT
|
||||
item_flags = ITEM_FLAG_HELD_MAP_TEXT
|
||||
var/list/datum/stack_recipe/recipes
|
||||
var/singular_name
|
||||
var/amount = 1
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
icon_state = "telecrystal"
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_amount = 50
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
origin_tech = list(TECH_MATERIAL = 6, TECH_BLUESPACE = 4)
|
||||
icon_has_variants = TRUE
|
||||
var/crystal_type = CRYSTAL_TYPE_TELECRYSTAL
|
||||
|
||||
@@ -23,6 +23,8 @@
|
||||
randpixel = 7
|
||||
drop_sound = 'sound/items/drop/axe.ogg'
|
||||
pickup_sound = 'sound/items/pickup/axe.ogg'
|
||||
item_flags = 0
|
||||
obj_flags = 0
|
||||
|
||||
/obj/item/stack/tile/New()
|
||||
..()
|
||||
@@ -40,7 +42,6 @@
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
drop_sound = 'sound/items/drop/herb.ogg'
|
||||
pickup_sound = 'sound/items/pickup/herb.ogg'
|
||||
@@ -57,7 +58,6 @@
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
drop_sound = 'sound/items/drop/wooden.ogg'
|
||||
pickup_sound = 'sound/items/pickup/wooden.ogg'
|
||||
|
||||
@@ -108,7 +108,6 @@
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
drop_sound = 'sound/items/drop/cloth.ogg'
|
||||
pickup_sound = 'sound/items/pickup/cloth.ogg'
|
||||
|
||||
@@ -177,7 +176,6 @@
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
drop_sound = 'sound/items/drop/cloth.ogg'
|
||||
pickup_sound = 'sound/items/pickup/cloth.ogg'
|
||||
matter = list(MATERIAL_PLASTIC = TILE_MATERIAL_AMOUNT)
|
||||
@@ -200,7 +198,7 @@
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
|
||||
/obj/item/stack/tile/circuit_green
|
||||
name = "circuit tile"
|
||||
@@ -212,7 +210,7 @@
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
|
||||
/*
|
||||
* Floors
|
||||
@@ -228,7 +226,7 @@
|
||||
throwforce = 6
|
||||
throw_speed = 5
|
||||
throw_range = 10
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
|
||||
/obj/item/stack/tile/floor/full_stack/Initialize(mapload)
|
||||
. = ..()
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "It's a sticker."
|
||||
icon = 'icons/obj/sticker.dmi'
|
||||
icon_state = "sticker"
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
w_class = ITEMSIZE_TINY
|
||||
vis_flags = VIS_INHERIT_LAYER | VIS_INHERIT_DIR
|
||||
|
||||
|
||||
@@ -571,7 +571,7 @@
|
||||
drop_sound = 'sound/items/drop/gun.ogg'
|
||||
pickup_sound = /singleton/sound_category/sword_pickup_sound
|
||||
equip_sound = /singleton/sound_category/sword_equip_sound
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT | SLOT_BACK
|
||||
force = 5
|
||||
throwforce = 5
|
||||
@@ -602,7 +602,7 @@
|
||||
/obj/item/toy/snappop/Crossed(H as mob|obj)
|
||||
if((ishuman(H))) //i guess carp and shit shouldn't set them off
|
||||
var/mob/living/carbon/human/M = H
|
||||
if(M.shoes?.item_flags & LIGHTSTEP)
|
||||
if(M.shoes?.item_flags & ITEM_FLAG_LIGHT_STEP)
|
||||
return
|
||||
if(M.m_intent == M_RUN)
|
||||
to_chat(M, SPAN_WARNING("You step on the snap pop!"))
|
||||
|
||||
@@ -12,7 +12,7 @@ AI MODULES
|
||||
icon_state = "std_mod"
|
||||
item_state = "electronic"
|
||||
desc = "An AI Module for transmitting encrypted instructions to the AI."
