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Correct bitwise logic for bitfield checks (#92609)
## About The Pull Request This fixes several bitfield operations that were missing parenthesis encapsulation. I noticed this problem in: - #92601 And decided to use regex to search for similar patterns which I came across in: - Move loops bypassing the `MOVELOOP_STATUS_RUNNING` status - Elastic arms mutation bypassing `ABSTRACT` object flags for picking up objects - Species radiation bypassing `HEAD_HAIR` hairstyle flags for balding - Damaged APC board status bypassing `EMAGGED` and `BROKEN` status for screentips - Shuttle cleanup code bypassing `MOVE_CONTENTS` for moving old turfs - Tram crossing signals bypassing `NORTH` and `EAST` direction checks ## Why It's Good For The Game Code behaves as intended.
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@@ -154,7 +154,7 @@
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///Resume our loop after being paused by pause_loop()
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/datum/move_loop/proc/resume_loop()
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if(!controller || (status & MOVELOOP_STATUS_RUNNING|MOVELOOP_STATUS_PAUSED) != (MOVELOOP_STATUS_RUNNING|MOVELOOP_STATUS_PAUSED))
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if(!controller || (status & (MOVELOOP_STATUS_RUNNING|MOVELOOP_STATUS_PAUSED)) != (MOVELOOP_STATUS_RUNNING|MOVELOOP_STATUS_PAUSED))
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return
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timer = world.time
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