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5.0
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 5.0
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
opacity = FALSE
|
||||
density = FALSE
|
||||
anchored = FALSE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5
|
||||
throwforce = 10
|
||||
throw_speed = 1
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
desc = "Extracts information on wounds."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "autopsy"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
w_class = ITEMSIZE_SMALL
|
||||
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
|
||||
var/list/datum/autopsy_data_scanner/wdata = list()
|
||||
|
||||
@@ -260,7 +260,7 @@
|
||||
icon_state = "urn"
|
||||
applies_material_colour = TRUE
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
|
||||
/obj/item/material/urn/afterattack(var/obj/A, var/mob/user, var/proximity)
|
||||
if(!istype(A, /obj/effect/decal/cleanable/ash))
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
/obj/item/clothing/mask/chewable/Initialize()
|
||||
create_reagents(chem_volume) // making the cigarrete a chemical holder with a maximum volume of 15
|
||||
. = ..()
|
||||
flags |= NOREACT // so it doesn't react until you light it
|
||||
atom_flags |= ATOM_FLAG_NO_REACT // so it doesn't react until you light it
|
||||
if(wrapped)
|
||||
slot_flags = null
|
||||
update_icon()
|
||||
|
||||
@@ -172,7 +172,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
|
||||
/obj/item/clothing/mask/smokable/Initialize()
|
||||
. = ..()
|
||||
flags |= NOREACT // so it doesn't react until you light it
|
||||
atom_flags |= ATOM_FLAG_NO_REACT // so it doesn't react until you light it
|
||||
create_reagents(chem_volume) // making the cigarrete a chemical holder with a maximum volume of 15
|
||||
|
||||
/obj/item/clothing/mask/smokable/process()
|
||||
@@ -213,7 +213,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
e.start()
|
||||
qdel(src)
|
||||
return
|
||||
flags &= ~NOREACT // allowing reagents to react after being lit
|
||||
atom_flags &= ~ATOM_FLAG_NO_REACT // allowing reagents to react after being lit
|
||||
reagents.handle_reactions()
|
||||
icon_state = icon_on
|
||||
item_state = icon_on
|
||||
@@ -705,7 +705,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
)
|
||||
w_class = ITEMSIZE_TINY
|
||||
throwforce = 4
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
attack_verb = list("burnt", "singed")
|
||||
var/base_state
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
item_state = "electronic"
|
||||
origin_tech = list(TECH_DATA = 2)
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5
|
||||
throwforce = 5
|
||||
throw_speed = 3
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "shield0"
|
||||
var/active = 0.0
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
item_state = "electronic"
|
||||
throwforce = 10.0
|
||||
throw_speed = 2
|
||||
|
||||
@@ -246,7 +246,7 @@
|
||||
icon_state = "ecartridge"
|
||||
matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 10)
|
||||
volume = 20
|
||||
flags = OPENCONTAINER
|
||||
atom_flags = ATOM_FLAG_OPEN_CONTAINER
|
||||
|
||||
/obj/item/reagent_containers/ecig_cartridge/examine(mob/user)
|
||||
. = ..()
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
icon_state = "plastic-explosive0"
|
||||
item_state = "plasticx"
|
||||
flags = NOBLUDGEON
|
||||
item_flags = ITEM_FLAG_NO_BLUDGEON
|
||||
w_class = ITEMSIZE_SMALL
|
||||
origin_tech = list(TECH_ILLEGAL = 2)
|
||||
var/datum/wires/explosive/c4/wires = null
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
icon_state = "metal_canister"
|
||||
item_state = "metal_canister"
|
||||
hitsound = 'sound/weapons/smash.ogg'
|
||||
flags = CONDUCT | OPENCONTAINER
|
||||
atom_flags = ATOM_FLAG_OPEN_CONTAINER
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
throwforce = 8
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
throw_speed = 2
|
||||
@@ -22,9 +23,9 @@
|
||||
/obj/item/reagent_containers/extinguisher_refill/attackby(obj/item/O, mob/user)
|
||||
if(O.isscrewdriver())
|
||||
if(is_open_container())
|
||||
flags &= ~OPENCONTAINER
|
||||
atom_flags &= ~ATOM_FLAG_OPEN_CONTAINER
|
||||
else
|
||||
flags |= OPENCONTAINER
|
||||
atom_flags |= ATOM_FLAG_OPEN_CONTAINER
|
||||
to_chat(user, SPAN_NOTICE("Using \the [O], you [is_open_container() ? "unsecure" : "secure"] the cartridge's lid!"))
|
||||
return TRUE
|
||||
|
||||
@@ -48,7 +49,7 @@
|
||||
if(is_open_container())
|
||||
if(LAZYLEN(reagents.reagent_volumes))
|
||||
to_chat(user,"<span class='notice'>With a quick twist of the cartridge's lid, you secure the reagents inside \the [src].</span>")
|
||||
flags &= ~OPENCONTAINER
|
||||
atom_flags &= ~ATOM_FLAG_OPEN_CONTAINER
|
||||
else
|
||||
to_chat(user,"<span class='notice'>You can't secure the cartridge without putting reagents in!</span>")
|
||||
else
|
||||
@@ -78,7 +79,7 @@
|
||||
/obj/item/reagent_containers/extinguisher_refill/filled/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(/singleton/reagent/toxin/fertilizer/monoammoniumphosphate, volume)
|
||||
flags &= ~OPENCONTAINER
|
||||
atom_flags &= ~ATOM_FLAG_OPEN_CONTAINER
|
||||
|
||||
/obj/item/extinguisher
|
||||
name = "fire extinguisher"
|
||||
@@ -87,7 +88,7 @@
|
||||
icon_state = "fire_extinguisher0"
|
||||
item_state = "fire_extinguisher"
|
||||
hitsound = 'sound/weapons/smash.ogg'
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
throwforce = 10
|
||||
w_class = ITEMSIZE_HUGE
|
||||
throw_speed = 2
|
||||
@@ -112,7 +113,7 @@
|
||||
icon_state = "miniFE0"
|
||||
item_state = "miniFE"
|
||||
hitsound = null //it is much lighter, after all.
|
||||
flags = OPENCONTAINER
|
||||
atom_flags = ATOM_FLAG_OPEN_CONTAINER
|
||||
throwforce = 2
|
||||
w_class = ITEMSIZE_SMALL
|
||||
force = 2.0
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
contained_sprite = TRUE
|
||||
|
||||
w_class = ITEMSIZE_LARGE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 3
|
||||
throwforce = 10
|
||||
throw_speed = 1
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
item_state = "grenade"
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
contained_sprite = 1
|
||||
var/active = 0
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
sprite_sheets = list(
|
||||
BODYTYPE_VAURCA_BULWARK = 'icons/mob/species/bulwark/cuff.dmi'
|
||||
)
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 5
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
|
||||
icon_state = "wiredrod"
|
||||
item_state = "rods"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 8
|
||||
throwforce = 10
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "ipc_tag_scanner"
|
||||
item_state = "ipc_tag_scanner"
|
||||
contained_sprite = TRUE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 3
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
if(deployed || ignore_deployment)
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/human/H = AM
|
||||
if(H.shoes?.item_flags & LIGHTSTEP)
|
||||
if(H.shoes?.item_flags & ITEM_FLAG_LIGHT_STEP)
|
||||
..()
|
||||
return
|
||||
if(isliving(AM))
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
return
|
||||
if(H.resting)
|
||||
return
|
||||
if(H.shoes?.item_flags & LIGHTSTEP)
|
||||
if(H.shoes?.item_flags & ITEM_FLAG_LIGHT_STEP)
|
||||
return
|
||||
|
||||
to_chat(H, SPAN_DANGER("You step on \the [src]!"))
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
contained_sprite = TRUE
|
||||
icon_state = "knife"
|
||||
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
sharp = 1
|
||||
edge = TRUE
|
||||
var/active = 1 // For butterfly knives
|
||||
|
||||
@@ -351,7 +351,7 @@
|
||||
desc = "A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station."
|
||||
icon_state = "chainsaw_off"
|
||||
base_icon = "chainsaw_off"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 10
|
||||
force_unwielded = 10
|
||||
force_wielded = 20
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
sharp = 0
|
||||
edge = FALSE
|
||||
armor_penetration = 20
|
||||
flags = NOBLOODY
|
||||
atom_flags = ATOM_FLAG_NO_BLOOD
|
||||
can_embed = 0//No embedding pls
|
||||
var/base_reflectchance = 40
|
||||
var/base_block_chance = 25
|
||||
@@ -141,7 +141,8 @@
|
||||
throw_speed = 5
|
||||
throw_range = 10
|
||||
w_class = ITEMSIZE_HUGE
|
||||
flags = CONDUCT | NOBLOODY
|
||||
atom_flags = ATOM_FLAG_NO_BLOOD
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
origin_tech = list(TECH_COMBAT = 6, TECH_PHORON = 4, TECH_MATERIAL = 7, TECH_ILLEGAL = 4)
|
||||
attack_verb = list("stabbed", "chopped", "sliced", "cleaved", "slashed", "cut")
|
||||
sharp = 1
|
||||
@@ -189,7 +190,8 @@
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
flags = CONDUCT | NOBLOODY
|
||||
atom_flags = ATOM_FLAG_NO_BLOOD
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 4)
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
sharp = 1
|
||||
@@ -236,7 +238,7 @@
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
w_class = ITEMSIZE_SMALL
|
||||
flags = NOBLOODY
|
||||
atom_flags = ATOM_FLAG_NO_BLOOD
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
|
||||
sharp = 1
|
||||
edge = TRUE
|
||||
@@ -402,7 +404,7 @@
|
||||
throw_speed = 1
|
||||
throw_range = 1
|
||||
w_class = ITEMSIZE_LARGE//So you can't hide it in your pocket or some such.
|
||||
flags = NOBLOODY
|
||||
atom_flags = ATOM_FLAG_NO_BLOOD
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/mob/living/creator
|
||||
base_reflectchance = 140
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
desc = "A tool used by great men to placate the frothing masses."
|
||||
icon_state = "chain"
|
||||
item_state = "chain"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
force = 10
|
||||
throwforce = 7
|
||||
@@ -27,7 +27,7 @@
|
||||
desc = "A deadly chainsaw in the shape of a sword."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "chainswordoff"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
force = 15
|
||||
throwforce = 7
|
||||
@@ -183,7 +183,7 @@
|
||||
icon_state = "officersword"
|
||||
item_state = "officersword"
|
||||
contained_sprite = TRUE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BELT
|
||||
force = 15
|
||||
throwforce = 5
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
possible_transfer_amounts = list(10,20,30,60)
|
||||
volume = 60
|
||||
unacidable = 0
|
||||
flags = OPENCONTAINER
|
||||
atom_flags = ATOM_FLAG_OPEN_CONTAINER
|
||||
fragile = 0
|
||||
var/paint_reagent = null //name of the reagent responsible for colouring the paint
|
||||
var/paint_type = null //used for colouring detective technicolor coat and hat
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
name = "riot shield"
|
||||
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
|
||||
icon_state = "riot"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
slot_flags = SLOT_BACK
|
||||
force = 5.0
|
||||
throwforce = 5.0
|
||||
@@ -130,7 +130,7 @@
|
||||
name = "energy combat shield"
|
||||
desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
|
||||
icon_state = "eshield0"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 3.0
|
||||
throwforce = 5.0
|
||||
throw_speed = 1
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
throwforce = 0
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
flags = OPENCONTAINER
|
||||
atom_flags = ATOM_FLAG_OPEN_CONTAINER
|
||||
var/key_data
|
||||
var/clean_msg
|
||||
var/last_clean
|
||||
@@ -50,7 +50,7 @@
|
||||
if(isliving(AM))
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/human/H = AM
|
||||
if(H.shoes?.item_flags & LIGHTSTEP)
|
||||
if(H.shoes?.item_flags & ITEM_FLAG_LIGHT_STEP)
|
||||
return
|
||||
var/mob/living/M = AM
|
||||
M.slip("the [src.name]",3)
|
||||
|
||||
@@ -275,7 +275,7 @@
|
||||
desc = "A bag for carrying lots of money. It's got a big dollar sign printed on the front."
|
||||
icon_state = "moneybag"
|
||||
item_state = "moneybag"
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
max_storage_space = 100
|
||||
w_class = ITEMSIZE_LARGE
|
||||
can_hold = list(/obj/item/coin,/obj/item/spacecash)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "briefcase"
|
||||
item_state = "briefcase"
|
||||
contained_sprite = TRUE
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 8.0
|
||||
throw_speed = 1
|
||||
throw_range = 4
|
||||
|
||||
@@ -304,7 +304,7 @@
|
||||
var/cigarette_to_spawn = /obj/item/clothing/mask/smokable/cigarette
|
||||
|
||||
/obj/item/storage/box/fancy/cigarettes/Initialize()
|
||||
flags |= NOREACT
|
||||
atom_flags |= ATOM_FLAG_NO_REACT
|
||||
create_reagents(15 * storage_slots) //so people can inject cigarettes without opening a packet, now with being able to inject the whole one
|
||||
. = ..()
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
icon_state = "red"
|
||||
item_state = "red"
|
||||
center_of_mass = list("x" = 16,"y" = 11)
|
||||
flags = CONDUCT
|
||||
obj_flags = OBJ_FLAG_CONDUCTABLE
|
||||
force = 5
|
||||
throwforce = 10
|
||||
throw_speed = 1
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user